Video Gamers Podcast - REANIMAL & the Art of Fear – Interview w/ David Mervik (Tarsier Studios) - Gaming Podcast
Episode Date: April 9, 2025Gaming hosts Josh and John sit down with David Mervik, narrative director at Tarsier Studios, to talk about his upcoming psychological horror game REANIMAL. Best known for his haunting work on Little ...Nightmares, David opens up about his path into video game development, what it takes to create lasting emotional dread, and how REANIMAL pushes his storytelling into even darker, more unsettling territory. It’s a chilling and insightful deep dive into the mind behind some of horror gaming’s most memorable moments. All the video game news, interviews, and eerie vibes you need—every week from the Video Gamers Podcast! Thanks to our MYTHIC Supporters: Redletter, Ol’ Jake, Disratory and Gaius Connect with the show: Support us on Patreon: patreon.com/videogamerspod Join our Gaming Community: https://discord.gg/Dsx2rgEEbz Follow us on Instagram: https://www.instagram.com/videogamerspod/ Follow us on X: https://twitter.com/VideoGamersPod Subscribe to us on YouTube: https://www.youtube.com/@VideoGamersPod?sub_confirmation=1 Learn more about your ad choices. Visit megaphone.fm/adchoices
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Hello fellow gamers and welcome to the Video Gamers Podcast. Relaxing games, life sims, cozy games are not what we'll be talking about today.
The fact that video games can span all genres and types is incredible, but what about those
games that give you anxiety or mess with your mind?
The suspense a game can build is second to none, and today we'll be talking about a game
that is so creepy looking, it has us going, who the heck came up with this?
But first, some introductions are in order.
I am your host Josh, and joining me, he's been our little nightmare about how much he's
been talking about this game, and if he gets any more excited about this episode, we may
need to put him in a cage.
It's John.
Oh my gosh guys, I'm so excited.
You could have just put me in a room by myself
in a little four by four room,
and I would be able to talk about this endlessly.
I'm so stoked for this.
John did say he could do this episode all by himself.
And I would listen to me too.
And joining us, because I learned long ago,
you never upset someone that can come up with ideas
this dark and crazy, it's the amazing, the smart,
the talented, the handsome and kind,
totally awesome and nice person,
the narrative director for ReAnimal, it's Murph!
Well, I thought you were introducing someone else then.
Like not me?
That was quite formidable defensive posturing there, Josh.
Yeah, hey, hey.
Please don't invade my brain.
Exactly.
Yeah, hey, my mom taught me long ago, you'd be nice to everybody.
Especially the nightmare creators, yeah.
Right?
Merv, how you doing today, man?
I'm doing okay, can't sure, haven't slept in the last four nights you doing today man I'm doing okay can't you and
haven't slept in the last four nights but yeah I'm gonna try and string some
sentences together and he thinks what's keeping you up dude oh that's my
delightful young boy Vincent so yeah oh boy yeah they make you work for it these
kids yeah they that they do mine are older now I get they just leave me alone
they're like,
Dad, you can just play video games. We don't need you for, oh, this broke and can I have
some money? That sounds nice. I'm willing to bet that staring at giant man tarantulas
and goat headed weird creatures crawling around alleyways probably doesn't help either. I
mean, I only show them that stuff every other day, you know, just once the tears stop then
we can show it to them again, you know.
You've got to just like drip feed the scars, I think.
How does this creepy pig make you feel?
And they start crying, you're like, okay, we got it guys!
Oh man, well Merv, thanks so much for joining us today. This is gonna be a blast
You know, I hinted at it at the start but John
You know, he has been shouting reanimal to anybody that will listen
You know little nightmares one and two are some of his favorite games that he has played
I have played them as well. I have to say Re-Animal is looking
absolutely just off the wall bananas to me. You know, there is such a unique
style that you guys have that it's so memorable to gamers. It's like, I knew
right away. I mean, if you just showed me a 10-second clip and said, hey, do you
recognize this?
I'd have been like, oh, yeah, I know that
That's very cool. Yeah
Yeah, so we're super excited to talk about reanimal and to just get to know a little bit more about you as well
So why don't we start there Merv you are the narrative director for Tarsier studios
So can you explain a little bit more about what a narrative director does and kind of
how long you've been with those guys?
Yeah, I've been with them for, what are we on now?
Oh, I feel like recent Terminator.
What year?
15 years now.
I've been there.
Yeah.
Long, long time.
That was a great Michael Bean impression, by the way.
Yeah. I've only watched it about 200 times.
You and me are going to get along fine.
Yeah, I grew up in the 80s, so that's just, it's just lodged in there like a fishbone.
Yeah.
I mean, I came over 2010, yeah, to LittleBigPlanet game on the Vita.
And so it's been just kind of with them ever since, you know.
And I'd even seen back then, you know, what these people were capable of when I saw the
unmade game City of Metronome.
You could kind of like, whoa, I want to be part of that, what they want
to do, you know.
So, I mean, I joined as a designer, then I became a narrative designer, and then, you
know, you kind of, you remain the only one and then you stay there for so long, like
I actually want to be a director.
Can you explain what the difference is between a designer and a narrative designer?
Well, design, I mean, I was, I used to work in the LEGO games
when I lived in England, so I'm like a level designer.
And so for the first seven months,
I was making stuff for the LittleBigPlanet game.
But I wasn't as good as the people
that they got out of the community, let's face it.
