Can you speak to how you achieved the game's overall look? You will not find jump scares, but instead a mystery and secrets to uncover.Ĭall of the Sea is a beautiful-looking game with diverse, lush, and stylized environments that are filled with assets seemingly crafted with love. ![]() Lovecraft, this is not a horror game but an adventure title. The lure of discovering old secrets and mysterious ruins with a hint of the occult just seems to fit perfectly in this decade.Īlthough our game was, to an extent, inspired by the works of H.P. We chose the 1930s to set Call of the Sea in because it is a good era for Lovecraftian stories and also because one of our main inspirations was the adventures of Indiana Jones. Why was this setting right for Call of the Sea? The game features an unconventional love story that takes place in the 1930s within a fictitious Polynesian island. Also, those games have beautiful and mesmerizing environments that make you want to get lost and spend hours playing in a slow and relaxing way. In Riven, you can find the puzzles deeply integrated into the world, and you needed to explore and gather as much information as possible to understand how the world and the mechanisms that you found work. On the other hand, we grew up playing games like Myst and Riven, and those games had a big impact on us. Firewatch and its use of colors were among those influences. Being a small indie studio, we needed to have a distinct aesthetic personality that catches the eye of the player. Visually, we wanted to make a game that stood out among the next-gen catalog. ![]() I’m glad that you are mentioning those games and movies because they were references from the very beginning. Did the team have any specific inspirations coming into the project? Reviewers have compared elements of Call of the Sea to Myst, Firewatch, The Shape of Water, and more.
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