As a games enthusiast and someone who has experienced the raw emotions that games can evoke, I can wholeheartedly relate to Form’s emotional response during the gameplay of Neva. The idea of animals in peril always strikes a chord, and it seems Nomada Studios has masterfully captured that sentiment.
On October 15, the game titled Neva, created by Nomada Studio and distributed by Devolver Digital, sets off on an adventure focusing on personal growth. Unlike Nomada’s previous creation, Gris, which was a profound emotional exploration of Grief, Neva centers around the bond between parent and child as portrayed through the protagonist Alba and her wolf companion, Neva. As players advance in the game, Neva evolves from a young, vulnerable wolf requiring guidance and protection to a powerful ally standing by and shielding Alba. This heartwarming theme is mirrored in the game’s design, and it’ll be exciting to witness player reactions upon its release.
Prior to that, Game Rant attended a Neva event in Barcelona. There, we had a chance to chat with Graeme Struthers, Devolver Digital’s Chief Operating Officer (COO). He discussed how Devolver Digital’s collection has evolved since the first time they signed Gris, explained Nomada Studio’s role within Devolver’s broader goals, and emphasized the significance of art and cities like Barcelona in game development. For your convenience, this interview has been condensed for clarity and conciseness.
Q: Can you briefly describe what it is you do at Devolver?
Initially, our team consisted of five individuals. For roughly three years, we were a group of five before Andrew and Anna joined us. Subsequently, for another two years, we maintained a membership of seven. While many of us have substantial responsibilities, I was the only one among the founding members based in Europe. My role primarily involved handling PR agencies, initially collaborating with Sony as Sony Indies was operated from Europe at that time. I was responsible for establishing official publisher status with Nintendo, Microsoft, and Sony, which included a significant amount of tedious tasks such as setting up bureaucratic procedures. Essentially, my duties encompassed areas between operations, PR, and event management, although these aren’t my primary strengths.>
As more individuals joined and became part of the company, I found myself gradually able to take a step back from active involvement. However, I’m still occasionally drawn into various matters. Now, I find myself in a position where I hold the title of COO, yet I’m unsure about what that role entails. I sign numerous contracts…I have this uneasy feeling that I might be held responsible for tax evasion. I suspect I’ve been appointed as the scapegoat or fall guy. I’m concerned that I may be the one who takes the fall.
Devolver Digital’s Art Heavy Portfolio Was Elevated By Gris
Could you tell me about the moment you first encountered Nomada, and what particularly caught your attention at that time, as well as the initial design or prototype of Gris that you saw from them?
For the first time, we had a producer join our company, and that’s when Andrew got involved. Andrew is exceptional at what he does, and he’s great at visualizing the overall production process, from concept to finished product. What stood out about Nomada was their strong background in programming and artistry. Often, game pitches are focused more on aesthetics, but with Nomada, you could see both the artistic vision and the underlying mechanics that would make the game a reality.
Roger and Adrian, being skilled heavy-duty programmers, already had an impressive track record. Their structure made sense in a way that was hard to deny. It was at Gamescom where they unveiled a prototype for Gris. Immediately upon seeing it, everyone around at the time, including me, felt the same: we couldn’t wait to play it.
Moving forward, our collection of games such as Hotline Miami and Genital Jousting gave off an image of us being deeply involved in either extremely bold or highly satirical games at the time. Examining Devolver’s catalog from that era reveals it was roughly half its current size, but it consistently included games with a strong artistic emphasis. Gris, however, significantly raised the bar for this aspect of our library. In essence, Gris is a game that we were eager to experience, which explains why we decided to publish it.
By the way, it’s worth mentioning that Roger is an ardent supporter of FC Barcelona. Though I back Liverpool, we both have a strong dislike for Real Madrid. This shared animosity has led to our long-standing banter, making us rivals in a unique way.
Q: When you look at your portfolio from 2016 and the portfolio now, you mentioned it was always art heavy, but what do you think has grown or changed the most in those 8 years?
Answer: It’s a thoughtful question. Essentially, the studios we collaborate with often stick around for the long haul. The shifts in project focus are usually driven by the studios themselves rather than us. For instance, Acid Nerve, after creating Titan Souls, went on to produce Death’s Door. Free Lives, on the other hand, have been quite productive, but there’s no consistent theme connecting their games such as Terra Nil, Genital Jousting, and Anger Foot.
We’ve tagged along with them throughout their adventure, which has been fantastic. As I reflect on this now, we began collaborating with many of these teams when they were still young adults, around their mid-20s. Now, they’re in their late 30s. The growth and maturity could be due to factors like having families. We’ve left the creative reins in their hands, and so far, it’s been a successful collaboration.
Could you share your thoughts about Gris, which has been out for several years now? What specific memories or insights stand out to you from a personal or professional perspective?