But they knew, even from my interview days
that I really really wanted to be a writer and I'd done some of that stuff already for like Lego
Rock Band had done some stuff for them you know all of the writing on that and so they knew
I was really jones into kind of moving to that area and they gave me a shot on Little Big Planet
Vita you know so I ended up doing all of the script and the character stuff for that.
And it's just been that way ever since really, just trying to get better at what I do.
And I think that as far as what a director does, it's kind of the same as what I've
always done.
It's anything wordy, except now I've got no one else to kind of go, yeah, but you told
me to do it.
It's like my fault now.
You know, if anything's rubbish, it it's like my fault now you know if everything's uh anything's
rubbish then it's on me you know so i've got i've got that extra bit of kind of mandate to decide
how we do things narratively and um how how we tell a story how we end all that sort of stuff
um so it's really mainly just about more responsibility and making those final calls,
which particularly when you meet people like you, John,
who is kind of like super excited about it,
I'm just feeling that the
my heart's not that excited.
Oh, I'm not that excited.
Now like, oh God, what if it's rubbish?
That's so effective.
I'm just the panic setting,
like yeah, it's on me, it's on me.
So yeah, that's just what you get
the extra sleepless nights.
Well, no pressure, but yeah, again,
my anticipation levels at 11 right now.
So I am really curious.
You said you started work with Tarsier Studios
on Little Big Planet.
How does working on a game like that ultimately evolve
into working on something
like Little Nightmares?
Did that come out of…?
Yeah, but you know what?
Did you just look at Sackboy and you're like, man, this guy is too happy.
We've got to put this guy through hell.
But I mean, we'd always wanted to do our own stuff and you know they were about
nine people back in the day when metronome was a thing and it just
couldn't get done it the ambition was too big the scope was too large so they
couldn't do it but what they did do is they got noticed by Sony and so they
started doing stuff on LittleBigPlanet and they were doing costumes and all
that business you you know.
When I joined, they actually,
they weren't allowed to tell me
until I signed my contract, but then they said,
hey listen, by the way,
we're making the new LittleBigPlanet game.
And I'm like you with LittleNightmares,
I was a huge LittleBigPlanet fan at the time and all that.
You know.
I love those games too.
But even then, I went through several iterations of the story for Little Big Planet and it
wasn't right until it started to get a little bit darker, a little bit sadder.
You know there's like an element of tragedy in that which doesn't belong in a Little
Big Planet game.
And then you look at some of the character designs for the curators in that game you could see like that was Jonas Berling who did those as
I remember and he's still with us now and you can see his style already then
and it was you could you could feel a studio almost kind of wriggling around
trying to push themselves out there not in a way that kind of was
disrespectful to that to the idiom of Little Big Planet,
but still it was like they've got something in them
that needs to come out in a more concentrated form,
something.
When we ended up moving away from Little Big Planet,
we didn't even think how much we should have been panicking
at that time
Just channeled all that panic into
I mean I've been doing this since 2001
So I should have been a little bit more battle scarred, but I was like that be fine. We'll make our own IP
Come on. Let's just do it. How hard can it be?
You know and so we weren't worrying about like what people would think or anything. We just kept applying for money and then
we started getting it and it was like, oh, we're gonna have to make a game now, you know.
We got some money from Creative Europe, we got some money from Nordic Game,
and they were like, well what we need for you to get this money is like a design document
and we're like well we just got an idea at the moment it's about a kid and in a
bad place you know and now we had to figure out what that meant and so we
were just brain poor everything was coming out of us, you know, like,
oh, what are these?
These sketches are cool.
This camera's cool.
And I'm like, whoa, what can it be about?
You know, and all this.
And then suddenly things started to coalesce.
And so it was always there even in those days.
But the thing that was cool
that we got from Little Big Planet was that physicality.
That really had a profound influence
on the way Little Nightmares played,
is that the interactivity,
tactility, tactile was the watchword
throughout the germination of that first game,
and how everything felt very physical,
it was really important.
It does, now that you're mentioning it,
even the textures of what you're walking and grabbing on to and those sorts of things you you see a lot of that in
Little big planet and I think that comes through. I mean that certainly seems like some of the experience carried over. Mm-hmm
Let's keep going.
We'll do this for another 40 minutes.
Right?
We'll see how people go.
How did you do?
We're having a dance.
More after this break.
You go, you go.
I was just gonna say,
something you said that's fascinating
is you guys had this idea,
but you didn't know the end result of this idea.
And it's funny because as gamers,
I think a lot of times we look at a studio or a
game and go they knew exactly what they wanted to make you know and then they just they got the
right people in and they made this thing and and and that seems to be like it is very much not the
case no no no I mean once we've done the design documents we did two we did one that needed it
was about we did like a one-pager
to get them interested and then a ten-pager to get some money and then this other
foundation needed like a 35 page design document. So when you're forced to do that, you're forced to kind of
solidify your ideas. But yeah, in the very beginning it was kind of like I was still desperate to make metronome you
know I was just in love with what metronome was in my head and I think for
each person in Tasha who was around then their idea of what metronome is is
probably a bit different. It's very personal it's you know what is metronome is is probably a bit different. It's very personal, it's you know what is metronome, it's very much in your head. But like I've been
already toying around with that in my free time, like you know what could it be
if we turn it into something now, you know all these years later. So I had some
ideas already and that's where the name Six had come in because I had
created these characters and was like oh I love this, that's a the name Six had come in because I had created these characters and was like
oh I love this, that's a nice name you know because it was so androgynous, it was so
mysterious and all of this and so that just I think it was a boy in the beginning and
then it was like then it became a girl and then it became kind of irrelevant whether
it was a boy or a girl because it was more interesting that she was Raincoat and who
is this person you know so it was all the way back then so when these
things need to be done I'm like this stuff that I've been working on that
could be quite nice but then but where can it take place I will got this
sketch of something which looks like a big kind of maggot that walks the the
seat what do you think about that all right yeah you know and it is literally
that and so
we didn't have a big plan but what we always have is ideas and it might be an
idea that we've had ages ago hang on that might be nice here you know we just
bring it in and it's just I like working that way it's nice not having a it's
stressful yeah it's it sounds it sounds really organic we were just talking to
another another studio very recently
called Milky Tea Studios, and they were talking about
their evolutionary process of how their current game,
Grit and Valor, 1949, came about.
