Edge

Fin peaks

lthough there’s a reason why a diver is poking around in underwater caverns,’s storytelling opaque. “We want to world-build,” Clarke says, “and then leave enough connective tissue in there that the players can figure out the underlying logic of the world themselves.” The approach mirrors that of one of their favourite shows, Twin Peaks. Their hope is to present the player with a series of uncanny incidents, then let them work out what it means. “I’m intrigued to see what people think about the one thing that we’re purposely not explaining through any of the marketing,” Mead says. “A huge part of the game is Goliaths – big sea monsters, essentially – and I’m intrigued to see what people think about them.”

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