Prepare to face the furniture in Amanita’s spine-tingling puzzle-platformer.
Creaks was born from the shadows in the edges of the eyes, the anxiety at not knowing what is real and what’s simply a trick of the light. It first took shape as a concept around five years ago, as Jurda’s diploma project at his university. “It was all about this aspect of what you see, but also how generally there is some part of the story that you don’t know, and how you fill it with your own imagination,” Jurda says. “And how actually that will become reality for you, and can become completely different to the real thing.” A tricky email exchange, in which Jurda’s own assumptions led to the appearance of a problem that didn’t really exist, had inspired this train of thought. “I had misinterpreted some stuff, and behaved completely differently. So this was a theme that was interesting to me at the time. I was doing these visualisations of feelings versus reality, and how something simple can be difficult for somebody and their psychology. Some simple stuff, it can be a maze.”
Esta historia es de la edición February 2019 de Edge.
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Esta historia es de la edición February 2019 de Edge.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
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