And it was originally supposed to be just kind of
a small-scale real-time strategy type game
that was World War II based.
And they were like, you know
This just isn't working for whatever reason and through
Chats and just natural evolution of discussion. They added mechs to it and boom now they've got this diesel punk game
That's really cool that nice of it
and so it sounds like you you guys had a similar evolutionary process where you had this like core draw and
or evolutionary process where you had this like core draw and experience and you probably just added elements to it until you had this more crystalline sort of concept of little
nightmares come out of it.
Yeah, like Dennis, the guy I work with, he put the word on it perfectly. We're just quite
chaotic in that way, you know, and it's like, you just have to embrace it in the end and just go yeah that's the way we make stuff we kind of feel it out you
know you play a segment and then you go it's missing something what do we need
you know and it's like that you kind of taste in the soup all the time instead
of going no this is it which is how we used to work on the Lego games it was
all pre-approved and we would make it to spec. So you know, you have
to really kind of beg to kind of change things when they've been pre-approved. Whereas here
it's like, you just keep tasting it. Sometimes it's too much and sometimes it's not enough
and you just have to wait until you get the right balance.
So I want to talk about that a bit.
And apologies for the people in our Discord community because I talk about your games
all the time.
Little Nightmares 1 and 2, and especially 2, are some of my favorite games of all time.
Little Nightmares 2 is in my top 3.
It's a game that I can play over and over and over again. And the reason
that I think that is for me is because you guys are teetering on that balance between
horror and whimsy. And there's just something, something just so beautiful and elegant about that. Horror is a really crowded, a really crowded space in
video games these days. What do you think you guys did in your approach that allowed
you to have sort of a unique voice in this space where you're kind of balancing fear
with wonder?
Hmm, that's a good question.
Did you guys have any specific inspiration? Not what we're doing now.
I think Buck.
Ooh, I can't wait to hear a lot about that.
Big influence on those games was like the Ghibli,
the Ghibli style in very specifically Spirited Away.
It's the best one.
And you kind of see that balance there as well, you know, between this kind of horrifying
imagery and this very kind of charming, hopeful, yeah whimsical, let you say aspect you know and it's that balance that kids bring when put in these
very very alien places and it was just something that worked
for that world we were creating
and it's not something we slavishly stick to it's always
the needs of the game dictate
and
the way we felt with Little Nightmares was, I think one of our pillars
was it's a child's perspective. Always think about it in terms of a child's perspective
and very much in terms of like, rememberings if you like. I remember I used to, the best
way I could describe it was like if a kid wakes up from a dream or a nightmare and you
say what was it about?
Everything's writ large, everything's more exaggerated or even if you know they've been to the doctors in real life and you come back
It's like yeah, but you had like really big hands because that's how they felt
We felt like these hands were so big and so that felt really kind of pivotal to us as to like let's reflect that in the world
pivotal towards is to like let's reflect that in the world that this is how kids feel in a world that wasn't made for them you know and think that's where
that balance comes from in those games. That is incredible insight into the
games because one of the things that always stands out to anybody that has
played you know Little Nightmares is the size and the scale of the,
even the rooms that they're running through, you know?
I mean, everything is so larger than life for them,
including, you know, the really terrible, you know,
creatures that are stalking them or something like that.
But that's-
Especially them.
It's really neat because I never thought about that insight.
Like, so it's really awesome to kind of have you point that
out, maybe I'm just dumb, but it's like, you know, you're getting that childlike perspective
where everything is larger than life, you know?
And so something that may seem normal to us as adults to a child is very much larger than
life at that point.
Yeah, it was it was it was a really useful way of looking at the game all over really, with the way
the puzzles were designed.
We always come back to this when we talk about the core of how we design puzzles for those
games.
It's the door, the simplest thing that you do in that game is quite early on where you
can't get through a door, you can't get to a handle, so that
becomes a little challenging in itself and I see that with my kids now, they can't do
the most basic stuff so they have to build this assault course to get up to do the most
work.
I'm just like that, I take no joy in getting my toothbrush down from the cupboard, whereas
they've been like, you know, Indiana Jones trying to get theirs down from the shelf.
So it's a whole different way of looking at the world when you think about it in
that way and I think that's something that made it not easy, I
wouldn't at all say it was easy to design levels for those games but it
always gave you something to fall back on like how do we approach this you know
what's the core of it is things things out of your reach at all times?
Or what's a ladder?
It's not a ladder, it's a bookcase.
You know, it's those kind of things that made it very playful.
So it's, I imagine as the narrative director on these games that you had a lot of kind of personal stake as far as how the whole game was shaped.
Is that a fair assumption?
I wasn't actually narrative director on those games.
I only became narrative director for Reanimal.
But I did, I was one of the
creators of the IP in the beginning.
