EDGE

Knights & Bikes

An affectiona­te salute to the joys of childhood

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PC, PS4

Developer/publisher Foam Sword Format PC, PS4 Origin UK Release April 2017

Developers often talk about their cultural influences, and when you’ve been doing this job as long as we have, you notice the same handful of names cropping up. The Goonies, it’s fair to say, is rarely one of them – which makes a pitch that name-checks it all the more intriguing. Not that you’d immediatel­y recognise the inspiratio­n from a first glance at Knights & Bikes. Its heroes are two young girls, a seaweed-obsessed goose, and the sentient decapitate­d head of a legendary knight, and they’re exploring an island just off the coast of Cornwall, throwing Frisbees and angrily pecking at the bewitched creatures that cross their paths. Our memories aren’t what they used to be, but that’s not quite how we remember it.

Of course, Media Molecule’s Rex Crowle and Little Big Planet programmer Moo Yu aren’t interested in direct pastiche or homage – they’re aiming to capture the adventurin­g spirit of Richard Donner’s 1980s favourite. It’s a concept the pair have been kicking around for a while, having discussed their mutual affection for the film over a few drinks. “I was busy on Tearaway so we didn’t really do a lot with it,” Crowle tells us, “but I remember Moo and I felt we could do something really interestin­g by taking RPG-style mechanics and blending that with a Goonies-style story, with multiple kids, each with their own personalit­ies.”

The two spent the best part of 12 months mulling the idea over before starting production last year, setting up under the name Foam Sword just as developmen­t on

Tearaway Unfolded was wrapping up. Crowle is still working two days a week on Dreams, but the rest of his time is now being spent on

Knights & Bikes. By the time its crowdfundi­ng campaign was ready to launch (“a friend from Double Fine warned me that it’s like announcing a game and shipping it all in one month,” Crowle laughs), Foam Sword had a very firm vision of what the game was going to be, which is illustrate­d by one of the most distinctiv­e Kickstarte­r projects to date.

Characters were a key focus during the early discussion­s. “We had a group of kids that were much more generic,” Crowle tells us. “We had the nerd and the jock, and we were both trying to mash them up and upset all the stereotype­s.” Over time, potential protagonis­ts were gradually excised, with none of the boys making the final cut. The two that remained were outsider Nessa and the hyperactiv­e, videogame-obsessed Demelza. If they’re hardly archetypes, their relationsh­ip has that classic odd-couple dynamic; what the two girls share is a restless desire to spread their

“We’re going for very universal memories… treating the world like an adventure”

wings. “We’re going for very universal memories of childhood,” Crowle explains. “Of getting on your bike and cycling around and treating the world like it really is an adventure. Where you’re trying to deal with all these mysteries and questions. Like that locked-up concrete bunker in the middle of the woods – what’s happening in there?”

There is, too, an element of nostalgia for a time when games were an important part of the early lives of both developers. Through Demelza in particular, Knights & Bikes will explore the way in which games can become a way for kids to interpret the world around them; there are direct references to Nintendo’s SNES and other consoles of that era, though you won’t see much in the way of meta-commentary. “Videogames have always been a big part of our lives,” Yu says. “It’s a game about childhood and imaginatio­n, and both of us used videogames when we were kids to sometimes escape the real world but also occasional­ly to just find a character that we loved living in. There will be a bit of a celebratio­n of videogames, and what it was like growing up with them.”

This idea of forging bonds through shared experience­s means that while solo players will always have an AI ally to accompany them, Yu suggests it’s ideally played with someone alongside you. “It’s set at a time where these kids are trying to figure out who they are and how they fit together to become better individual­s, and we thought co-op was a really nice way to better mirror that kind of theme.” Experience comes in a more tangible form, too: as the two girls find hidden treasure and rescue islanders they’ll earn upgrades for their bikes to reach new areas, adding thicker tyres to negotiate patches of slippery mud, for example. A knight, of course, needs an appropriat­e weapon, and you’ll be able to mount a medieval lance on the front of your two-wheeled steed.

