![]() GR: Narita Boy’s story features a game-within-a-game conceit. The way we shape everything - in terms of combat mechanics, visuals, and music – provides constant motivation for the player to keep moving forward. Mechanically, what do you think sets Narita Boy apart from other games with similar features?Įd: What sets Narita Boy apart is the desire to surprise over the gameplay. ![]() GR: Your Steam page mentions the game will feature a mix of action, metroidvania elements, and a narrative-forward experience. As for movies, the aesthetic of Beyond the Black Rainbow, The Last Starfighter, and many, many others. GR: What other titles and media inspired or influenced your team while creating Narita Boy?Įd: Captain N, He-Man, Heavy Metal magazine, artists like Moebius, Druillet, Eng, Daft Punk, and the books Ready Player One and Neuromancer. But Captain N: The Game Master was a very big influence as well. That old computer feeling! I imagine there is more influence, but not consciously I guess. ![]() What role did that influence play in developing the game?Įd: The main influence is the trip inside the computer, and the wireframe - always the wireframe. ![]() GR: Looking at Narita Boy’s art and story summaries on Steam, it seems like there is a lot of affection for Tron here. GR: In a couple sentences, how would you introduce audiences to Narita Boy?Įd: It’s a pixel art neo-retro adventure, putting emphasis on a deep narrative, moody and oniric worldbuilding, handcrafted visuals, and a synthwave retro soundtrack. ![]()
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