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Keeper: A Deep Dive Into The Beauty of Weird But Chill | Official Xbox Podcast – Xbox Wire

September 18, 2025
in Xbox
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LINDA MADRID: Video games on this podcast vary from E to M. Welcome to the official Xbox podcast, the one podcast coming to you from inside Xbox, and we’re on one other discipline journey. We’re in San Francisco at Double High-quality Productions, and I get to play an early a part of Double High-quality’s new recreation, Keeper. I am so excited, after which in a while I get to take a seat down with among the devs and dive into the main points of this lovely third-person journey, however I am uninterested in speaking. We have got to go get to taking part in, okay? You prepared? Let’s go. [ Music ] Okay, we’re right here with Lee, inventive director of Keeper, Camden, the audio director, and Asif, the senior degree designer. Welcome, guys. Thanks for being right here.
CAMDEN STODDARD: Thanks, yeah.
LINDA MADRID: I ought to say thanks as a result of, technically, I stole a room at your studios to movie this, so thanks for letting me within the doorways. I recognize that. So I really simply received achieved taking part in the sport, and it’s — I like it. It’s lovely, and it is also somewhat bizarre, which is one thing I recognize. So the primary huge query, although, is what’s Keeper? As a result of the folks watching have seen some trailers, however how are you going to describe the sport to those that have not performed it themselves?
LEE PETTY: Effectively, Keeper is a third-person type of atmospheric puzzling journey, as we name it, and it tells the story of Twig, which is a misplaced seabird, and a Lighthouse who awakens after centuries of being inert. And collectively, the 2 develop into pals on this type of unusual world, and the Lighthouse is being nearly summoned or beckoned by the Mountain Peak. And Twig is searching for refuge from The Wither, which is a type of malicious presence all through the island, and we comply with their adventures all through the sport.
LINDA MADRID: I simply should say that simply from taking part in, I’d lay down my life for Twig, okay? I like that hen, and the inert Lighthouse, I imply, I relate, so it really works. Like, I am already in, I am locked into this story. So everyone knows, you realize, you are taking part in a lighthouse, and I received to expertise that, however what does that imply?
LEE PETTY: Yeah, it is a recreation crammed with exploration and puzzles, and quite a lot of that entails you stroll round as a lighthouse. And there is such a variety of seems to be and themes all through the sport, that round each nook is one thing very totally different wanting. However the main method that you just work together with the world as a lighthouse is thru your mild, in fact. So you may purpose this factor round, and it is received this type of default, what we name the “Unfocused Mode.” And if you purpose this round, you may see little ambient issues develop or react to your mild, and it’d provide you with hints that there is some larger interplay across the nook. And oftentimes, these larger interactions require you to make use of your Focus Mild, which you type of maintain down set off, and also you get a brighter beam, and you may purpose it extra exactly, and that may typically set off larger interactions, and it kinds the idea of our puzzles, together with Twig. So Twig is the hen companion who’s driving alongside on the lighthouse, and you can too use Twig in a few of these interactions. And so, whereas the lighthouse is nice at shining this mild, it has no arms, solely legs. We’re not doing something too loopy.
LINDA MADRID: Yeah, in fact.
