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Backworlds – 9 Years In The Making

A lot can change in 9 years; I mean, 9 years ago I would have been 20 years old. I was a university student, playing Halo 3 online, being intoxicated 80% of the week and I was a smoker.

Now I have a job, rarely play an online game – unless its souls/borne or Titanfall 2, I’m lucky to be intoxicated 10% in a single month and I haven’t smoked in at least 3 years. I think of the person I was back then to the person I am now, and the pass self is unrecognizable; a mere fictious entity created by palpable imagination.

Therefore, when I had the chance to speak with Juha Kangas one of the two developers of the indie title Backworlds, I took the chance. You see beautiful reader, Backworlds has been in development for 9 years… 9 Years!

…I smoked 9 years ago.

Backworlds is a puzzle platformer where you play as this cat-like animal traversing luscious landscapes. To navigate the areas, you paint onto the world that reveals another dimension. This other universe will either exhibit hidden platforms or objects, alter the physics within the area or uncloak hidden pathways.

The game manages to adapt both lateral thinking puzzles with the unique painted dimension mechanic compliment each other, making both feel like one and the same. It’s credit to the game design, as complex as the mechanic sounds the game telegraphs the puzzles perfectly to you; never enough to hold your hand but never enough for you to feel lost, instead it gives you a wink.

Speaking with Juha regarding the concept of mechanics and puzzles he went on to say:

“We were in a game jam, it was about 8 years ago, where we got some art and based it on that. We wanted to do something with painting. We would try different concepts like drawing platforms yourself and stuff like that, and then we came up with this thing where you were drawing a mask to show a parallel world”.

Juha went on further to say:

“Other games came out during the making of the game that caused some big changes, for example the game use to be linear at one point but (games) like Fez and stuff like that came out and we was like ok we should make it more open, and now you can skip puzzles just by walking past them”.

But it’s not only the gameplay mechanic and puzzles that stand out. Backworlds art style is simplistic yet beautiful – in addition, it captures the imagination and essence of the game. Talking to Juha about the distinctive art direction, he told me:

“Early inspiration for us was an Irish movie called ‘The Secret of Kells’, an animated movie and that was a big inspiration for us. Then we looked some other things, like ‘Samurai Jack’ and these things that have, like a flat art style that purposefully don’t have a lot of depth to them and we adapted that to our own style”.

Juha also hinted that there may be more to the art style than we think:

“There is no explicit narrative, but there is something at the end of it, that will make you think about the game a bit more – after you’ve played it your like, maybe the art of the game had some more meaning to it”.

After my time with Backworlds you can’t help but think this could – and should – be one of the indie darlings. Those select few indie games that tear through the fabric and gain access to the collective conscious of the everyday gamer.

After a brief time with the game, you quickly realise: this isn’t just one of the best indie games made, it’s one of the best games ever made and I am most certain upon its release many will share the same thought.

I hit many eureka moments within the demo and I am sure there will be many more to come when the full game comes out. An excellently crafted game with a unique idea that is executed perfectly; an absolute sublime work of art.

You can listen to the full interview here and check out Jack’s podcast Drinking Games Podcast.

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