It just came about as part of like,
something we were talking about
and I was the only story guy still on yes and so it was that but you know it wasn't I just don't want to take
credit for I would say at a minimum it's a fair assumption that you were a part
of this team that created a beloved IP I mean an IP that people celebrate and talk about still to this
day with quite a bit of love. I have to ask this maybe you know maybe a little
touchy but you'll have to you'll have to inform us on this. Tarsier Studios is
not producing Little Nightmares 3. No. What was it like handing that off? I mean we didn't really. I mean
it was just a thing that it felt in the water anyway. We were kind of, as much
as you love making something, we were always driven by creating new stuff.
Creating new worlds, figuring new things out. It's one of
those, a bit like it was back in the day with LittleBigPlanet, you know, do we
step away from LittleBigPlanet, which is just lovely, we know what it is, we
know how to make those games, or do we do what we love doing, which is creating
new stuff. And we made that decision to do new stuff and we were thinking similarly again and nothing solid at all
we had a great relationship with Bandai and you know and all this and so it was
a great a great setup just like it was with Sony but then we were acquired by
Embracer and then that decision was kind of out of our hands.
It was just like, you know, Bandai owned the IP and Embracer didn't.
So it wasn't really a thing that we could do anymore.
Simple as that.
So, and again, it was kind of like it took the pressure off that decision because you
would have agonized over it for a lot longer.
Like, oh, we really, yeah, we want to do something new, but oh, and all this.
And so it's like, no, we have to do something new.
And they wanted that for us.
It sounds freeing in a way.
Yeah, that's what I was going to say.
In a way, in a way, yeah.
So we probably would have procrastinated for a lot longer.
Well, so okay, I have to ask, I think this is the natural question that a lot of people are probably
curious about is that now you have a team that is working on a brand new IP and you
have this old IP that you had, you know, that you had formed and that is celebrated and
you guys are kind of operating still within a very specific niche in design style.
What is it like sort of competing against yourself?
You have a game that's coming out this year that is competing directly against a product
that is, you know, a result of something that you had a hand in creating.
Does that, do you have any feelings on that?
I don't really see it as competing, I would say, is my main feeling because there's not enough representation.
Well, let's say it's competing.
Okay, you can say it's competing.
If that makes you happy.
It does, yeah, it does.
No, but I mean, it's not out there enough.
You know, I am a massive 3D platformer, fiend,
and I want as many of them out there as possible.
And for those people that were back in the day,
like when Rez Evil came out,
and then you got Silent Hill comes out,
you're like, you know, it's all,
you're getting what you need. And that's for me, it's like, I think it's great that there's
a Little Nightmares coming and that there's a Reanimal coming. And I hope that that just
leads to more of those kinds of games coming out. As long as we're always the best one,
I don't mind.
Nobody ever minds having a whole bunch of great games to play. That's, that's for sure. Ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha just like this and then this and then this and then this, you know, and it's just, I think, I may-
Merv, you raise a really good point there though.
So we were actually just talking about this
in one of our weekly sort of gaming updates.
We have a This Week in Gaming episode
that we do try to do every week.
And we were talking about the depth
of really interesting looking new games that are coming out.
And I would say that it kind of creates a fear of missing out component where even if a game is really good,
you have this thing in your head where you're like, well, I have a finite amount of time to play all these games and if any point I lose interest in this, it might be an opportunity for me to
jump into something even if that game maybe isn't as good or whatever.
I'm running into that currently with television content.
There's so many good shows out there that I want to watch.
That's basically the second I lose interest for a moment, I go, okay, well, let's try something else out.
And then I never come back to the first one.
Do you guys have any worries about that as a studio?
I mean, there's a lot coming out in the horror space.
And again, you've got an IP that you had a hand in forming
that is coming out and in a lot of ways competing
with your game.
I mean, how do you guys plan to handle that?
Well, I wasn't worried about it until you made such a good case.
Oh, I love it.
No, I mean, one of the things that we do is we try to, well, we don't try, we do.
We always focus on quality over quantity.
I almost said it wrong then.
That's just a product of sleep deprivation.
There's like, is quality over quantity at all times?
That would have been an absolute, yeah, Tasha is quantity over quality.
That's professional.
That's me on the unemployment pile.
No, it's like making these kind of really shorter, more focused experiences because
you don't want things to feel like filler.
You don't want people to start losing and just go, yeah, all right then.
And they're like some of my favorite experiences as well.
Like, oh, I played this for a few days.
I loved it for those few days and it did what it did and it's done.
But when I look at a game and it's sort of like, ah, between 80 and 100 hours,
I'm like, oh, really?
Yes.
It's like when you look at even one, and one new TV show, the first season,
it's 24 episodes, I don't know if you've got that good a story that you've got 24 episodes worth.
That is something that we think, I mean, especially as older gamers, gaming dads, people with
families and stuff like that, as much as I love an epic 60 hour game, you're 100% right.
If I look at a game and I go, I, this is an 80 hour game and
it might be great, but I just don't have the time to put into that.
That can actually be off putting to people now, you know?
And so it is for me.
Yeah.
So these finer crafted experiences where a game is, you know, you know, 10 to 15
hours, we've actually started saying that's kind of the sweet spot.
And I think that we're seeing that in the industry
where even large, these AAA studios and things like that
are kind of pulling back a little bit and saying like,
hey, people don't want to have to commit 60 hours
to this game.
No, no.
It's like, you know what?
I love a 90 minute movie.
