Wireframe 2019

(nextflipdebug5) #1
06 / wfmag.cc

Interview

Attract Mode


Eighties caravan holidays make an unexpected,


welcome comeback in Knights and Bikes


Little Big


Island


Interview

Attract Mode


hey might be called
‘staycations’ now, but they’ll
always have a place in
our hearts: trips to some
previously unheard of place
in the UK, usually on the coast, to lay your
hat in your new home for a week. Which
was probably a caravan. Maybe a chalet
if those taking you on the trip had a few
more quid to spare. It’s a very particular
form of nostalgia, and it’s one we can see
recreated – and expanded on – in Knights
and Bikes.

More than just a British childhood
holiday simulator, K&B tells the story
of two young girls who meet and go on
adventures on a small, fictional Cornish
island. It sounds twee, but the game has
quite the team behind it: Rex Crowle, who
worked as creative lead on Tearaway and
worked on LittleBigPlanet, and Moo Yu,
whose credits also include LBP along with
the likes of Ratchet & Clank. Foam Sword
Games, as the twosome are known, sat
down with Wireframe to chat about its
forthcoming opus, inspired by Earthbound,
The Goonies, and Cornish caravan parks.

There’s a nostalgic feel to Knights and
Bikes – is that what you were aiming for?
Where’s that inspiration come from?
REX: Yes, it’s definitely built around
some nostalgic themes. After all, it’s a
coming-of-age story set in 1987 about
childhood friendships and having a grand
adventure together.
In many ways, it’s like simulating a
childhood holiday friendship. It starts with
our two characters, Demelza and Nessa,
meeting up on a caravan park; one is a
local, the other is more of an outsider.
But together they support each other,
to deal with the confusing adult world
around them, and also to go on a quest for
a long-lost, possibly-cursed, treasure.
When Moo and I first started thinking
about making the game, we actually
thought of it as a more direct lift of
The Goonies, but with some gaming
influences from my favourite 16-bit game
(Earthbound) and Moo’s favourite (Secret of
Mana). This version would have entailed
managing a larger gang of adventurous
kids, but as time went on we gradually
reduced the number of characters down
to our favourite two, Demelza and Nessa,
so we could make the most of them and
their unique abilities.
With our characters designed, we
needed an environment to support their
adventure. It needed to be both rugged
and beautiful, and give this feeling of
a childhood holiday adventure, so we
created a fictional island called Penfurzy,

“TheCornishinfluencehas


meant being able to draw
on memories of places I
explored as a child”

T


which is set just off the coast of Cornwall,
the area where I grew up in.
And the Cornish influence has meant
being able to really draw upon lots of
personal memories of places I explored
as a child, from local fishing villages and
Arthurian ruins to abandoned theme
parks and a scrapyard. So it’s quite
a touristy place, but with lots of wild
countryside, ancient history under the
surface, and plenty of jam scones to
munch on while you pedal around.

A pickled severed head makes a fair few
appearances – is there more grittiness
going on than we might have noticed
so far?
REX: Maybe not grittiness as such, but it’s
definitely a game with feelings. Demelza
is dealing with the recent death of her
Free download pdf