In accordance with Returnal’s senior narrative designer, getting the story proper was one thing of a “tightrope stroll.”
Talking to VGC in an early have a look at an upcoming interview, Eevi Korhonen spoke in regards to the difficulties that got here with writing Returnal’s difficult story, because it’s one that’s uncovered by the participant in a non-linear vogue.
“It was a tightrope stroll,” mentioned Korhonen. “My boss Greg Louden, the narrative director, and I attempted to make sure that each side had been included. So I used to be extra ‘let’s make it extra mysterious, let’s let the participant puzzle it out with the neighborhood whereas Greg was form of like ‘Okay, however we’ve to make it possible for they perceive a few of this story.”
For people who have not performed Returnal, a lot of the sport is proven to the participant by way of brief snippets, and ye olde traditional online game storytelling gadget, audio logs. However as a result of they’re out of sequence, gamers form of needed to piece it collectively themselves a contact.
“It’s laborious to form of see, even with all this priming, till it’s truly within the recreation, how is it pacing? How is it wanting along with all the opposite parts? So up till the final second, we’re nonetheless reducing, we’re nonetheless modifying, after which tweaking the wording and making issues a bit clearer.”
VGC requested Korhonen if there have been any ultimate secrets and techniques to find within the recreation, however there did not appear to be. Though Korhonen did notice that there is one thing of a “good philosophical reference to the identify” of the Tower of Sisyphus.
Korhonen additionally briefly touched on developer Housemarque’s subsequent title saying, “Returnal was so formidable. We dreamt tremendous large, however we nonetheless needed to go away a lot on the reducing room flooring. All of those concepts and narrative methods. I’m tremendous excited to choose up these items and see how these match our new IP story.”