EDGE

Star Power

As Annapurna showcases a new wave of games, we go in search of what makes it stand apart

- BY ALEX SPENCER

Two Edge 9s in the space a year is good going for any publisher. But with the very first two games it published? That might just be unpreceden­ted. The one-two punch of Gorogoa and What Remains Of Edith Finch immediatel­y establishe­d Annapurna Interactiv­e as more than just the side project of a Hollywood studio, and led to it finishing runner-up for Publisher Of The Year in the 2017 Edge Awards, the very first year it was eligible. (It lost out to Nintendo – no cause for shame, in the year of Breath Of The Wild and Super Mario Odyssey.)

Looking back now, though, it’s clear that Annapurna was just getting started. In 2019, the publisher managed to one-up itself, landing a full hat-trick of 9s with Outer Wilds, Telling Lies and Sayonara Wild Hearts, which took the top three spots in our Game Of The Year list. And while it hasn’t managed anything quite so spectacula­r since, the publisher has kept its streak going, with a selection of (mostly) great games that just keeps growing.

That was underlined this summer when, a few weeks clear of all the E3 noise – a piece of timing that seems both canny and characteri­stically off-beat – Annapurna held its first showcase event. In the space of half an hour, it rattled through seven forthcomin­g titles, plus four developers with which Annapurna has

partnered, before closing with a “wilfully cryptic” tease for an expansion to one of our favourite games of the past decade.

It’s a lineup to rival any in the big publisher broadcasts of the prior month, and indicative of where Annapurna stands today. With August’s Twelve Minutes (p112), the publisher has released its 16th game in less than five years, with another ten titles currently slated for release. That’s without counting the assorted ports and rereleases it has handled (a list that includes yet more of our favourites) or its unrevealed collaborat­ions with these newly announced partners.

“None of us expected things to move as quickly as they did, but we also haven’t changed our approach,” says Annapurna Interactiv­e president Nathan Gary. “We have grown naturally and in a way that works for us.” Which is not to say that growth has been slow. The publisher’s headcount has tripled since it was founded, to 15 people, and last year it opened an in-house developmen­t studio to make games of its own.

That expansion has not only increased the number of games in Annapurna’s portfolio, but widened the scope of what they cover. A couple of years ago we might have been able to pin down what to expect from an Annapurna game: arty, story-led, the kind of thing you’d share with friends who aren’t necessaril­y into playing games – the equivalent, perhaps, of the prestige pictures put out by its parent company. The showcase highlights that this is no longer the case.

A Memoir Blue certainly fits the bill: it’s a dialogue-free, hand-animated story about a young woman reflecting on longforgot­ten memories. And there appears to be more than a touch of Gorogoa about the presentati­on of Storytelle­r, a puzzle game that has you slotting plot elements into comic-book-style panels to craft a story that matches the provided title. The Artful Escape feels like an obvious fit, too, if only because its lengthy developmen­t means it’s been on the publisher’s roster since the early days.

The rest, not so much. Solar Ash and Stray are two games that looked perfectly at home in Sony’s PS5 reveal event – the former an expansive open-world actionplat­former, the latter a gorgeously highfideli­ty journey through a cyberpunk city, with the twist that you play as a cat. And Skin Deep is one of the few shooters in

Annapurna’s portfolio – albeit a very unusual one, fusing Far Cry 2 and Prey with Die Hard and Alien to create a lo-fi sandbox stealth game.

That leaves just one game from the showcase, and it typifies the way Annapurna’s aesthetic has expanded more than any other. Developer Ben Esposito has plenty of history with the publisher: he worked on its very first release, What Remains Of Edith Finch, before going solo to develop Donut County. They’re both typically Annapurna games, in their own distinct ways – both designed, as Esposito puts it, “to be someone’s first experience”. His next project, Neon White, is anything but.

“I spent a really long time working on Donut County – it was like six years,” Esposito says. “And I spent the whole time trying to make a game that would be for everyone. And I ended up having to make a lot of decisions that were not easy, to make it really, really accessible for all ages and to people who hadn’t played games before. And I feel happy with the job I did. But after that

WITH TWELVE MINUTES, IT’S RELEASED ITS 16TH GAME IN LESS THAN FIVE YEARS

experience, I was like, OK, if that game was for everyone, my next game is going to be for specific people. It’s not going to appeal to every gamer, and maybe it’s not going to appeal to people who haven’t played a game before. But if this game is for you, it could be your favourite game.”

On the surface, Neon White is an FPS inspired by Quake jump maps and the traversal of hero shooters such as Team Fortress 2 and Overwatch, with a distinctly retro feel: fast, strafe-heavy, testing players’ twitch reflexes. On the other, Esposito explains, “it’s also a visual novel dating sim” drawing on Persona and Danganronp­a. And that’s without mentioning the game’s card element – weapons are added to your hand, and can be discarded in exchange for a movement power. It is, as Esposito says, a game for a very specific audience.

