![]() It is how we see the ‘80s today, how we think ‘80s music would have evolved, or how we would have liked the ‘80s to sound back in the day if we had had modern equipment. Synthwave is modern electronic music made with sounds and tools that have an ‘80s signature, but a bit different. Sal: I would say that synthwave is music that, when you listen to it, takes you back to the ‘80s. GR: How would you describe Synthwave to people who are unfamiliar with it, and why did your team choose that aesthetic for Narita Boy? GR: Are there aspects of game design from the 80s that you think developers have forgotten, or lost track of that should make a comeback?Įd: There are some aspects of ‘80s game design that we would have liked to include in Narita Boy, but it did not fit in naturally with the core experience. When you finish the game you might not think about the 80s, the cultural references, but instead about the story you just finished, and we hope players keep that story, our game, in their mind for a while. What we tried to create is a B-side reality where our characters are part of that ‘80s culture, yet beyond all this ‘80s mythomaniac elements we are developing universal themes like childhood and imagination, pain, death, nostalgia, and family. All these good ideas coming from the ‘80s are our support to start creating our own story and characters. ![]() The great themes of empowerment (He-Man), the computer/video game guru designer, the game within the game (Tron, Captain N) – all of these are in there. How would you describe your team’s philosophy in terms of making mechanics feel fresh and relevant, while still capturing the vibe of that time?Įd: The plot, the premise, the context is very ‘80s. It’s often difficult to strike a balance between mechanical novelty and authentic retro style. So, the storytelling is aiming at that direction. But what the game is about is “the memory.” As Narita Boy you have to help the creator to remember he has forgotten the code of the game and because of this things inside the game are getting dangerous. Without spoiling too much, can you tease a bit more about what kind of storytelling players can expect from the title?Įd: It is a game within a game, exactly, but also as a developer we are creating a game, Narita Boy. 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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