LEE PETTY: Yeah, so it solely has legs, however Twig, as a hen who actually likes shiny objects, in fact, and Twig can fly over to issues and may tug on issues, can wind issues, can decide up issues. You may even gather objects from the world and hold them on the surface of the Lighthouse to make use of for extra complicated interactions. So collectively, these companions are usually not solely there emotionally, however they every provide every one thing. Twig is somewhat terrified of the darkish. Lighthouse has its beam to maintain it protected. Lighthouse cannot actually emote to the creatures of the world, however Twig can as a wild hen of the island, and Twig can seize issues. The Lighthouse can direct issues, so you may see that this type of kinds the idea of those interactions. And, yeah, it seems that fixing these puzzles more often than not revolves round assembly new creatures. And also you, you realize, I feel the gamers understand that they are sort of serving to. You can name, heal the world, restore the world, making it a greater place not directly nearly by the actions of simply making an attempt to determine what’s occurring round you, and I feel that is sort of uncommon for our video games. , we discuss our puzzle construction. A number of video games would inform you, okay, this is this downside. You stroll right into a gate. It is locked. You get a cutscene. It pans over to somebody, and he is received a key, and he is holding away from you. You are like, how do I get the important thing from that man? Our recreation is extra built-in with the world. So that you nearly like stumble into the puzzles and also you begin to resolve them earlier than realizing what’s occurring. However partway by way of that, hopefully, the gamers get an aha second and also you want that to sort of work out how you can end the puzzle.
LINDA MADRID: Yeah.
LEE PETTY: And I feel that is the way in which we like to guide with the world and theme first greater than a super-hard downside. This is a set set of mechanics. Go determine it out, and quite a lot of that performs into the sound design main you there and the extent and particularly the digicam sort of nearly subconsciously guiding you, as a result of most individuals do not consider the digicam as a verb, however it actually is, and particularly on this recreation once we’re directing it.
LINDA MADRID: Yeah, I had a giant second, the stumbling. I am actually good at stumbling. Stumbling is nice. It was that part the place you must get previous that enormous creature with the eyes, and also you needed to discover the orbs. I discovered an orb earlier than even interacting with that creature. I did not know. And I used to be like, oh, what occurs if I ship Twig to this man? After which he put the orb in. I used to be like, oh, that is a puzzle, okay. After which, you may go world wide and work together with extra of the creatures to search out the opposite orbs on this, so it was actually fascinating.
LEE PETTY: Yeah, that is precisely the expertise folks have, what’s occurring? Yeah. I assume I am going to simply preserve doing, oh, oh, okay, yeah, yeah, and also you’re type of constructing your personal story in your head as a result of we’re not telling you. Now we have names for these characters. Now we have names for these precise puzzles, however we might slightly simply current them to you and allow you to vibe with it, work out your personal method by way of there.
CAMDEN STODDARD: I feel the design is good as a result of it does actually remind me of a dream the place you simply sort of — it simply sort of falls into it. I actually love that complete feeling. It is nice. >>ASIF SIDDIKY: Yeah, anytime you can also make it really feel like one thing was occurring right here earlier than I received right here, that is actually — it simply makes it really feel a lot deeper.
LEE PETTY: Yeah, it builds the world out, proper, that feeling. Yeah, that is one in every of my favourite issues in video games is simply feeling like I am in a world, whatever the style, what the gameplay is precisely, simply feeling such as you’re in a world. Like I feel it is one thing video games do higher than another media. It is feeling such as you’re in — you are inhabiting an area. Regardless of how — even the least interactive recreation continues to be a lot extra interactive than simply about each different type of artwork. , simply having the ability to management the way in which you progress by way of an area in any method is sort of magical if the place feels prefer it’s there’s sufficient there so that you can uncover.
LINDA MADRID: So clearly, this can be a very distinctive recreation. The Double High-quality DNA is so current all through it. The place did this inspiration come from?
LEE PETTY: Effectively, I feel all of the folks on the group every carry totally different inspirations to the sport as we’re creating it. However the origin of it for me was throughout the pandemic, throughout the lockdown instances. I’ve all the time been an individual into mountain climbing and backpacking, however it turned much more vital throughout these instances, and it was one of many few issues you could possibly do if you go away the home, proper, and there weren’t that many individuals on the market. And so, I discovered myself pondering so much about what’s subsequent for all times for us, perhaps, and what if we weren’t round anymore? What — would life proceed to improvement? Wouldn’t it proceed to develop, and wouldn’t it nonetheless be motivated by a want to attach and talk with one another? , and I keep in mind I had seen this documentary not too a few years in the past about mushrooms, and I had this reminiscence of those type of huge underground networks of mushrooms, mycelium, connecting to one another and examine that bushes additionally generally connect with different bushes utilizing these networks that the mushrooms put collectively. And in some way in that, the type of themes of isolation and friendship and companionship and exploring a wierd area and questioning what’s subsequent for all times and simply all that sort of got here collectively as an origin story for it.
