A passion project many years in the making
"We've been working on this game for a couple of years now, and finally be able to show that is amazing," says Tarsier co-founder Andreas Johnsson. "But for some of us that have been working for more than 10 years at Tarsier it's bigger than that. This is the reason why we founded the company."
A decade of experience
Back in the day, when Metronome was a concept, we didn't have all that much experience as gamemakers. We spent about ten years making games, a lot of them physics-based games, and there's no coincidence in that. But hopefully we paid our dues now, and we have been able to express this in a way we can achieve, in that game that really clicks...
How the game came to be. Interesting that the visuals and atmosphere came first
"When we started thinking about this game, it was more of a visual jam session with our art director and one of our concept artists,” CEO Ola Holmdahl says.
“The art director came up with the idea of a little girl in a bright yellow outfit, and our concept artist came up with loads of creepy characters and monsters. The tension between these two sides was very titillating. We started thinking about what kind of game this would be. We pushed it to publishers as a paper pitch, which failed as there was nothing playable. It wasn’t a game, it was an idea. We knew there was something there so we started building gameplay to see what that would be like. That’s how the ball got rolling.”
A unique identity
"We all have very different sources of inspiration. What I like about this game is that you have people saying it’s similar to Limbo, a Tim Burton film, LittleBigPlanet, a Studio Ghibli movie or a Roald Dahl book.
“To me, that means it moves a lot of people. But so many people are convinced it comes from a certain direction, and they’re all different. It speaks to its uniqueness.”
The Metronome connection
We have a "world of Metronome" thought going on. We imagine that this could happen in the same world. A different place, a different scenario, different characters involved, but it could happen in the same place, same environment, same world
"Hide and seek", not stealth
We’ve heard people say “stealth” and that’s also something that we want to stay away from, because that feels like you’re empowered. Hide and sneak is [more of what we had in mind]. It’s what we used to do as kids. Hiding, sneaking, exploring. That’s part of the game because she’s being a kid. It just fits so well.