“We don’t think it’s possible to capture every queer experience with a single work”: The philosophy of Unsighted

Spoiler warning: This piece contains spoilers for Unsighted.

Every once in a while, along comes a game I just can’t stop thinking about. Sometimes it’s just because of a single moment, like the boss fight with Ludwig, The Holy Blade in Bloodborne. Or like how Nier slowly lets you in on its story through multiple playthroughs. More often than not though, it’s because of how the world is realised. And I don’t think 2021 had a more fleshed out world than the metroidvania Unsighted. So to attempt to unpack what makes the game so interesting, I sat down with the duo that makes up Studio Pixel Punk, Tiani Pixel and Fernanda Dias.

For some reason, 2022 has seen a small trend of developers advertising just how much is in their game. Techland clearly believed that Dying Light 2 taking 500 hours to fully complete was a good advertising point. Games can be so overwhelmingly stuffed and desperate for you to do every last thing they have to offer by littering the map with quest markers. Unsighted too, is a game with a whole lot to do, but it won’t get upset at you if you don’t do everything.

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