I think one big inspiration for me might have been this need to create something truly personal, something that was from the heart.
We’ve made a bunch of games that felt a lot like work for hire, which is fine to do, for a while. But I had some sort of insight after we’d made The Fight.
It wasn’t a great game, although it had some good parts, it turned out very different from what we set out to make.
It still sold hundreds of thousands of copies though, and a lot of people really really liked it. That made me think.
If something that’s essentially a failure can reach that many people, and have such an impact on them, imagine how many people you could reach with a truly good game, a game that actually tried to do something more than to just entertain you.
I guess Unravel was born out of that insight.
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We’ve worked with EA before on a PC port of Battlefield Bad Company 2, so we have some history there.
And we’re Swedish, so of course we know some DICE people… We heard there was some interest, so we met with Patrick Söderlund to pitch our game, but in the end it actually felt more like he was pitching EA to us.
It was a very unusual experience for us.
He showed real passion, real interest in the game, and he totally ‘got’ what the concept was about, so deciding to work with EA was a pretty simple choice for us to make.
We chose to go with EA, because of the passion they showed, the way the totally embraced the game.
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We like puzzles that become part of the story, things that you can easily tell someone about – like the part where you need to drag a lantern through deep snow, staying close to the light so you don’t freeze to death, or the part where you make your way along a rocky seashore, trying not to get washed away by the waves that keep rolling in.
We usually start with ideas like that, little story moments, and then we turn them into puzzles, sketching out some rough physics shapes, and starting to play with it.
We can iterate really quickly on things like that. The gameplay is all physics based, so yes, it will be possible to solve some puzzles in multiple ways.
We usually build things with one solution in mind, but we’re always happy when we see someone doing something in a different way.
The developer stated that it indeed sounds like a good idea, but for now, the game is all about the single-player experience:
It would definitely be interesting to experiment with in the future, but Unravel is all about the singleplayer experience, it’s about Yarny.
We’re super focused on making that experience the best it can possibly be.
Speaking of the fighting mechanics in the game, Sahlin confirmed that there will be no fighting in the game and the sole task of players would be to find a peaceful solution to their problems:
The world of Unravel can sometimes be a bit dangerous, since Yarny is rather small and fragile.
There are some fierce creatures out there, but there aren’t really enemies as such. There’s no fighting or anything like that.
Your goal is always to find a peaceful, creative solution to the problems that you face.
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
I can't describe something as cute?
The developer bought out a knitted doll on stage. Does that not count as a plushy?
He was shy, nervous, stuttering, over excited and eager. It was adorable to see.
Coldwood Interactive and Electronic Arts today announced that Unravel will be available worldwide on February 9th via digital download on Origin for PC. In order to celebrate this announcement, EA released a new set of screenshots and a trailer for Unravel that can be viewed below.
Martin Sahlin, Creative Director at Coldwood, said:
“Gaming is a powerful platform, able to inspire players and touch their hearts. With Unravel, we’re hoping to do just that. Yarny’s quest is to mend broken bonds and the yarn represents the love and connection between people. Along the way, we’ll test your cleverness with environment-based puzzles inspired by our home in Northern Sweden.”
As the press release reads, Unravel is a game all about overcoming obstacles, both big and small.
“Using Yarny’s small thread and big heart, players will traverse through the breath-taking, lush environments of Northern Scandinavia in this unique physics-based puzzle platformer. Some challenges are simple, like using Yarny’s thread to swing across a gap, or rappel down a tree. But others are more complex, and players will need to use Yarny’s thread in clever and creative ways to find the path forward. Whatever the case, no feat is too big for Yarny. Along the way, unlock a heartfelt story about love and longing, and the ties that bind, with Yarny as the red thread that runs through it all.”
edit: it seems that it's a false alarm (from Gamewatcher)
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We have received an official response from Electronic Arts on the matter. According to the representative: "The trademark application does not impact the game title of Unravel, and we’re looking forward to the game launching on February 9.”
ofc it was false alarm and doesnt affect the game at all, they tried to claim that name last year in march and it got refused in june. thought you guys could read...
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
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