That's like putting my slippers on. When I watch a 90 minute movie. That's like putting my slippers on.
When I watch a 90 minute movie, I'm like, go on.
You read my mind. I was literally just going to say that. I was like,
give me a 90 minute movie over a three hour movie. Give me a three hour movie over a mini series.
Give me a mini series over a big long series. I feel like the longer these things go most of the time the the further off the rails they go and and produce a
disappointing
disappointing results. Yeah
Game of Thrones looking at you. So Marv you
You touched on something that I cannot wait to talk about which is that reanimal
You'd kind of tease, is leaning more into the
horror aspect and kind of branching out.
And I want to talk about that a little bit more, but we have to take a short break and
we'll be right back.
All right, we are back.
Murph, you tease this so well.
So let's dig into ReAnimal a little bit more,
because you guys have, you have the experience,
you have the history, you have crafted these games
with Little Nightmares 1 and 2 that have sort of,
you know, given you the training and the expertise.
You're like a ninja that's just been honing their skills,
you know, their entire lives, where it's like,
we're ready, we're ready for this, you know, this is going to be our masterpiece kind of
thing. And, you know, we kind of mentioned that, you know, hey, it's kind of freeing
to not be within the bounds of a prior series. Like, you know, once you kind of do a game
and a sequel, you're kind of in this lane, so to speak. And when you start a new IP like Re-Animal, you kind of go,
we can do whatever the heck we want. So is it, is the thinking like, let's just see where we can go
with this thing, man. Like let's make this dark, you know, let's make this way more into the horror
aspect or let's go even creepier because I'll be honest in these trailers creepy I mean
it feels way creepier than Little Nightmares ever did and that's saying something man so is that
like the angle is this something you guys are kind of pushing the boundaries on?
Yeah in this case yes it's not like we'll just keep that way, you know, it's always, you're always
at the will of the game.
And that sounds quite hippie, but you know, like, it was once we'd
Little bit.
Yeah, sorry.
I don't feel good having said that, but you know, you're like, once you've settled on
like a world that you want to, you're interested in, a theme that you're interested
in, the kind of story you want to tell, then you start getting a feeling for what feels
right and what feels wrong.
The stuff that started to feel right was that this is a bit grittier, it should be a little
bit more hard edged.
I probably said the word violence more than anyone healthy ever should, you know,
but that's been from the very beginning, even when I'm like kind of looking at, yeah, even the way
things were illustrated, like I think if there's a bit, felt a bit more violent, you know, I think it
would feel a bit more fitting. And so it, that, that follows with the, the atmosphere of the game
as well is like, hope really has to earn its place I think here
or it would feel weird it would feel like oh I don't know if Ghibli belongs here as much you know
maybe it's a bit more great with the fireflies but even that is kind of if there's a lot of
beauty there that isn't here but you know I mean there's just there's other influences at play
there it's still made by us it's still know, we've still got a lot of people
from the early days here, but yeah, it just,
we just kind of had a feeling that this game needs,
if we did it one way, that wouldn't be
how to execute the story to the best of its ability.
Almost like an evolution versus like a pullback in a sense.
Like let's evolve this into this direction versus like pulling back and maybe trying to make it a little bit more timid, so to speak.
Yeah, I mean, you know, we were probably guilty of the other way that we were worrying that like, oh, this is feeling like we're treading all ground here, you know.
And it was kind of making us lose sight of how to judge things correctly.
We should have been judging it like what belongs in the game because we illustrate things a
certain way.
That's the way it is.
But the way, like the stuff that we bring to the way we illustrate still needs to evolve
to suit the game that we bring to the way we illustrate still needs to evolve to suit the game that
you're making.
But we were still kind of like, oh does it feel a bit too much like this?
And then we had to check ourselves a little bit saying like forget about that, forget
judging it against our past games, we need to judge it against does it belong in this
game?
And not worry about whether we're emulating ourselves, which is a very strange thing to accuse ourselves of, if you know what I mean.
Well, I don't think so at all. I think that being honest about what your talents and your passion are is an integral part of creating any piece of art.
And honestly, it's an integral part of creating any sort of successful business. Not to belabor the audience a bit too much, but there's an author out there named Jim Collins who
describes something called the hedgehog concept, which is like the basic formula to making a
successful business. It has to be something that you can be the best in the world at that drives
your economic engine and that you're passionate about. And in the middle of those intersecting circles is what you should be doing.
And so for you guys, it sounds like you, you know, you kind of realize that.
It, we don't need to be different for the sake of being different.
We are really good and really passionate about something.
And we've proven that we can be successful at it.
Let's figure out a way to preserve that core and stimulate progress and create
a new wonderful IP out of it.
I think you phrased it.
So I can read a lot of business books, Merv.
So for, for the audience here, pitch reanimal to us.
What's the elevator pitch for this?
Pitch reanimal to us. What's the elevator pitch for this? I am reanimal is about a group of five friends
Orphans, I and you place two of them. I am on they used to live in a nicer world
At least it looked nicer. I am I
and then something happens
But changes how this world is changes the world around them and really what you're
doing as the two players is finding
your friends in the remnants of
the place that you grew up and
and trying as much as possible to get a sense of what it is that has happened and where you might be headed.
And that's the coy elevator pitch because I'm really, really worried at this point of kind of saying too much.
Well, and I don't want you to say too much. I think that an integral ingredient for any really good horror movie is that less is more.
I think that the less that you know going into anything horror related is probably for
the best for your experience.
