I had the distinct pleasure this week of playing Knytt Stories, a free game by Swedish developer Nifflas. The best description I read (can’t recall where) classified it as a non-violent Metroid, and the game hits a soft spot with me because it was created with Clickteam software, with which I tinkered during many of my teenage years.
This inspired me to research the author a little bit, leading me to an interview with Nifflas at Planet Freeplay that I found interesting. In one query, the interviewer laments the popularity of eye candy in commercial video games, and Nifflas responds:
Yeah, unfortunately. On the other hand, to me games are not that much about the gameplay though but more about the ambiance and atmosphere. Commercial games don’t often have much of that either (at least not an atmosphere that’s particularly unique for the game). To me, the atmosphere is all about the sound, graphics, and music but it doesn’t have to do with the actual sound quality or detailed high-resolution textures.
Conventional wisdom on this subject often splits into two camps: those that favor gameplay above all, and those that marvel over how much dynamic lighting you can fit on the screen. Nifflas appears to eschew both in favor of aesthetic. Granted, I think the gameplay in Knytt Stories is superb and the graphics aren’t so special, but the atmosphere really makes the game sing. Little snippets of music highlight new surroundings, and the minimalist nature of the scenery and sound give Knytt Stories a subdued but relaxed feel.