LINDA MADRID: I like that, particularly the theme about connection, as a result of I feel from what I performed, you all did a very nice job at pushing that connection between the Lighthouse and Twig. I actually felt that bonding. Might you inform us the work that went into ensuring that gamers actually felt that connection between the 2?
LEE PETTY: Effectively, I feel Camden ought to discuss somewhat bit about audio, as a result of, you realize, as a result of we’re a wordless recreation, a lot of it comes all the way down to sound design as properly, and yeah, I like the way you got here up with Twig’s —
CAMDEN STODDARD: So when Lee first was discussing this concept, one of many issues that he put throughout to me and my group is we will should lean closely on sound and music as a result of we’re not going to have any dialogue or written issues. There’s quite a lot of issues which might be going to should be communicated, and it’s a actually emotional arc. And as I began studying an increasing number of concerning the recreation, I used to be like, oh, that is going to should be actually achieved properly. The connection that these two characters have and these two characters are so uncommon, I needed to actually take into consideration the place that is going to go. Discovering the voice of Twig, and it’ll sound humorous, however the inspiration I had was Penn and Teller.
LEE PETTY: I did not even know that.
LINDA MADRID: That is so cool.
CAMDEN STODDARD: I began watching them and the way one in every of them is all the time yapping away, and the opposite one’s sort of miming, and I used to be like, there’s one thing actually particular about that as a result of they’re so totally different, however nonetheless, they’re tremendous bonded, proper? So I began fascinated by, properly, okay, then that implies that Twig goes to should be tremendous expressive, and I began experimenting with totally different animals. I began fascinated by birds and the way they impart. And I used to be additionally, properly, this world is just not our world. It is really very, very totally different. So there is a bunch of issues that I needed to go, properly, okay, we will should go over into another areas. So I came upon that one of the best ways to do Twig was to truly carry out Twig since you needed to be very, very emotional in quite a lot of areas, and it simply could not be, like, a straight-up hen. It needed to be one thing else. It needed to be one thing that was reacting not essentially as a human, however it was a being that was emotionally locked with this different being, proper? In order that turned some extent the place I am like, okay, this isn’t sound design anymore. That is, like, nearly a efficiency. It’s sound design, however on the identical time, there needed to be a very sturdy connection. So I needed to learn the way to develop into a hen.
LINDA MADRID: So that you carried out as Twig, wow. Props to you. Initially, I felt the expressions all through.
CAMDEN STODDARD: Yeah.
LINDA MADRID: As a result of it is extremely fascinating that this recreation is — it tells a narrative, however it tells it utterly with out phrases.
CAMDEN STODDARD: Proper.