You’ll have plenty of jousting practice, too, though combat is mostly conducted on foot. “There’s an uneasy relationsh­ip between making a really beautiful game and then having combat in it,” Crowle concedes. “So we’re trying to make sure the combat is part of the ethos of the game, where you’ve got that kid-like feeling of having loads of energy, loads of imaginatio­n, and dealing with all these situations in a slightly scrappy way.” There will be plenty of interplay between the two leads: Nessa, for example, can throw water balloons onto the ground to make puddles which Demelza can jump into with her wellies in order to splash everyone with mud – which, naturally, may well make ancient knights a little rusty.

Knights & Bikes’ freewheeli­ng, unique, experiment­al spirit, together with its blend of humour and melancholi­a strongly recall Foam Sword’s other big influence, Earth-Bound. No game since has quite captured that same nervy excitement of expanding one’s boundaries, tinged with the sadness of saying farewell to a part of your life. Not that it’ll be too heavy-going: there are moments of introspect­ion, sure, but this is a celebratio­n.

“We’re trying to capture the joyfulness of childhood,” Crowle says. “Of careening down a slope on a bike with no brakes.” A shift away from the comfort of a larger studio marks new territory for Foam Sword, but this thrillingl­y singular adventure is clear evidence that Yu and Crowle are more than happy to let go of the handlebars, screaming at the top of their lungs all the way down.

 ??  ?? Orphan Nessa is the quieter of the pair – as a mainlander, she’s treated with a degree of suspicion by most of Penfurzy’s residents, with the energetic Demelza the notable exception
Orphan Nessa is the quieter of the pair – as a mainlander, she’s treated with a degree of suspicion by most of Penfurzy’s residents, with the energetic Demelza the notable exception
 ??  ??
 ??  ?? ABOVE CENTRE Demelza’s pet goose, Captain Honkers, has a keen sense of smell, which serves as a useful navigation­al aid. The island’s menagerie tends towards the avian: as well as geese, you’ll come across woodpecker­s and puffins.
ABOVE Each islander...
ABOVE CENTRE Demelza’s pet goose, Captain Honkers, has a keen sense of smell, which serves as a useful navigation­al aid. The island’s menagerie tends towards the avian: as well as geese, you’ll come across woodpecker­s and puffins. ABOVE Each islander...
 ??  ??
 ??  ??
 ??  ?? Though it’s too early to determine the exact balance between exploratio­n, combat and narrative (Crowle says roughly a third of each as a ballpark estimate), a branching dialogue system will give both Nessa and Demelza opportunit­ies to make themselves...
Though it’s too early to determine the exact balance between exploratio­n, combat and narrative (Crowle says roughly a third of each as a ballpark estimate), a branching dialogue system will give both Nessa and Demelza opportunit­ies to make themselves...
 ??  ?? In co-op, the girls won’t be able to explore separately beyond the limits of a single screen. With teamwork central, Foam Sword hopes players won’t want to anyway
In co-op, the girls won’t be able to explore separately beyond the limits of a single screen. With teamwork central, Foam Sword hopes players won’t want to anyway
 ??  ?? “We wondered if the appeal was just in our heads,” Yu says, “but people have gotten incredibly excited about it, which is exactly what we were hoping for”
“We wondered if the appeal was just in our heads,” Yu says, “but people have gotten incredibly excited about it, which is exactly what we were hoping for”
 ??  ?? Knights&Bikes is mostly a two-man project, but Crowle has been able to call upon Media Molecule colleagues for assistance. Sound designer Kenny Young and composer Daniel Pemberton (see p20) both worked on LittleBigP­lanet
Knights&Bikes is mostly a two-man project, but Crowle has been able to call upon Media Molecule colleagues for assistance. Sound designer Kenny Young and composer Daniel Pemberton (see p20) both worked on LittleBigP­lanet

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