![]() In reality, this connection was mostly illusory - only two of the team’s staff worked on Guardian, and one of them left early on. In fact, when it was first unveiled in 2014, Vane shot to prominence as the striking indie game crafted by ex-Ueda employees who once contributed to the long-delayed The Last Guardian. As Smith admits, the resemblance is no coincidence. Like many moody adventure games, Vane shares much in common with the much-acclaimed works of Japanese director Fumito Ueda - especially the groundbreaking Ico. Past that back-of-the-box boilerplate, however, according to Smith, constructing nearly every other aspect of the game has been a four-year push-and-pull between different creative minds all struggling to make their output the best it can be. ![]() It’s a premise familiar to fans of enigmatic indie standouts: as a lone child with strange abilities, players explore an unforgiving environment to try to unravel the mysteries of a lonesome world. ![]() It’s really, really hard to make a game that way.”Īccording to Smith, thanks to the team’s strong art background, Vane’s austere aesthetic came quickly and easily. “As it turns out, there’s a good reason for that. “That’s not really how people make games,” says Matt Smith, one-fifth of Friend & Foe, the outfit behind the game. ![]() For the upcoming adventure game Vane, however, it all started with a feeling. When game developers sit down and start to build the ideas that haunt their dreams, they usually begin with a genre, a mechanic, a character, or perhaps a hook to hang an ambitious script on. ![]()
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