LINDA MADRID: I like that, and I really feel like there should have been quite a lot of challenges there. I do know you spoke a bit about that, however how do you inform a cohesive narrative however with none sort of dialogue or conventional HUD or UI? >>ASIF SIDDIKY: Yeah, I am going to say simply from a design aspect the largest factor that we did in our favor once we made this resolution to not have any dialogue or HUD or any of that stuff was to maintain the digicam on rails. So at each level within the recreation, the digicam is hand-authored, area by area, and that method, we have been all the time in a position to direct your consideration in the direction of the precise factor you are speculated to be . Or alternatively, create a digicam that may be a little bit extra free-flowing, and people type of not directly inform you which areas are vital, which areas are only for, like, vibes and for exploring and appreciating and taking within the sound and visible scape. In order that was a very highly effective software, and there is quite a lot of stuff that’s utilized in video games already that we sort of simply take without any consideration. And on this case, that is all we have been left with, so it is like realizing when the digicam type of focuses in on one thing. And if you full a sure goal, the digicam relaxes somewhat bit. And usually, that simply occurs within the background with all this different stuff, with a personality speaking, a giant Zelda chime and all these items. However we simply zeroed in on that, and you will see that all through the sport. There’s stuff that’s shifting continually relying on the way you progress by way of the puzzles and simply altering the state of the world, so I feel that is actually distinctive. Yeah, the participant psychology is all the time so fascinating to me in recreation design, how recreation builders trick a participant into feeling sure issues. I like that. The very first sort of opening part, I used to be taking part in, and you are the lighthouse and also you’re sort of simply stumbling about and actually, I felt like I used to be lugging that factor by way of, and I felt this frustration. However then as soon as I met Twig and we received additional in, it felt like a breath of contemporary air and that chill vibe that you just have been speaking about. Yeah, I actually really feel that. I can wind down and play this recreation, however there’s the puzzle component that is actually fascinating. It is sort of dreamlike in high quality, somewhat surreal, which in fact is — surrealness is a Double High-quality factor, so it really works out completely.
LEE PETTY: , “bizarre however chill” is a time period we began utilizing across the group as a result of the sport is not actually what we name a comfy recreation in quite a lot of methods, as a result of cozy video games are inclined to have a really particular type of aesthetic and a type of very, very mellow vibe. And our recreation is just not mellow, proper? There’s moments of magnificence and tranquility, however there’s additionally moments of — that we’re making an attempt to create a way of confusion or stress within the participant. However on the identical time, we needed to design an expertise that there is not any approach to fail. There is no dying in our recreation. There is no restarting in our recreation, and that is type of a bit chill, proper, as a result of you may’t mess it up. And when you be taught to belief the sport a bit, I feel it lets gamers go alongside for the bizarre trip extra as a result of they don’t seem to be having to determine all of the ruleset as a result of they might do it improper, and now I am annoyed. The place do I’m going and what’s occurring? However it takes a short while; most video games do not go there. So now we have to sort of get the participant into that mode, however when you’re there, we tried to additionally go away — I feel the time period “bizarre however chill” additionally comes from the truth that we attempt to go away what I name unfavourable area in video games, proper? Which is, most video games are, very often, you are identical to a shark going by way of a content material tube from this level up to now up to now up to now, and we needed simply to have areas that weren’t telling you the place to go, what to do. You may fail, however on the identical time, they’re simply lovely, sonically, visually, you realize, framed properly within the digicam, and only a second to breathe on the planet as a result of I feel that is what I discovered myself doing, too, within the pandemic. I simply wanted a second to breathe. I feel that lets that relationship between Twig and the Lighthouse have that means partially, too, as a result of they don’t seem to be all the time having to assist one another by way of a puzzle or to withstand some specific — they’ll simply spend time collectively appreciating the world round them. And so, now we have quite a lot of little ambient interactions which might be utterly elective. , we do not give the participant quite a lot of meta rewards. Why did I develop that plant? Why did I discover that flower? As a result of it is lovely; as a result of you may; as a result of it is interactive, and we needed to depart area for that. And, yeah, in order that’s type of the time period we got here up with to embody that mind-set concerning the world.
LINDA MADRID: Yeah, “bizarre however chill,” I like that. I like quiet moments in video video games. There have been just a few moments the place there was a plateau that I might go and simply take on the planet. And that stunning aesthetic that you just seize, which you have been sort of talking about this — throughout the pandemic if you have been out in your nature walks and all the things. So is that sort of like the place you pulled quite a lot of the aesthetic inspiration from?