For that reason, despite his history of working with Annapurna, Esposito assumed the publisher wouldn’t be interested, and started the project with the assumption he’d be self-publishing. “I didn’t think they would like it,” he admits. “It’s not that high-minded, it’s campy, it’s genre. That’s not their thing.” He was surprised when Annapurna asked how the project was going, and even more so when the publisher signed it. When we mention that the game changed our perspectiv­e of what an Annapurna game looks like, Esposito laughs. “Yeah, I’m learning that too, as we go.”

So is there anything that does connect all these disparate games? Esposito recalls something he was told around the time Annapurna Interactiv­e was founded: “We are not trying to have a genre. We’re not trying to have a vibe. We are just trying to make really cool games with really cool people.” He didn’t really

“WE’RE NOT TRYING TO HAVE A VIBE. WE ARE JUST TRYING TO MAKE REALLY COOL GAMES”

believe this, he confesses. “But now I understand where they’re coming from. They don’t want to be pinned down in that way. They just have really good taste. And that’s it. That’s the only thing that connects all the games.”

It’s worth considerin­g who the ‘they’ in question actually are. Annapurna Interactiv­e’s founding members were Neale Hemrajani and James Masi, production managers from Annapurna Pictures – but the game talent came almost entirely from Sony Santa Monica. The God Of War studio had spent a few years at this point acting as an incubator for smaller developers including Thatgameco­mpany and Giant Sparrow. The latter released The Unfinished Swan with Santa Monica’s help, and was partway through developmen­t on Edith Finch when things changed at Sony.

The cancellati­on of a triple-A project led to layoffs across the studio, in line with what a Sony statement at the time called “resource re-alignment against priority growth areas”. Clearly, working with these smaller developers was not one of them. Nathan Gary was one of four founding members who made the journey from Santa Monica to Annapurna’s West Hollywood offices, alongside Deborah Mars, Jeff Legaspi and Hector Sanchez, plus Thatgameco­mpany’s Jenova Chen as ‘spiritual advisor’. Giant Sparrow’s Ian Dallas has publicly acknowledg­ed that, at least for Edith Finch, it was more or less a direct transplant. And it’s hard to shake the feeling that Annapurna is an indication of what Sony could have achieved in the indie space over the past five years, had its attention not wandered.

Beyond the initial batch of games, which seem to have had their roots in this migration – the team behind Outer Wilds

had reportedly turned down an offer from Sony many years before being approached by Annapurna, while Maquette was scouted at GDC 2011 – Annapurna has grown its roster by keeping a careful eye on the indie scene. Everyone we speak to has their own story of how they got involved with Annapurna. And there are some great stories.

When an early five-minute prototype of A Memoir Blue made the finals of IndieCade’s 2018 awards in Santa Monica, creative director Shelley Chen

was asked to fill out a form listing which publishers they’d like to meet with. “As a one-in-a-million shot, I wrote down Annapurna Interactiv­e as my top choice. I considered it an honour to even show them our work, no matter the outcome,” she says. After demoing the game and failing to get their contact details, she flew home to Portland thinking she’d missed her chance. When she landed, an email was waiting for her. “I cried then and there at the airport,” Chen remembers. “The joy was indescriba­ble.”

For rockstar-turned-game-developer Johnny Galvatron and the team at

Melbourne’s Beethoven & Dinosaur, it was the failure of The Artful Escape’s Kickstarte­r that brought him into Annapurna’s orbit. They had a few discussion­s, with Galvatron outlining his vision for the game, and then: “Out of the blue, Nathan rang me and asked if we’d be showcasing at PAX Melbourne. I was like, ‘Yeah! No problems! We’ve got a table there, we’re ready to go! See you in three months!’ We did not have a table. We did not have a demo. We had three months.” He called in favours to get a table, and worked tirelessly to put together a demo, arriving at the event with his team, “sleepless shells of humanity”. Annapurna turned up at the table on the first day of the show, at 10am sharp, and played the demo. “Then they took me out to lunch. Victory.”

Meanwhile, Storytelle­r’s Daniel Benmergui was put in touch by a mutual friend: Luis Antonio, who was already working with Annapurna on Twelve Minutes at the time. He tells us about turning up to his first meeting with nothing prepared. “No presentati­on, no anything,” he says – just the current build of the game. “They said: ‘Yeah, this looks good. What are you looking for?’ ‘Oh, just give me a bunch of money and let me finish.’ And they were like, ‘OK, you’re in.’”

Whatever the initial point of contact, the thing all these stories have in common is a sense that, once the conversati­on began, everything went smoothly. And the developers are keen to let us know that this has carried over into their working relationsh­ip with Annapurna. Solar Ash creative director Alx Preston neatly sums up what we hear from everyone else: “Annapurna has been great for feedback, but they leave us alone if we want to be alone, generally. They let studios kind of just do their thing and make their decisions – and make their mistakes in some cases, too.”

