![]() ![]() What sort of gameplay is involved with the televisions? Roussel: Everything is also linked to the televisions as well (that you see in the trailer) - they'll play a central role in the story but also a gameplay perspective, so that's going to be really fun. Roussel: I'm really excited for people to find out more about as well, because something about it sends out this pulse or transmission, and it affects everyone around it. So we're really excited to do something larger, bigger, with more variations. And even inside each place - mentioned the school - there's a lot of variations within the school. But also you have many more environments and places, which we will reveal further down the line. how do you make all those locations feel as claustrophobic as the indoor locations in the first game? Because like said, it's a very oppressive forest - even though you're adventuring outside, you feel like danger is lurking everywhere, so it was a challenge from a story and and design perspective to do that. ![]() Roussel: I think one of the things we found very interesting to do was. And the school as well is not like any school I was at. And of course the Hunter is one of the unpleasant people you encounter. I think what you can know now is there's a forest area - a Little Nightmares forest though, so it's not got any Disney animals. We want to explore what this world outside looks like, that's been really nice for us. It was something we were really itching to do: we gave you glimpses in the first game of the guests heading to the banquet in The Maw, and things like that. ![]() Mervik: is core to everything we're writing - but yeah, it's all outside compared to the first game. What can you tell us about the new locations - including the Signal Tower - and how that fits into the world outside The Maw? Roussel: Obviously having Six in this game means you'll definitely discover more about her personality, but the timeline also affects how Six will be in this game, so answering the question here could also answer the timeline question. Mervik: There's been a lot of people wondering about that, for sure. Roussel: It's really something we don't want to disclose, because it would spoil the game if we answered that question. is all I can say about that!ĭoes Six have her powers from the end of the first one? Mervik: It is a sequel to the first game, it's in the Little Nightmares timeline. Is this a direct sequel to the first game, and when does it take place? I pitched these questions to lead producer Lucas Roussel and senior narrative designer Dave Mervik at Gamescom, who were able to answer some (but not all) fan queries, and also give some insight into the game design decisions behind Little Nightmares 2 and its new theme of "escapism". Naturally, the trailer left fans asking plenty of questions, with many assuming the two-character gameplay meant co-op, and others wondering whether the ladle-slamming combat would form a core component of the game. if that's what you can call the ladle fight going on in the announcement video. Coming out next year, the game looks like it's bringing plenty of additions to the original formula, including a new character, different locations, two-character gameplay, and some form of "combat". This year's Gamescom didn't have much in terms of big news ( aside from pissing in Death Stranding) - but one announcement that did sneak up on everyone was Little Nightmares 2: the sequel to Tarsier Studios' spooky platformer from 2017.
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