CAMDEN STODDARD: It is sort of a collision of a few issues, you realize, and I feel one a part of it’s definitely the concept. In case you take a look at the open landscapes and seeing the ocean and many mountains, it definitely comes from that place. However on the identical time, all the things is just not fairly because it seems to be, and once I began imagining the place might life develop, what’s probably the most rational method life might develop — as a result of the sport is somewhat little bit of a fever dream. It isn’t completely rational. I needed all the things to have the sense of life to it. , even one thing like a rock. I needed to have a way of gesture, of type and colour and wonder, even in only a rock. And that, in fact, naturally led me to fascinated by portray, proper? As a result of portray is that this type of method people course of this type of actuality, and simplify it, and add gesture and emotion to it, simply by the selection of colour and shapes. And I’ve lengthy been a fan of surrealism, and I feel in all probability most individuals are accustomed to surrealist painters like Dali. However the artist that, particularly, impressed me probably the most was an artist who was additionally a part of the early Dada and Surrealist actions named Max Ernst. And particularly, he had this one method that I actually appreciated. It was known as grattage, and what he did is he took a bunch of precise bodily objects, simply random-found objects, and put them below the canvas. After which he took very watery paint, it was in all probability oil, and sort of simply scumbled by way of it. And it created impressions, and he let that dry after which checked out that after which made landscapes out of it. And they’re these most lovely, implausible, bizarre landscapes, and simply seeing these, they’re so lively to me. A part of it was simply due to the motion of the paint because it was, you realize, sort of dried, after which how he remodeled that into one thing particular. And I feel that was simply one of many early inspirations, we’re, like, we have to have this. So it is sort of like nature, a way that all the things might be alive, after which, sure, surrealism additionally has this weirdness, proper? The issues which might be put subsequent to one another that you do not anticipate to be collectively, or perhaps a rock wanting tender as an alternative of all the time wanting arduous. And in order that’s sort of like, that type of constructed the framework of our visible type from that.
LINDA MADRID: Yeah, as I used to be progressing by way of, there was this large mountain within the distance that I felt like I used to be being drawn in the direction of. Was that purposeful, intentional, yeah? >>ASIF SIDDIKY: Yeah, it was positively intentional. I imply, I feel with one thing like this, when you do not have a transparent story from the start, you not less than want some sort of huge factor to anchor your expertise to, and the height is that on this case. Like there are quite a lot of video games the place you are climbing up in the direction of the height of one thing, and I feel this matches proper in there. However we went to nice efforts to continually present you that time and again from totally different views. And in a method, that sort of tells the story, as a result of there are components the place you’re feeling like, oh, I am getting so near it. And rapidly, I am viewing it from this completely totally different angle, and there is this completely totally different aspect to the island that I hadn’t anticipated earlier than. And I assume the way in which during which the height is framed over the course of the sport is the massive beat of the story. In order that if you do lastly make it, I do not assume it is a spoiler to say that ultimately you’re going to get there. That is type of the promise that we’re telling the gamers, that you’ll get there in some unspecified time in the future, and you are going to uncover one thing, and it’ll change all the things about your expertise previous to that. So hopefully that is the sturdy by way of line, and other people will probably be to see how their view of it evolves over the course of the sport. Yeah, the main target was positively drawn in the direction of the mountain. Not simply visually targeted, however I additionally, musically, it felt like simply each component of the sport was pushing us in the direction of the mountain.
CAMDEN STODDARD: Yeah. I began sort of picturing the sound and music of this recreation nearly like a quilt, and the mountain is a giant thread. It is a very huge thread, so I had quite a lot of dialogue with David Earl, our composer, about how will we really feel the push musically? And so, he got here up with the mountain has its personal theme. It has its personal musical component, and it begins weaving out and in of the music an increasing number of typically. You begin sensing it. There’s one thing very highly effective about music and what it could actually do with people. We reply to it. So it is sort of like what the mountain is doing. You’re speculated to go there for a motive. It’s calling to you. You’re feeling drawn, and we positively leaned into music for that.
LINDA MADRID: Yeah, so we additionally received a little bit of B-roll from you all of a bit I did not get to play myself, and it is sort of such as you’re in a really pinkish space. It seems to be so fairly, nearly like cotton sweet all over the place. And, clearly, we do not need to spoil something, however is there perhaps one thing you could possibly tease us with about that part?