And it's something that the storytelling in your previous games did exceptionally well,
where you are kind of like, if nothing is like, completely shoved down your throat,
there's no heavy exposition, you're learning through little nuances what the story is at
any given point in time. So I love and appreciate what you've done to set the stage here. There
are two things that really stood out to me from the
content that we've seen so far is number one, the size that the the scale that that you've been able
to create and emphasize with shadows and darkness and contrast that really stands out to me. And it
was something that you did well with little nightmares one and two but it feels
Like an altogether different animal in this game. Nice. What did you guys?
What did you guys do to to to achieve that oh
I
Mean we do I I'm not an artist.
If you saw anything I did, you wouldn't need to be told that.
But as a lay person and as a gamer myself,
I think we have one of the best art teams in the world
from what I've seen.
Oh, absolutely.
Or very few teams doing it
like they can do it.
And that's not, I'm not kind of taking that credit at all.
But like I am just in all.
Sounds like you are.
Well, I am a little bit.
Yeah, you know, it's all down to me.
I taught them how to do drawing.
Right.
I just think they're phenomenal.
We do record this, Merde.
Just pretend I swear and just come in.
Just leak it out, yeah.
No, they're great.
Again, it's what drew so many of us, what drew so many of us to the company.
Oh, fire and back.
It's like, again, this imaginative world, but you see even back in the day with It's like, it's like again this imaginative world that you see even back in the
day with Metronome like who's doing that? Who comes up with that kind of idea for a character
or a monster you know? And so they just keep getting better, the people who were here for so
long but then we you get obviously you want to keep getting new blood in and like people are drawn to this company
Because they want to express. I know that's three times
Just maybe just put it up as a subtitle
Also what a narrative director does all right
So like when you do kind of
Establish your own house style, people look at that and kind
of go, oh, do you know what?
I want to be part of that.
I think I belong there, you know.
And one of our most recent concept artists, Constantine, is a perfect example of that,
you know, is he came to us because of what he's seen and it was, you know, like showed it
to Pella, the art director.
I was like, yeah, yeah, get, talk to him, talk to him, you know, and it's super amazing
that that you kind of, it's so how do you find people?
You know, you, it's just an absolute ocean out there, isn't it?
Well, yeah, but I mean, if you create, if you you create something amazing the people will find you.
Yeah and that's what I think that's where we find ourselves now is that we've got a bit of a bigger
megaphone at least. We're nowhere in the grand scheme of things you know there's so many bigger
companies still but when you can like you know stand up and like be at all, I think then people can hear you a bit.
Yeah, I personally think that scale does not necessarily reflect quality.
I am and will always be a big Marvel fan for the rest of my life, but that's it. That's a shining example there the last several movies despite this big
Monolithic company that supports them have been not so great
so
So one other thing that I wanted to point out that I think everybody is really excited for is
The co-op elements to this game. So we talked about this recently in
another episode where I used to really enjoy playing the old fixed-camera
Resident Evil games with like a group of people so you're kind of experiencing
the shock and the surprises together. It's almost like a long-form movie. It was
like kind of a group experience.
And experiencing something like this through co-op
just seems like such a great decision for you guys.
But I feel like there's a lot of challenges
because the direction of this type of game,
especially when I'm thinking about, you know,
Little Nightmares 1 and 2,
the general sort of presentation of it feels like a very personal experience.
How did you guys go about working the mechanics,
the co-op mechanics into a into a game like this?
Well, there's a lot to unpicking that.
Probably forget a lot of what you said.
One minute. It was something we wrestled with but
it's interesting you say that about Rez Evil because I was the same that's how I experienced
that those games mainly out of necessity because I was just too scared to play them alone. But
there's something about that that really resonated with us when we were thinking about
whether to go co-op this time, you know, because we knew people were wanting it from our stuff
or, you know, people were doing it anyway.
They were just sitting there playing it together and communicating, oh, no, no, don't do it,
you know, and there's something really kind of this kind of shared enjoyment through what
we've done
and we started thinking about like you know how would that affect the kind of
worlds we like to create and let you say yourself these personal experiences
would it kind of the people who like to just mess about you know would they
spoil and offend there's so much that you kind of, there's a risk to the atmosphere in that way,
but then at the same time, maybe that's a challenge in itself where you kind of, you need
to create experiences where people aren't thinking about doing that really. You're more concerned
with like just getting through it and like,
you know, soaking up the atmosphere. It just felt like the way to go. We thought of it very much
in terms of movies, like watching horror movies together, particularly at the cinema. That kind
of cathartic experience when a scare comes and everyone, first of all, they jump and then you
hear the laughter when everyone's just trying they jump in and you hear the laughter
when everyone's just trying to calm down and get their ego back in check you know
all that stuff and that felt a nice balance because we knew we weren't going
to be we were going to be losing a lot of the whimsy from the past where but we
still like that balance and I think this kind of addressed that balance then where
it was you were sharing the horror you were sharing this experience a bit more.
So it became about, it informed the story about being scared together and like going
through something together as a group of friends.
But then also in terms of the players experience as well, being scared together and you know
how do those two jive? It's a different isn't it when you play as playing together as these characters who are obviously having a worse time
Yes, and but all of it just felt really interesting to us in terms of the camera though
that was the the final piece of the puzzle for
presenting this in the way that we read because
One of the one of the things I notice
is that this never goes split screen at all.
You're sharing a screen at any given point in time.
No, we talked about that very, very early on
and we kicked it to death very early on as well.
We like, I think we maybe even did a test.
