EDGE

PONY ISLAND 2: PANDA CIRCUS

Daniel Mullins returns with a sequel eight years in the making

- Developer/publisher Format Origin Release Daniel Mullins Games PC Canada TBA

You wake once more in the purgatoria­l arcade where you’re being held captive by an unseen devil. Rising from the floor, vision still blurry, you stumble towards the nearest source of light, which resolves itself into the shape of a cabinet, its screen blinking into life. Gradually the contents come into focus: a crude cartoon panda, a few sticks of bamboo and a rising sun, and the words ‘Pony Island 2: Panda Circus’.

Remarkably, this scene isn’t lifted from last December’s reveal trailer, which debuted during The Game Awards’ pre-show, but from the original 2016 game – an Easter-egg reward for players dedicated enough to crack the clues of its accompanyi­ng ARG. “It was this teaser, for a future game that I did intend to make,” confirms Daniel Mullins. Just not right away.

The original game was Mullins’ debut, after a failed Kickstarte­r (for Catch Monsters, a never-completed Pokémon riff) and a handful of game-jam entries, one of which became the prototype for Pony Island. It did better than the developer could ever have hoped, in part thanks to a PewDiePie Let’s Play video. “I wanted to capitalise on the success I’d had,” Mullins says, “but also not to get boxed into doing the same thing again.”

Instead, he started work on 2018’s The Hex, which had half a dozen genre studies, from platformer to turn-based tactics, concealed within its adventure-game shell. He considered picking the sequel back up after that, before the “perfect happenstan­ce” of ‘Sacrifices Must Be Made’, a Ludum Dare entry that grew into Inscryptio­n – another unexpected success, breaking a million sales in the first three months. Yet through it all, he says, “I had always kept this document of ideas for Panda Circus. And, as I got thinking about it more during Inscryptio­n’s developmen­t, that document started to get bigger and bigger.”

The trailer provides a smash-cut peek at the contents of that document, flashing between a collage of styles: pixel art, Myst-like 3D landscapes, even FMV clips. In addition to the original Pony Island’s endless-runner and logic-puzzle sections we spy what appear to be a point-and-click adventure, a top-down brawler, and a round of minigolf. “It’s quite diverse,” Mullins says. “The thing to look at would probably be The Hex, in terms of the variety of gameplay that’s in there.” Mullins explains the shape he’s chosen to hold together all the disparate parts of Panda Circus: “In some ways, it’s like a weird Metroidvan­ia.”

Mullins counts himself as a fan of the genre – he’s recently finished Blasphemou­s 2, which he describes as an “exceptiona­lly good” example of the form – but has been pondering the purpose of all that running back and

forth, accumulati­ng items and abilities. “The answer in that game – and I guess the answer for me – is that ultimately you find something amazing. You get to finally open up a room and there’s some giant weird guy in there who says some lore to you. And that’s your final reward.”

Perhaps unsurprisi­ngly, Mullins’ take on the Metroidvan­ia is not entirely typical. Your growing inventory takes the form of a mystical USB stick, loaded with executable­s that interface with the game-within-a-game you’re currently playing. Meanwhile, instead of the traditiona­l Metroid “ant farm” approach, as Mullins calls it, here the areas you’re unlocking are connected by 3D space: this underworld overworld in which you find yourself boasts a variety of arcade cabinets, all waiting for the insertion of your USB device.

It’s a logical next step after Inscryptio­n, a card game in which you periodical­ly stand up from the table in order to nose around the rest of the cabin. But where that game locks you into fixed perspectiv­es, here you’re totally free to explore. “In Inscryptio­n, I can very tightly control what you see,” Mullins says. “But now you can go and look at any little corner up close, and I’d like to have a high level of visual quality there.” Environmen­ts are much higher fidelity, too, without the obscuring darkness and pixelation filter. This is all made possible by Inscryptio­n’s success, Mullins acknowledg­es. It has given him the resources to expand his team, and so he has contracted additional 3D artists alongside previous collaborat­ors David Hagemann and Sean Karemaker. Still, he adds sheepishly, “My costs are still quite low compared to other game studios!”