LEE PETTY: Yeah. I feel, you realize, that is fascinating as a result of one other type of theme of the sport is change or, as we frequently say, metamorphosis and its relationship to that means, proper? And so, I feel you could possibly take that as the way in which all of us change over time and what we take from it. Are we actually the identical particular person from month to month, minute to minute, and the way does that have an effect on who we’re and the place we’re going sooner or later? That is stuff we take into consideration so much in REV Pressure. And so, we needed that to nearly be like corporeal within the recreation, like a bodily mechanic within the recreation. And so, you sort of get into this area. You’ve got simply been in rather more inside areas which might be darkish, and also you emerge into this brilliant, open, nearly acidically pink and purple panorama, you realize, and it is simply an excessive amount of colour nearly, particularly in distinction to the place you’ve got been. And it is lovely and it is ethereal and the sky is open, however then, that concept of metamorphosis or change is introduced in there as a result of the Lighthouse may be very a lot an earthbound entity, proper? It is heavy. It is received these 4 bizarre legs. It is making an attempt to maintain its steadiness, and then you definately’re on this second the place the participant is ready to use this pollen, this fluff so as to add a lightness to the Lighthouse. And it adjustments the way in which the Lighthouse strikes and navigates to the area, which opens up an entire totally different method of seeing the world and fixing some puzzles round that.
LINDA MADRID: Oh, how thrilling, okay. Cannot wait to play that. I hate change, personally, in my life, however I am very excited for this recreation. I am certain it’ll make me really feel quite a lot of feelings, so higher not make me cry, okay? Do not make me cry. Do not snort like that. [ Laughter ]
ASIF SIDDIKY: You simply know it is coming.
LINDA MADRID: Talking of feelings, sort of capturing that music, in fact, performs an enormous half in it. We talked concerning the bizarre and the chilliness as properly. So how do you sort of mix all of those components into creating this environment with the music?
CAMDEN STODDARD: Earlier than we began stepping into the precise composition and association and implementation behaviors, I had a protracted collection of conversations with our composer, David Earl. And the primary factor that was putting him, that I additionally actually beloved, is true from the beginning on this recreation, there’s an enormous sense of isolation, connection. There are themes that come up round security. One of many issues that occurs with these two creatures is the safeness they really feel, which is absolutely, actually vital musically, the transformation and the journey that they go all through. There’s positively a journey that occurs, so I spent quite a lot of time simply speaking with our composer about this journey and concerning the emotions which might be occurring and about this bond and the way it goes outward and inward. There’s quite a lot of inside reflection as properly, so we sort of began with these huge themes after which sort of sculpted it down as we went. We additionally talked about how that is such an uncommon world. One of many themes, like a mantra, that the composer and I had, that we have been impressed by, was when you have been in Salvador Dali’s head whereas he was dreaming, what wouldn’t it sound like? What would the music be taking part in? What would that be like? In order that’s the place we sort of held the area about it. And Dave, to his credit score, I feel actually nailed it. He not solely actually received the music that gives quite a lot of the emotional heft in quite a lot of these locations, however he went up to now the place he was like, this world is so unusual, I feel I’ve to make new devices. So he really invented some new devices to be able to do that, and there are sounds that occur musically that are inconceivable, which is absolutely enjoyable. As a sound designer, I simply discovered a lot simply going by way of this, however we needed to discuss each act and each portion of this recreation and what that meant musically and the way you arrange narrative with it. It turned very obvious to us that we needed to very a lot ship one thing highly effective, and as a lot as there is not any dialogue and as a lot as there is not any concrete story occurring, we might see what you have been doing. And we might perceive, okay, now we have to know this from the purpose of the human situation and what all people’s been going by way of over a sure time period. There’s quite a lot of name for one thing like this, proper? So musically, it turned this crucial documentation of what these two characters have been going by way of and what they have been evolving into, and that was extraordinary. It is the most effective issues I’ve ever been concerned with.
