There is nothing particularly special about the development journey of Billy Basso’s solo debut. Working at a series of big studios, he grew tired of making the games other people wanted him to make and opted to go it alone with one of his own. Five years ago, it was a hobby project; now it is a full-time job. The details may be different, but we have heard dozens of stories like this before. But that doesn’t matter: having now spent several hours with (or should that be down?) Animal Well, we’re happy to report that the game is the special part.
Yes, if you want to be reductive, it’s another pixel-art Metroidvania. But it evokes a very particular feeling, one that recalls both Fez and Hollow Knight – and these aren’t the kind of comparisons we make lightly. As you explore this world (dense but not overstuffed, intricate without feeling needlessly circuitous), it constantly teases things that arouse your curiosity. There are countless moments when, by happy accident or design, you stumble across something that has you abandoning your current plan to descend down an entirely different rabbit hole. It feels as if there is always another layer to peel back, to reveal things that lie outside your present understanding; indeed, when we talk to him, Basso alludes to Animal Well having three additional tiers’ worth of secrets beyond simple completion.
Denne historien er fra May 2022-utgaven av Edge.
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Denne historien er fra May 2022-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