We tried it and it was just sort of like,
oh no, that's not the point.
We're not going through this together anymore even though it it
presented more opportunities probably for fun gameplay you know I'll go this
way and you go that way you soon the minute you split apart it's not the same
experience anymore so we felt like we needed to nail that camera and and so we
we had someone do a test for this shared
directed camera which would, you know, it could pull out when we needed to, pull in
when we needed to, it could go wherever we wanted it to, to serve the scene that we were
creating while always keeping the players on screen at all times.
When we got that test back, we were like,
we've got it. That's it now. That's the game. And so that was like a real, real pivotal moment.
The gameplay itself, you know, you've got to be really careful in terms of like
co-op gameplay when you're creating horror. It's not because we played in the early days, we,
it takes two came out you know and we
all played that you know with big fans of Joseph Farrar's stuff in Sweden and then it was great but
it was also it would have been almost the antithesis of what we're doing because that's so much fun
doesn't belong in this kind of yeah exactly it, it would pull you out of the experience. These games rely
on being intimate, almost speechless experiences where you're absorbing all of it and taking it all
in. Yeah, so it becomes about just, you know, going through this together. There are obviously
things that you have to do, you know, to progress forwards, you forwards you know co-op stuff but it's not this kind of novelty you know I've got a bow you've got an
arrow you know I've got this you've got that because again it becomes very gamey
and I love those kind of games but for this it it was more about like right
we're in a boat and I'll steer it you look at what's coming you know look out
for the danger with the lights it's kind of more about that kind of cooperating to just stay alive really so that was kind of where we focused in on
right, and I think this sort of
Segways nicely into what I wanted to talk to you about next is that these games are very atmospheric in in nature the the
priority of making sure that the atmosphere is maintained takes priority
over like having just a bunch of different game mechanics in them.
It takes two and split fiction, for instance, are almost like party games in a way in that
they have so many game mechanics packed into them that it de-emphasizes the actual, the story and the narrative experience of it.
One thing that I was surprised to hear
when we talked to Tobias Lilja recently
was how late the sound design, I guess, comes into,
or at least from his experience,
came into the gaming process.
And for me, that seems like, especially in what we would
consider to be indie games, although I'm not sure if this
necessarily qualifies anymore, but the sound design
seems like an inseparable part of the experience.
Like I couldn't even imagine trying to design a game
like this without the audio component.
So now that you have a couple of these sort of like horror games under your belt, did the audio, did the sound design come into the overall design
process earlier now, or is it more or less the same where you've got kind of
the visual aspect first and, and then the sound design comes in later?
Yeah.
I mean, it, all the, audio always has to trail.
It puts a lot of pressure on them.
I mean, we don't get nothing.
They're always, you know,
because there's some stuff that you know,
like how footsteps are gonna sound
and your effort sounds are gonna sound
and all that sort of stuff.
So you get the basics, like,
oh, when the door opens, it's gonna sound like this.
So you start, you get a feeling for where you are.
But it's because we change so much and tweak that experience that even if you they do
something late on which they always have to the thing has to exist first and then
they do sound design on it and compose music for it. They will do that but
it's it it's probably an insufferable part of a composer and a sound designer's
job where you're like, hey, we made these changes, by the way, because the game wasn't
playing well enough, people weren't scared enough.
Here you go.
So now you got to change everything.
And I laugh about it.
I don't take it that lightly.
But you know, it is like that.
And from my point of view as
well you know you look at what you've got and you're like but this can be
better and we have to be that way until they drag it out the door so it you know
yeah Tobias is right audio does trail by necessity not completely you know if
there's something that you have to prove and it's very much wound up with audio then you would probably just get
something tempish to get it in to get that feeling but the actual final audio
past the whole thing has to exist first, you know, and it's painful but we have to
we have to make this the best it can be before it gets taken off us and given to you.
Well Dave, we're running a little short on time and I just want to say, man, I am so
excited for this.
Everything I've seen, everything I've heard, everything I've played in the past, I have
just such high hopes for
this with a certainty that you'll deliver. I know there's probably a lot of pre-release
anxiety for you guys. Well, yeah, but I mean, pressure is good. You know, diamonds are created
under pressure and I think you've got a diamond getting ready to release here. But before
we go, since we've kind of been in this spooky,
spooky mode of thinking for a bit, I want to, we want to just ask a couple of
rapid-fire questions to kind of lighten the mood before we take off here.
So, what is your favorite horror movie of all time?
Firewalk with me. Twin Peaks Firewalk with me. Oh, okay.
Yeah.
All right, interesting.
Nothing leaves me more shaken.
I mean, it's probably another five I could list,
but that one, 100%, so good.
Did you ever see a movie called Hereditary, by any chance?
I did, yeah.
But the thing I liked most about that was the soundtrack.
Yeah.
I had high hopes for that film and
it just didn't do it for me enough. Oh my wow, I'm surprised you heard that. I'm with you on that movie.
I'm with you. It was an okay movie but I had higher hopes than what it turned out. I know.
Yeah, yeah. Midsummer, I think, are breaking my heart right now. The opening 20 minutes of
Midsummer was was fantastic. Oh yes. And even that, I thought, ah, alright. Yeah, I would agree with that of Midsummer was was fantastic. Oh
Yeah, I would agree with that Midsummer didn't quite
Hereditary I really love Midsummer didn't quite deliver But so I think we can all agree on that if you were in a zombie apocalypse, what would be your weapon of choice, sir?