I continue to regularly replay the game Gris; my daughter absolutely adores it. My preferred platform for playing is Switch, but let me tell you, the music in this game is simply remarkable. You’ll understand this better when you listen to the Berlinists later on, but the soundtrack has left an incredible impression on me. Interestingly, my initial encounter with Nomada was somewhat perplexing. We connected via email and were both participating in Gamescom, and three people unexpectedly showed up at Gamescom to demo Gris. Initially, I assumed they were from Nomada Studio, but it turned out that the Berlinists had come to present the game demo. We eventually learned their side of the story and how they became involved with the project as musicians, rather than simply being asked to create a soundtrack. From my perspective, Gris is an artistic masterpiece, involving artists, musicians, and a highly imaginative team who are driving this game’s creation.
Apart from me, I’m not exactly a pro at gaming. In fact, my ineptitude at video games is a running joke among colleagues at Devolver. However, I find games like Gris quite enjoyable. As for Neva, I got an early look at it and followed its development closely. I haven’t finished playing it yet, but I plan to wait until its official release before wrapping things up.
Q: Are you worried about having combat this time around?
A: Not so. While some games make combat feel like an obligatory task before progressing, playing Neva has been different – it doesn’t feel like a chore.
How Neva and Nomada Fit Into the Devolver Digital Mission
Could you tell me about the first time you encountered Neva, similar to how we discussed my encounter with Gris?
As a devoted fan, I can confidently affirm: Our company has always been deeply rooted in Austin. Amid the challenging times of COVID a few years back, our growth was significant yet we missed that unifying moment where everyone gathers together. So, we chose to make it happen in Austin, bringing everyone under one roof. We aimed to keep the atmosphere relaxed since we were uncertain about how people would feel post-pandemic.
Nigel and Andrew collaborated with Nomada and hinted they had something exciting to reveal. Approximately 60 individuals gathered in a large space, and given their talent for dramatic flair, they teased, “Perhaps we have something to share with you.” They unveiled an early work-in-progress version of the first trailer, which left many spectators emotional. The impact may have been amplified by the COVID-19 situation, as people seemed more emotionally sensitive. However, I believe that most people were fighting back tears, including myself, who was moved to tears. To put it simply, it was a heartrending moment for everyone, especially considering the portrayal of animals in peril, which resonated with many. Hence, this marked the first time. And yes, if you have pets or care about animal welfare, you can certainly empathize with that experience.
They made us cry, the bastards.
Q: How do you think a studio like Nomada fits into the wider Devolver mission?
It seems we’ve hit a roadblock. Specifically, Devolver is limited to publishing games that they personally enjoy playing.
That’s a really, really good position to be stuck in.
As a dedicated fan, I can confidently say that Nomada Studio has truly made its mark in the industry. Their creative ventures are always something I eagerly look forward to participating in, should the opportunity arise. Working with them is an absolute joy and privilege for me.
“Given that we’re in Barcelona primarily to appreciate the artistic and cultural impact of Neva, I wonder if your affection for Barcelona extends to your interpretation of Neva. When you gaze at Neva, does Barcelona come to mind?
This city pulsates with energy after dark. The allure of life, reminiscent of your preconceived notions, is particularly captivating in this place. Paris and Rome have their charm, yet Barcelona stands out for its multitude of small, cozy bars and cafes that seem to never sleep. It’s as if a lively dialogue is constantly taking place here, but it truly unfolds past 10 pm in the evening.
Yesterday, a pair of British journalists arrived late due to difficulties in reaching the location, and by 6 pm they were famished. In Barcelona, dinner isn’t served until 9 or 10, and if you visit on Thursday, Friday, or Saturday night, this city is buzzing even at 2 am. The crowd is diverse, ranging from teenagers to seniors, and children are often present, which gives the city a vibrant, continuous dialogue feel. Football is cherished here, but politics is equally important; it’s a politically engaged city with strong left-leaning sentiments, making it a place where I feel at home. Barcelona has always had an artistic flair, with poetry, literature, and film being particularly celebrated.
To me, Nomada and I are inseparable, like two peas in a pod. It’s as if Nomada has been an integral part of my life since the beginning. However, should it ever relocate from Barcelona, I would need to adjust my perspective on things.
Q: As a wrap-up, what are you hoping fans get out of Neva when it comes out?
There’s nothing unique to Gris or Neva that I’m pointing out, but rather a general observation about the nature of games and the need for breaks from intense ones. It’s similar in movies, TV shows, and music. There are experiences that can get your heart racing. If you engage in these activities excessively, you risk exhaustion. Neva presents a thoughtful, gentle challenge. Despite being a challenging game, it doesn’t cause stress. Instead, it creates a sense of relaxation and enjoyment overall, particularly when played with headphones. It’s an unusual experience, yet surprisingly calming and soothing, even during tense moments when you’re anxious about potential outcomes.
We have to protect Neva at all costs.
Absolutely, I agree with you. Regarding my gaming preferences, I adore Enter the Gungeon – once I finish that intense game, I typically seek out something more laid-back as a sort of palate cleanser. In my case, that game would be Neva.
[END]
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2024-09-24 15:24