Friend & Foe’s puzzle adventure is an indistinct, intriguing shimmer on the horizon.
Much like its development team, Vane holds its cards close to its chest. Some things are plain as day: the scope and mood of Friend & Foe’s forthcoming third person puzzle-adventure is gently familiar, reminiscent of Tequila Works’ Rime, or Fumito Ueda classic Ico. But some things are less clear. Who is the child we’re playing? What is the substance that triggers their transformation into a raven? More to the point: what exactly is our goal in this game? After a long stretch of soaring through the sun-bleached desert, we’re left with more questions than answers. It’s not necessarily a negative impression. It’s definitely a powerful one: a deep, quiet, burning sense of curiosity.
“We stumbled across this feeling as we were developing [the game],” programmer Matt Smith says. “We had this very mysterious vibe and we thought: how do we build a game to support this vibe, and evolve this feeling over the course of the game to make a satisfying experience?” The suggestion that this came about by chance isn’t entirely accurate: artist Rasmus Deguchi is a Team Ico alumnus, after all. “That was a very long time ago, so it’s a very dubious connection at this point,” says a defensive Deguchi, keen to disentangle this fledgling game from the ties of the past. His colleagues are more willing to acknowledge the influence. “We all like their games, and it’s a big reference, especially in terms of mood,” Smith says. “There’s a sort of melancholy to the games we enjoy, so we’re trying to create something with a similar vibe. The Team Ico games are a big inspiration to us. I think Raz might undersell the techniques he’s taken out of his experience there.”
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Denne historien er fra Christmas 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image