Reese's shotgun
On the brain
so much when I was a kid just going on I'm sure Josh same question to you actually what would be your choice? Cuz I want you out in the trunk didn't you know
Katana to me is one of the coolest weapons man You know and I don't have to worry about running out of ammo because that's the thing you get a zombie horde coming after you got
A shotgun what are you gonna? Do when you run out of you know shotgun slugs?
Shotgun all right
And if not, he can make
plastique out of simple household items. That's true. That's true. You can make
plastique out of a liquor store basically. Mothball, corn syrup. We talked very
briefly about the old Resident Evil games and fixed-camera games and stuff like that
What would you say is the scariest game you've ever played?
Resident Evil Silent Hill 2 was a very close second, but that first Resident Evil game I
Me and my friend studsy we used to play that every night and it was just
Phenomenal when that came out it was like nothing ever played fun on the first PlayStation
Yeah, I agree that that felt like that was my first taste of a true evolution in gaming generations
When we went from sort of cartridges to Resident Evil, I was like, whoa, what what is this?
I was probably too young to experience it if I'm being honest
Whoa, what what is this? I was probably too young to experience it if I'm being honest
Last last couple of questions here. What is one horror trope that you love and
one horror trope that you hate
This is gonna be a knee-jerk reaction. All right
Right love
This is going to sound so scandalous, right? You know when someone's looking in the mirror and then they close that mirror and you know someone's going to be stood there.
American Werewolf in London is like the best closing the mirror and there's someone stood
there looking at you. Hi David.. Yeah. Get it every time.
Cause you know they're going to be there.
Yeah. Merve had to look behind himself before he
answered this question.
That's how effective it is though.
You've seen it a gazillion times and you're still.
It doesn't help that my wife like makes me jump
every night.
She's just somewhere where I'm not expecting
her to be.
So like when I close the mirror, she's generally
there anyway, still gets me
What about what about the one you hate? I?
Talk about my mind and mine is mine is people who go upstairs in a horror movie like just don't ever go upstairs
Yeah, man, go always in the track in Blair, which that went really really well. Yeah
Man, I what a great movie. Yeah came out. Yeah, but now I would say the one I hate most I
complain about the most is if you watch things like
human centipede, which you shouldn't and
When people are faced with clearly this is a psychopath and they invite you in and they just go in like what are you doing man?
Yeah, that guy who opens the door to the girls at the start of human centipede is like that. Yes
I was just doing some something's evil come in
Why are you doing? I mean, this is like the most okay
Yeah, the most stereotypical evil guy in the world. I mean no no no, you know
Typical evil guy in the world. I mean no no no, you know
You know, that's actually something that really bothered me about the walking dead, too Did you did you watch that series at all? I?
Did I?
Stopped in the end. I just yeah
So it became this thing where like basically any time they ran into somebody who was a survivor that was outside of the group
They would go. Oh, please help me. We're stuck out here
And we just need help like you know with certainty that person is going to try and kill you at some point like just walk away
walk away, but they kept helping him out and
So much about that show and ended up annoying me like you know
What was it where they would be stopped at this lovely place and started picking strawberries.
I'm like that, it's a zombie apocalypse, man.
We don't need this melodrama.
Oh, and Loan Bowls, someone important got bitten
and now they're dead.
Like, stupid.
Yeah, that was me too.
I really loved the first like two seasons of that.
And then it just fell off after that.
Yeah.
Well, Merv, listen, we're out of time on this.
We want to respect your time.
We know you've got a lot going on.
And we are just so thankful for you to hop on and chat with us,
man.
Number one, you're a blast to talk to, man.
Love the personality.
Can tell we grew up at the same time and all that, too.
So it's nice to talk to some fellow OG gamers
that understand the greatness that was the 80s.
Yeah, yeah, yeah. It was really, really fun to talk to both of you. Thanks very much.
If you haven't picked this up, we're very excited for Reanimal. Honestly, you guys are making something that looks incredible.
Gamers are very opinionated. We're not afraid to say what we think on something. We know that's difficult for, for, you know, people that are making
games sometimes too, but there is a lot, a lot of excitement from our community and our
listeners and people that we have seen, you know, about ReAnimal. So we know it's a lot
of pressure for you, but things seem to be going very much in the right direction if
that allows you to sleep at all.
I need to sleep, that puts it off.
We'll do our best to give you what you crave.
We know you are, and there's a comfort there, there's an excitement there as well for us.
Thank you so much for joining us, Merv.
We cannot wait to see what you guys create for us and how
you can just creep us out and the evolution that you guys are doing with ReAnimal as a
studio too. So we're very, very excited for this. Thank you so much, Murph, for joining
us on this episode. That is it for this one, everybody. Make sure you check out Reanimal when it releases.
You know, it's the long wait, man.
It's the long wait for a game that everybody's hyped for,
but we know you guys will do it right.
So-
Oh, oh, oh, oh, oh, oh, before we sign out, Dave,
where can people-
Merv.
Merv, sorry, Dave.
I'm really sorry.
Nightmare man, where can people follow Reanimal?
On the usual spots, Twitter.
I think we even do Instagram, if I remember rightly.
Andreas is terrible at TikTok,
so probably don't expect too much from that.
You can join our Discord,
where we've got a very active Discord server, actually, so it's always nice to see new
people on there. Me and Andreas do tend to hide in the shadows there and jump in and chat to people
now and again, even though it's very scary for a kid born in the 70s like me.
Awesome, well thank you everybody for joining us, that's gonna do it for this one. Until next time, happy gaming!
Toodle-loo!