![]() ![]() That tech demo would serve as the core of Little Nightmares. “It was a simple premise, but one that captured our imagination.” “With a cylindrical building as its focal point, it gave players the ability to pan, rotate, and zoom in to a bunch of individual, interconnected rooms, and managed to feel both playful and downright creepy,” Mervik wrote on the PlayStation blog. There were a number of ideas floating around the studio about what that first original game might be, but the earliest was spawned from a ‘dollhouse’ tech demo made in 2012. “Still, leaving the security of being a Sony-exclusive studio to being out there on our own was a weird mixture of exhilaration and abject terror, but we couldn't have dreamed of a better way to take that first leap!” “As it happened, the transition to Sumo Digital as the developer of LittleBigPlanet coincided with the point where we had a clear vision of where our future lay, so the timing felt about as good as it would ever get,” says Mervik. #LITTLE NIGHTMARES CHARACTERS SERIES#From 2008, the company worked on DLC and console ports for the PlayStation-exclusive LittleBigPlanet series and Tearaway, and a couple other PlayStation 3 titles.Īs the team at Tarsier was finding its groove as a studio in those years, gaining experience as a more established production house, they began to think about what their first original game might be. Mervik joined the team at Tarsier seven years ago because he “wanted to make the kind of game that The City of Metronome promised to be.” But before that could happen, Tarsier had to build itself up as a company, and to do so it struck a deal with Sony. So, although there's no literal link between City of Metronome and Little Nightmares, they both came from the same minds, so they have shared DNA.” It's always been a natural fit for us to make games in this kind of world, telling these kinds of stories. “That kind of game, though, never left our thoughts. #LITTLE NIGHTMARES CHARACTERS FULL#“To make it into a full game would have needed more time, more people, and more money, so it was just an unfortunate case of having the right idea at the wrong time,” says Mervik. Unfortunately, The City of Metronome was never finished, and remains as merely a promising prototype to this day. When played back, different types of sound have different effects on characters and parts of the world, either preventing or allowing progression. He works his way through the city by recording sounds in the environment with a device on his back, and then changing their pitch, so that the same sound can be both soothing and aggressive. The main character is made to question this normality by a young girl, and goes on a quest to unravel the mysteries of the corporation in charge. The City of Metronome took place in a city where children are kidnapped, their soul is sucked out, and they are forced to work to keep industrial machines ticking. The game earned some decent attention, even getting an announcement trailer shown at E3 2005, due to its dark themes, unusual gameplay, and bizarre visual designs - something it shares with its successor, Little Nightmares. It goes all the way back to 2004, when a bunch of talented students in Malmö, Sweden, were working on an adventure game called The City of Metronome. “This game feels like it's been bubbling up in us ever since the company's been around,” says Dave Mervik, Little Nightmares’ senior narrative designer. Tarsier has been ruminating on the ideas that went into Little Nightmares for the past 13 years. ![]()
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