Hindsight is a pensive journey as players follow the protagonist walking through the house they grew up in. Memories, a mixture of both reality and imagination, live within these objects, and they come rushing back as the protagonist looks through them.
During my playthrough, it was this mechanic of looking through these objects that fascinated me. Furthermore, the vibrant color palette, accompanied by a beautiful soundtrack, will keep players immersed in the indie title's world.
I had the good fortune to engage with Joel McDonald, creator of Hindsight, and Emma Kidwell, narrative designer of Hindsight, and pick their brains regarding the development journey, their influences, the 'aperture' mechanic, and what the future may hold.
Joel: Imagine visiting the house you grew up in, picking up old books, dishes, and toys... all these objects that are deeply tied to memories you have of being a child... and suddenly being able to step through these objects into the memories associated with them.
Hindsight explores what this would feel like and how it might change our perspective on things.
Joel: It all started with the simple mechanic of looking through these object-shaped portals. This led us to explore the types of situations where you might be going through a lot of stuff, which naturally led us to want to tell the story of somebody coming home to clean out a parent’s belongings.
Memory isn’t as simple and straightforward as we often think, so we also wanted to explore the subjectivity of memory and how we gain perspective on things that have happened to us over time.
Emma: A big influence on how I wrote Mary’s relationship with her mom came from the preconceived notions I held towards my own mother when I was young and didn’t
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