THE BIG PIC­TURE: TU­NIC

De­vel­oped by one man, Tu­nic cre­ates a link to a very spe­cific gam­ing past

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A pro­tag­o­nist in a green tu­nic wakes up alone on a beach. Sword and shield in hand, he makes his way through a charm­ing and yet per­ilous land – and the fact he hap­pens to be a fox isn’t even the cutest thing about Tu­nic.

The vis­ual style de­signed and en­gi­neered by lone No­vas­co­tian de­vel­oper An­drew Shouldice has a dis­tinc­tive tex­ture to it. Some­thing about the way the trees bounce around as the hero pushes through them, and the neat lines of ev­ery rock for­ma­tion give Tu­nic the look of a game carved from rub­ber by an ar­ti­san crafts­man. That’s one of the best things about top-down ad­ven­tures like this: their ca­pac­ity to blend retro el­e­ments like the ob­vi­ous Zelda in­flu­ence and nu-school art di­rec­tion.

Also speaking to that retro sen­si­bil­ity, this is a world brim­ming with se­crets. Kon­ami codes aren’t re­quired, how­ever – these se­crets are hid­den nat­u­rally through­out the world, en­cour­ag­ing cu­rios­ity and build­ing in puzzle com­plex­ity through­out. Af­ter an enig­matic E3 show­ing, ex­pect more on Tu­nic in the coming months.

Tu­nic’s out in 2019 – enough time to be­gin your cos­play de­signs.

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