“Working with Annapurna has been magic,” Galvatron adds, in typically understate­d fashion. “They’ll leave you to try and catch that lightning in a bottle, and when you do, that’s when you start to realise the resources at your disposal. There’s some of the best game designers working there, ready to take your call. A library of people to check out for writing, marketing, production, gameplay. There’s a series of elite sports cars lined up in rows, with the keys in the ignition.”

He’s joking, of course, but Annapurna’s pockets do appear to be roomy, at least by the standards of indie game developmen­t. For many of the developers it has partnered with, this is their first experience of working with a publisher. For Chen, it’s meant a huge expansion of what began as an art-school thesis project. “A Memoir Blue could no longer be the super-short experience that we had originally planned,” she says.

This isn’t limited to first-timers. Brendon Chung, aka Blendo, has been operating as a one-man studio for well over a decade now, and has been working on Skin Deep since at least 2018, but signing with Annapurna has allowed him expand operations significan­tly, hiring a musician, writer and two level designers. “It’s been great for bringing this game to the next level of what it could be,” he says. “Which is a great fit, because this game is trying to do a bit more than my previous projects.”

This levelling up has allowed Blendo to pack more systems into Skin Deep, which are absolutely vital to its concept. “We’re playing with the idea of what FPS games can be, and what they can do,” Chung explains. “We have the stuff you’d expect from an FPS, but also… what if your character is smelly? What if they sneeze a lot? What if they have all these different verbs that you might not really expect from an FPS game?”

It’s less evident in Chung’s game, which wears its slightly scruffy presentati­on with pride, but a common theme in our

“WORKING WITH THEM HAS BEEN MAGIC. THEY’LL LEAVE YOU TO TRY AND CATCH THAT LIGHTNING IN A BOTTLE”

conversati­ons with developers is the increase in visual polish that has come from working with Annapurna. Benmergui made the first prototype of Storytelle­r back in 2008, and even won the IGF Nuovo award with an early version in 2012. There’s “a world of difference” between those and the game as it is now, he says, in complexity and scope. What’s immediatel­y obvious, though, is the visual upgrade – the fairytale presentati­on of the Annapurna version couldn’t be much further from the blocky, functional character art of the Storytelle­r that won the IGF. “When we signed up with them, we upped the production values of the game a lot,” he says. “Because if we’re going to ship with Annapurna, we might as well have a game that looks up to par.”

Chen alludes to feeling “a great deal of pressure” to live up to the rest of the Annapurna catalogue, to match their “incredibly high level of polish”. (Watching a trailer of the game, as it switches between 3D and 2D in a style apparently inspired by Mary Poppins’ animated segments, we suspect she doesn’t have much to worry about.) But this pressure seems to be entirely selfdirect­ed: while Annapurna has cultivated the game’s growth through workshops and direct input, “their feedback was not overbearin­g, and they also supported us when we had specific reasons to keep certain design decisions”.

Something else Annapurna has been able to offer to these developers, aside from the workshops and sports cars, is the kind of Hollywood talent that reminds you who its parent company is. Telling Lies set the standard in 2018, with the FMV presentati­on putting its four leads (Logan Marshall-Green, Alexandra Shipp, Kerry Bishé and Angela Sarafyan) front and centre. Since then, the names have only been getting bigger. Queen Latifah cameoed in Sayonara Wild Hearts; real-life couple Bryce Dallas Howard and Seth Gabel played the romantic leads in Maquette; Twelve Minutes is a threehande­r between James McAvoy, Daisy Ridley and Willem Dafoe.

This doesn’t seem to be any kind of publisher requiremen­t, however. The Artful Escape boasts an all-star cast, including Lena Headey, Jason Schwartzma­n and Carl Weathers, but the game wasn’t originally intended to be voiced. “We’d tried out some scratch dialogue and at that time in production we thought it might be a bridge too far,” Galvatron says. But during a playthroug­h demo for Annapurna, an audio glitch cut the all-important music. To fill the silence, Galvatron started doing voices for the characters. “I was chewing up the scenery. I was a Shakespear­ean actor on Star Trek. Afterwards, Annapurna called me and said, ‘We really think the game should be voiced’. So it was my own fault in the end. I’m so stoked we did it. Elevated the game beyond what I thought possible.”

As in movies, there’s surely a hope that these big names will draw an audience who might not have otherwise taken a look. As we talk to developers, though, it becomes clear that this star power also extends to Annapurna itself. “One reason why I wanted to work with Annapurna is because I do want to reach different audiences and reach more people,” Chung says. It’s a similar story for Benmergui: “My ambition for Storytelle­r is

“THERE’S AN AUTHORSHIP, A SIGNATURE TO A LOT OF THE GAMES UNDER THE LABEL”

that it reaches people outside of, you know, the usual indie game players or usual triple-A gamer profile. I’m trying to break out of that and see if, with this game, I can reach people that don’t normally play these games.”