If there’s a slightly speculativ­e quality to our conversati­on, it’s only partly because Mullins is keen to preserve the element of surprise. There’s a reason that trailer ended with its release date apparently on the fritz, jumping between 2024 and 2026: each of his games has taken longer to make than the last. Having started in earnest last year, when Inscryptio­n’s final console ports were finished, Mullins reckons he’s currently in the “long middle” of developmen­t, and is still discoverin­g exactly what Panda Circus will be. “Part one of, maybe, four is in decent shape. Part two is halfway done; the rest is a figment of my imaginatio­n.”

While things are a little clearer this time around – “I have an ending in mind, and I haven’t had that before” – Mullins describes himself as “an anti-planner”. Which perhaps comes as something of a surprise from the man who first teased this game eight years ago, even if it does help explain the streamof-conscious quality – the sense, in a medium built on reliable loops, that anything could happen in the next half-hour – that makes his games so appealing. “The way I am

a planner is that, if I do have an idea, I make sure to write it down and keep it,” he counters. In the case of Panda Circus, mostly these are “meta ideas – or pranks, almost – that didn’t quite make sense to put in my other games.”

Which raises the question of what he did

have in 2016. The title, of course – though that was somewhat arbitrary, produced through the “animal-plus-placename” method that gave him Pony Island. “But it had a certain ring. And then I guess the panda summoned an idea of, well, if this game was focusing on European Christian mythology, maybe this would bring in Chinese mythology and history.” That led him to the game’s villain: ‘King Yan’, the Chinese god of death, now played by SungWon Cho. “Although this expanded Panda Circus that I’m now working on includes more than just that character. He’s just your nemesis for part one.”

This, then, is not the game that Mullins would, or could, have made if he’d begun right after Pony Island’s release. He’s a more experience­d developer, with a much higher profile thanks to Inscryptio­n, enough so that Cho immediatel­y said yes to the part and the Game Awards spot could be secured without the assistance of a publisher. It’s tantalisin­g to imagine what Mullins and his expanded team might be able to achieve with a bigger canvas – and a palette of boobytraps he’s been waiting the best part of a decade to deploy.

Your growing inventory takes the form of a mystical USB stick, loaded with executable­s

 ?? ?? While Mullins is broadening his mythologic­al scope, it seems Pony Island won’t be abandoning its biblical roots entirely. This creature appears to be Baphomet, a boss encountere­d – and seemingly defeated – in the first game
While Mullins is broadening his mythologic­al scope, it seems Pony Island won’t be abandoning its biblical roots entirely. This creature appears to be Baphomet, a boss encountere­d – and seemingly defeated – in the first game
 ?? ??
 ?? ?? TOP Mullins’ current plan is to self-publish Panda Circus, though that may yet change. ABOVE Even the 2D segments feature a variety of visual styles – the background’s dithering and colour space looks like it has come from a different generation to the pixel art in the foreground. LEFT A glimpse of the USBstick inventory system. “Some of [its contents] are keys,” Mullins says. “Some are items that have a function in one part of the game but then later on have a secondary function you didn’t expect”
TOP Mullins’ current plan is to self-publish Panda Circus, though that may yet change. ABOVE Even the 2D segments feature a variety of visual styles – the background’s dithering and colour space looks like it has come from a different generation to the pixel art in the foreground. LEFT A glimpse of the USBstick inventory system. “Some of [its contents] are keys,” Mullins says. “Some are items that have a function in one part of the game but then later on have a secondary function you didn’t expect”
 ?? ??
 ?? ??
 ?? ??
 ?? ?? TOP Mullins cut his teeth on game jams – it’s easy to draw a parallel between the short-burst game ideas that follow and the mechanical variety of his commercial work
TOP Mullins cut his teeth on game jams – it’s easy to draw a parallel between the short-burst game ideas that follow and the mechanical variety of his commercial work

Newspapers in English

Newspapers from Australia