LINDA MADRID: Yeah, that is wonderful, particularly creating new devices is so fascinating. I need to take classes on no matter these devices are. One other side of the sport is, clearly, degree design. You may inform a narrative all through that, as properly, so might you communicate in your journey in capturing the story by way of that? >>ASIF SIDDIKY: Certain. Like I mentioned earlier, that is all a set digicam. So that actually allowed us to put this area out in precisely the way in which it wanted to be for the digicam to maneuver by way of it and type of ship the totally different beats. I am simply pondering again to the way in which we first began out. Lee would have these unbelievable ideas, the entire artwork group. And I’d type of take a look at these and be like, okay, properly, how will we hit this precise second someplace within the recreation? And so, I’d set these cameras up, simply type of lay out the area and be like, okay, I do know that at this level we will try to match this piece of idea artwork as carefully as doable. As a result of they’re already so wealthy with emotion, you may simply translate that with somewhat little bit of cinematic language of how the digicam leads into that shot and comes out of it. And we all know which locations make you’re feeling — as these guys have mentioned, which locations make you’re feeling alone; which locations make you’re feeling large; which make you’re feeling such as you’re crowded and there are all these harmful issues round you, and it is simply you and your little buddy. All that stuff is simply so closely reliant on digicam on this recreation. It was actually enjoyable to mess around with that dynamic, and particularly for puzzles, it is actually difficult as a result of the way in which I sort of described it to somebody I used to be speaking to about this lately, it is such as you’re taking part in charades with a bunch of strangers since you’re making an attempt to speak what the setup for that is. You haven’t any phrases at your disposal, and also you additionally haven’t got the shared language such as you usually would when you have been taking part in an analogous recreation with pals. It’s important to sort of make issues really feel common, however it’s additionally not common as a result of this world is so unusual. So how do you discover one thing that feels comprehensible to a participant? After which, you are type of constructing a brand new language with them as you are taking part in the sport. So in a method, that is actually cool as a result of it really helps you focus the vary of puzzles in a pleasant method and the development of introducing new concepts is absolutely gradual. In order you are taking part in by way of the sport, you’re feeling such as you’re growing a mastery of it and also you’re type of turning into accustomed to the foundations of this universe that don’t have anything to do with our personal. And yeah, I simply do not know that there is another method you could possibly try this. We might nearly spoil the sport if we began including in phrases. If Twig talked to you and instructed you, like, oh, pull on this. It might utterly derail all the factor. So yeah, it was actually cool to simply lean on purely uncooked human-like interplay stuff. Once you’re cramped in, that is sort of scary a sense. When that is open and brilliant, you’re feeling extra relaxed. So that you’re actually simply sort of taking part in with human emotion by way of lighting and area. Yeah, it was actually fascinating studying the foundations of the world and it actually promoted that exploration. Can I shine a light-weight right here? What is going to it do? How can I work together? What if I pull right here? I actually loved that exploration model of the puzzles there, and I stumbled upon just a few emotes. I am a collector, so I am very excited to proceed diving into that and secret areas and stuff. >>ASIF SIDDIKY: Yeah, that is powerful, too, as a result of secret areas with a personality that’s that slow-moving, you clearly do not need to have the character go too far afield after which should trudge again with nothing to do. In order that can also be one thing that is probably not frequent in lots of different video games, proper? Normally you may simply, like, freely go searching and run about and dash as quick as you need, however on this recreation, we actually needed to type of decide and select and discover little areas the place you could possibly simply go off the trail sufficient to get a, like, tiny little reward, after which come again and preserve going. Yeah, I imply, it spoke to me. So we’re getting near the top, I’ve to depart. I am unable to keep right here on this studio, which is a lot enjoyable. I simply need to play right here. It is wonderful, however now we have a favourite query right here on the podcast, and that’s, what is the factor that every of you’re most excited for gamers to expertise after they lastly get to play Keeper on October seventeenth?