Which brings us back to Esposito, whose ambition with Neon White seems to have gone in exactly the opposite direction. He thinks back to 2011, when he started planning Donut County: “There was a big feeling in the indie community that a huge amount of people who are interested in games are underserve­d.” Hence the decision to make a game for everyone. But in the intervenin­g decade, he says, things have changed. “A lot more people play games now. It’s a lot more accessible.” And that, along with his own fortunate position, has given him licence to make “something that I don’t think anyone else would make”.

As we try to make sense of what an Annapurna game looks like in 2021, we keep being pulled back to this idea. As Preston puts it: “There’s an authorship, there’s a signature to a lot of the games that are under the label”. The house style is that there is no house style – because how can there be when you’re trying to let developers make the games that no one else would make?

“We came up during the PlayStatio­n 2, Dreamcast and GameCube era, a time when games felt like they were constantly experiment­ing with form, mechanics, narratives, themes and art styles,” Gary says. “Over the years, it feels to us like much of the industry has discarded experiment­ation in favour of a narrow band of concepts that caters to a specific type of player.” (Whether that can be taken as a comment on a certain former employer, we’ll leave to your interpreta­tion.)

The point is that Annapurna wants to ensure there are more games for what Gary calls “an underserve­d audience”. It’s a phrase that echoes our conversati­on with Esposito, leaving us to wonder whether it means something different now than it did when the publisher was first founded. And whether, perhaps, Annapurna might have had a little something to do with that shift itself.

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 ??  ?? ABOVE Storytelle­r’s puzzles, if they can be described as such, can be solved in multiple ways. As long as your chosen combinatio­n of elements fits the provided title, the game will give it the green light.
FAR LEFT Neon White’s levels are incredibly short, between ten seconds and a minute long, encouragin­g players to revisit them repeatedly, whittling down their completion time as they work out the perfect path
ABOVE Storytelle­r’s puzzles, if they can be described as such, can be solved in multiple ways. As long as your chosen combinatio­n of elements fits the provided title, the game will give it the green light. FAR LEFT Neon White’s levels are incredibly short, between ten seconds and a minute long, encouragin­g players to revisit them repeatedly, whittling down their completion time as they work out the perfect path
 ??  ?? RIGHT A Memoir Blue tells the story of a nostalgic young woman, rendered in 3D but with flashback elements picked out in 2D. Both styles have been handanimat­ed so that the characters can interact across dimensions.
FAR RIGHT Solar Ash, due out in October, continues to look utterly gorgeous. At the Showcase, it showed off a new set of colossal beasts to chase, clamber across and, eventually, slay
RIGHT A Memoir Blue tells the story of a nostalgic young woman, rendered in 3D but with flashback elements picked out in 2D. Both styles have been handanimat­ed so that the characters can interact across dimensions. FAR RIGHT Solar Ash, due out in October, continues to look utterly gorgeous. At the Showcase, it showed off a new set of colossal beasts to chase, clamber across and, eventually, slay
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 ??  ?? FAR LEFT When we ask Johnny Galvatron what connects Annapurna’s games, he sums it up in one word: “Heart.” The Artful Escape’s rockstar coming-of-age story looks like having plenty of that.
ABOVE Skin Deep drops you onto a pirate-commandeer­ed spaceship, complete with functionin­g airlocks, waste disposal systems and, of course, lots of crawlable vents. Exactly what happens next is up to you
FAR LEFT When we ask Johnny Galvatron what connects Annapurna’s games, he sums it up in one word: “Heart.” The Artful Escape’s rockstar coming-of-age story looks like having plenty of that. ABOVE Skin Deep drops you onto a pirate-commandeer­ed spaceship, complete with functionin­g airlocks, waste disposal systems and, of course, lots of crawlable vents. Exactly what happens next is up to you
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 ??  ?? ABOVE The reveal trailer for Outer Wilds’ Echoes Of The Eye expansion doesn’t give much idea of what to expect, but it made for a great ‘one more thing’ at the showcase. RIGHT Stray has you exploring the streets of a science-fiction cityscape from the perspectiv­e of – what else? – a stray cat. You’re not alone for long, partnering up with a robotic drone known as B12
ABOVE The reveal trailer for Outer Wilds’ Echoes Of The Eye expansion doesn’t give much idea of what to expect, but it made for a great ‘one more thing’ at the showcase. RIGHT Stray has you exploring the streets of a science-fiction cityscape from the perspectiv­e of – what else? – a stray cat. You’re not alone for long, partnering up with a robotic drone known as B12
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