David Mervik
speaker
115 appearances
1 recordings
1 series
first heard Apr 2025
last heard Apr 2025
David Mervik’s voice in public audio — every appearance, attributed to the second.
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Appearances
And so it, that, that follows with the, the atmosphere of the game as well is like hope really has to earn its place. I think here, or it would feel weird. it would feel like, I don't know if Ghibli belongs here as much. Maybe it's a bit more great with the Fireflies. But even that, there's a lot of beauty there that isn't here. But you know what I mean? There's other influences at play there.
It's still made by us. We've still got a lot of people from the early days here. But yeah, we just kind of had a feeling that this game needs, if we did it one way, that wouldn't be how to execute this story to the best of its ability.
Yeah. I mean, you know, we were probably guilty of the other way that we were worrying that like, oh, this is feeling like we're treading old ground here, you know? And it was kind of making us lose sight of how to judge things correctly. We should have been judging it like what belongs in the game because we illustrate things a certain way. That's the way it is.
But the way, like the stuff that we bring to the way we illustrate still needs to evolve to suit the game that you're making. But we were still kind of like, oh, does it feel a bit too much like this? And then we had to check ourselves a little bit saying like, forget about that stuff.
forget judging it against our past games we need to judge it against does it belong in this game and not you know not worry about whether we're emulating ourselves which is a very strange thing to um to accuse ourselves of, if you know what I mean?
I think you phrased it that way.
Re-Animal is about a group of five friends, orphans, and you place two of them and they used to live in a nicer world at least it looked nicer and then something happens that changes how this world is changes the world around them and really what you're doing as the two players is finding your friends in the remnants of the place that you grew up and
And trying as much as possible to get a sense of what it is that has happened and where you might be headed. And that's the coy elevator pitch, because I'm really, really worried at this point of kind of saying too much.
Oh, um, I mean, we do, I, I'm not an artist. If, uh, if you saw anything I did, uh, you would, you wouldn't need to be told that, but, um, I, as a lay person and as a gamer myself, I think we have one of the best teams in the world from what I've seen. Oh, absolutely. Absolutely. Or very few teams doing it like they can do it.
And that's not, I'm not kind of taking that credit at all, but like, I am just in awe. Sounds like you are. Well, I am a little bit, yeah. It's all down to me. I taught them how to do drawing. I just think they're phenomenal. We do record this, Murph. Just pretend I swear. No, they're great. Again, it's what drew so many of us to the company. It's like, again, this imaginative world, but
you see even back in the day with metronome like who's doing that who comes up with that kind of idea for a character or a monster you know and so they just keep getting better the people who were here for so long but then we you get obviously you want to keep getting new blood in and like people are drawn to this company because they want to i know that's three times now
Just maybe just put it up as a subtitle. Right, yeah, just so we're going to have a pun count here. That's also what a narrative director does, all right? So, like, when you do kind of establish your own house style, people look at that and kind of go, oh, do you know what? I want to be part of that. I think I belong there, you know?
And one of our most recent concept artists, Constantine, is a perfect example of that, you know? is he came to us because of what he's seen. And it was, you know, like showed it to Pella, the art director. I was like, yeah, yeah. Get, talk to him, talk to him, you know, and it's super amazing that, that you kind of, it's so, how do you find people?
You know, you, it's just a, an absolute ocean out there, isn't it?
Yeah. And that's what, I think that's where we find ourselves now. is that we've got a bit of a bigger megaphone, at least. We're nowhere in the grand scheme of things. There's so many bigger companies still, but when you can stand up and be heard at all, I think then people can hear you a bit.
Oh, there's a lot to unpick in that. I'll probably forget a lot of what you said. One minute. Go! It was something we wrestled with, but it's interesting you say that about Resident Evil, because I was the same. That's how I experienced those games before. mainly out of necessity because I was just too scared to play them alone.
But there's something about that that really resonated with us when we were thinking about whether to go co-op this time, you know, because we knew people were wanting it from our stuff or, you know, people were doing it anyway.
They were just sitting there playing it together and communicating, oh, no, no, don't do it, you know, and there's something really kind of that's kind of shared enjoyment through what we've done. And we started thinking about, like, you know, how would that affect the kind of worlds we like to create?
And like you say yourself, these personal experiences, would it kind of, the people who like to just mess about, you know, would they spoil anything? There's so much that you kind of, there's a risk to the atmosphere in that way. But then at the same time, maybe that's a challenge in itself where you kind of, you need,
to create experiences where people aren't thinking about doing that really, you know, you're, you're more concerned with like just getting through it and like, you know, soaking up the atmosphere.
Showing 61–80 of 115 · page 4 of 6
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