Andrew Shouldice has dedicated the last seven years of his life to a game design passion project, and next month his hard work will be realized with the release of Tunic. An isometric adventure game with prominent Legend of Zelda influences, Tunic is a love letter to an era of gaming where instruction booklets provided additional crucial context that developers couldn't fit on the cartridge. While Shouldice's goal is to rekindle the joy of discovery that many contemporary gamers experienced early in their careers, Tunic aspires to be more than a stroll down memory lane, with mechanics and systems that challenge modern and classic conventions.
Game Rant spoke to Shouldice about the insights he has gained over the title's long development, Tunic's unique narrative philosophy, the contributions of his collaborators, and the necessary evils that are promotional spoilers. This interview has been edited for brevity and clarity.
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Q: Can you begin by introducing yourself, and telling us what your favorite open-world adventure title is?
A: My name is Andrew Shouldice and my favorite open-world adventure game… Now I am trying to think of all the open-world adventure games I’ve played. So. Breathe of the Wild and Skyrim, I guess; both of which I enjoyed. And that’s probably it? I think the original Zelda has been cited as the first open-world game, so that has a special place in my heart, obviously.
Q: In a nutshell, how would you describe Tunic to gamers who are unfamiliar with the title?
A: Tunic is an isometric action-adventure about a tiny fox in a big world where you explore the wilderness, fight monsters, and find secrets. People who’ve played it
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