LEE PETTY: That is a tricky one. There’s so many issues. I imply, I feel for me, we tried to assemble an expertise that might be crammed with the surprising. I feel I really feel like so many issues that I see or play on the market, I do know what is going on to occur after you’ve got seen just a few of them. And it isn’t that we’re making an attempt to, you realize, continually shock you, however what we’re making an attempt to do is create an expertise that works on totally different ranges so you may carry your self to it, as a result of that is what I like about artwork, proper, is you could carry your personal experiences and your personal interpretations to it. And it is like having a dialogue with the expertise simply in your head, proper? And so, we needed to create this expertise that definitely has a narrative it tells. It definitely has themes that it explores. There’s ranges you progress by way of, however we have tried to depart sufficient room in order that it resonates with you afterwards, and I am actually excited to see what folks — their tackle it. Like, oh, that is what it means, or that is what I feel occurred right here as a result of there’s in all probability many legitimate interpretations, and I simply actually am wanting ahead to folks bringing themselves to the expertise.
CAMDEN STODDARD: For me, the factor I am most wanting ahead to is what I went by way of, which is I actually began to care about it. There is a bunch of issues that occur on this recreation which might be simply?? it simply turned private to me. I feel it has one thing that persons are going to play this and they are going to take pleasure in it, however I additionally assume they are going to determine with just a few issues and perhaps take it in, perhaps do some inside reflection. I am wanting ahead to that. I hope it sort of provides folks one thing actually good to really feel about, as a result of that is the primary factor I received from this recreation is it is okay. It is okay if you do not know precisely what is going on to occur. It will be okay, and I actually like that half concerning the recreation. >>ASIF SIDDIKY: Yeah, I feel Lee touched on this somewhat bit already, simply concerning the some ways you may interpret the sport. However I feel for me, the factor I am most wanting ahead to is simply the stunning method during which the sport introduces new senses of scale as the sport progresses. In case you thought you have been huge as simply the Lighthouse, there are worlds you’ll enter that simply utterly make you’re feeling like a tiny little ant, and I feel that is going to be a very nice shock for folks. And there is different surprises in between that I will not get into. However yeah, I feel simply that feeling of this world is a lot larger than you understand, and you are going to actually dig into that as you progress by way of the sport.
LINDA MADRID: Love that. Yeah, properly, thanks three a lot for becoming a member of me at your studio right here, Actually recognize it. I am excited. Just one month away, that is thrilling. How do you guys really feel?
LEE PETTY: Normally, if you ask builders, “Your recreation’s popping out in a month; how do you’re feeling?” We’re like — we’re excited and exhausted.
CAMDEN STODDARD: Chilly sweat.
LINDA MADRID: Yeah, it is a loaded query.
CAMDEN STODDARD: Not harassed in any respect.
LINDA MADRID: No.
LEE PETTY: I imply, it is that bizarre factor. You make one thing; you spend years working with proficient people throughout all kinds of disciplines, collaboratively making this bizarre, new factor collectively and also you’re so entrenched in it, and it feels private to place it out on the planet, and also you’re susceptible when that occurs. You are excited, however you are additionally sort of scared, despite the fact that you assume you made one thing actually good.
LINDA MADRID: Yeah. It is your child that you just’re now sort of handing over to the world, so it is thrilling, so congratulations on that.
LEE PETTY: Thanks.
LINDA MADRID: And that is it for this episode of the official Xbox podcast. Remember you may try Keeper October seventeenth, coming to Xbox Sequence X and S and PC, and in addition Recreation Go Day One. So make sure that to test it out, as a result of it is one you positively do not need to miss, however that is it from sort of sunny San Francisco and Double High-quality Productions. All proper. That is it for now, bye. [ Music ]



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