Piccolo Studio’s enchanting debut begins with an end. As the flames of a funeral pyre burn brightly against a starry sky, the old man resting in peace on top subsequently awakens – or rather arises – in a pristine, white limbo. Over the next four or five hours, he looks back on his life across a series of fantastical vignettes – some hopeful and happy, others quite the opposite.
In some ways, it mirrors the journey its creators took to get it made. That, too, began with an ending of sorts, and a period of reflection. It was four years ago, and for three fortysomething Spaniards, working in the advertising industry had become just another job. After 20 years in the business, Jordi Ministral, Alexis Corominas and their colleague Oriol Pujadó needed something to reignite their creative passions. “A middle-age crisis, you could call it,” Ministral laughs. “Alex and I had been playing videogames since college, so basically we decided to create one. It was as simple as that.”
Inevitably, what followed wasn’t nearly so straightforward. Sure, the trio had a digital production company, so they knew plenty about running a studio, having long since grown accustomed to deadlines and milestones. And for the next 12 months, they did extensive research, while looking for the right mix of industry professionals for their team. They eventually assembled a core group of 15 staff, including veterans from Tequila Works, and pre-production on the game could begin in earnest.
Denne historien er fra April 2020-utgaven av Edge.
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Denne historien er fra April 2020-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
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart