Tunic (video game)

Tunic is a 2022 action-adventure game developed by Isometricorp Games and published by Finji. Set in a ruined fantasy world, the player controls an anthropomorphic fox on a journey to free a fox spirit trapped in a crystal. The backstory is obscured, with most text given in a constructed language that the player is not expected to translate. Similarly, Tunic's isometric perspective hides numerous pathways and secrets. The player discovers the gameplay and setting by exploring and finding in-game pages of a manual, which offer clues, drawings, and notes.

Tunic
Developer(s)Isometricorp Games
Publisher(s)Finji
Designer(s)Andrew Shouldice
Artist(s)Andrew Shouldice
Composer(s)
  • Terence Lee
  • Janice Kwan
Platform(s)macOS, Windows, Xbox One, Xbox Series X/S, Nintendo Switch, PlayStation 4, PlayStation 5
Release
  • macOS, Windows, Xbox One, Xbox Series X/S
  • March 16, 2022
  • Nintendo Switch, PlayStation 4, PlayStation 5
  • September 27, 2022
Genre(s)Action-adventure
Mode(s)Single-player

Designer Andrew Shouldice developed Tunic over seven years as his first major game. He began working on it as a solo project in 2015, wanting to combine challenging gameplay with gentle visual and audio design. He was inspired by his childhood experiences playing Nintendo Entertainment System games like The Legend of Zelda (1986) and trying to understand the manuals of games for which he lacked context. He was joined in 2015 by composer Terence Lee and audio designer Kevin Regamey, and in 2017 by producer Felix Kramer. Publisher Finji joined the project that same year and announced Tunic at E3 2017. In 2020, developer Eric Billingsley and composer Janice Kwan joined to finish the game.

Tunic was released for macOS, Windows, Xbox One, and Xbox Series X/S in March 2022, followed by ports for Nintendo Switch, PlayStation 4, and PlayStation 5 in September. It received positive reviews, with praise for its aesthetics, design, and gameplay, but some criticism for uneven difficulty and potential for players to get stuck. The game won the Outstanding Achievement for an Independent Game award at the 26th Annual D.I.C.E. Awards, and the Artistic Achievement and Debut Game awards at the 19th British Academy Games Awards.

Gameplay

Small fox in a big stone and water area
The fox with a stick equipped and health and stamina meters in the bottom left. An enemy is chasing the fox, and a shrine is nearby.

Tunic is an action-adventure game set in the ruins of a post-apocalyptic fantasy world, in which the player character, an anthropomorphic fox, navigates the terrain and fights off hostile creatures. The player is initially given no directions or instructions, and the majority of the text is written in a constructed language, with only some words presented in the player's selected language, such as English. The three-dimensional terrain is typically displayed from a fixed isometric view, though the perspective shifts at certain points.[1]

The fox character moves around the world by running or dodge-rolling; after rolling, the fox runs faster until they stop moving.[1] The player can freely explore the world, and there is no mandated path to follow. While many areas require specific actions or items to enter normally, there are often alternate ways to gain entrance.[2] The isometric view obscures numerous hidden paths and secrets.[1]

The interface has meters for the fox's health, stamina, and magic. Actions such as rolling consume stamina, which replenishes after a few seconds.[3] Scattered throughout the world are chests, which contain collectible items, weapons, or coins.[4] Items can also be purchased with coins from ghostly merchants found in a few hidden paths. Some items, such as potions, restore the fox's health, stamina, or magic. Other items can be used in combination with coins to increase the fox's maximum health, stamina, or magic.[5] Tunic does not have difficulty levels, but players can toggle unlimited stamina or health in accessibility settings.[3]

Weapons have varying effects; the stick or sword can be swung at enemies to damage them, the shield can be used to block attacks at the cost of stamina, and magic weapons can use magic to fire projectiles, slow time, or grab enemies with a lash. Bombs can be used to cause explosions or bursts of fire, which can set enemies or the fox on fire. Enemies will chase and attack the fox on sight, and die if they are damaged enough, giving the player coins.[5] The player can target specific enemies to automatically direct their attacks; this also shifts the camera, which can reveal hidden passages or objects. If the fox dies, they drop some of their coins and a spirit is left behind that can be recovered on the next playthrough to return them.[3] The end of some areas contains a unique boss enemy, which unlike regular enemies must be defeated to progress.[4]

Throughout the world are shrines with a large fox statue; kneeling at these shrines restores the fox's health and magic, while also reviving any defeated enemies. When the fox dies, they are restored at the last shrine they have knelt at.[3] Some areas also include a teleport mechanism in the form of a golden platform, which allows the fox to access a ghostly realm where they can exit through another golden platform in the world.[6]

Also present throughout the world are pages of the game's manual, which does not exist outside of the game. When the player collects the page items, the pages are added to the manual in the interface, which the player can refer to at any time. Like the in-game text, the majority of the manual is written in a constructed language, and the player does not encounter the pages in order. The drawings, maps, diagrams, and handwritten notes in the manual pages give clues to the player as to how the game works and where to go next, such as showing the fox offering items to a shrine, which otherwise gives no indication that it can be used that way.[3]

Plot

The plot of Tunic is expressed through gameplay, with the backstory and context given only as the fox player character collects pages of a manual. This manual is written in a constructed language with the player as the reader.[7]

A fox awakens on a shore, and begins to journey through the game world, which is filled with ruins. After collecting a weapon and shield, and ringing two magical bells, the fox enters a temple and then a spiritual plane known as the Far Shore. There they encounter the spirit of a larger fox trapped in a crystal prison, referred to in the manual as the Heir. The fox leaves to collect the three crystal keys to the prison which can be found within dungeons across the land. Every time the fox is killed by an enemy, they are revived by the Heir.

As the fox collects the crystal keys, they encounter glowing purple essence, which is used to power parts of the ruins, including the golden platforms, and is relayed by glowing black obelisks. While collecting the last key, the fox journeys through a mine—where purple essence seems to be taking over the game world itself—into an underground factory where the souls of foxes are being forcibly confined into the obelisks. After collecting the Keys and freeing the Heir, the Heir attacks and kills the fox. The fox, now in spirit form, appears in a night-time version of the overworld, with many paths obstructed by the purple essence. Most enemies have disappeared and the land is instead populated by the souls of other foxes, which speak only in the game's constructed language. The fox visits the six Graves of the Hero, which now each return parts of the fox's spirit and restores them to life.

Collecting enough pages of the manual reveals that there had previously been a civilization of foxes, which looked for power from outside of reality. Seeking immortality, they found a way to entomb the souls of foxes from the past and future into obelisks as a source of power. A religion formed around the power and the Hero who found it, with the faithful exempt from their souls being used. This power was corrupted through overuse, causing the purple essence to begin to erode reality and loop time. One fox, the Heir, was trapped outside of the time loop, but acts as a beacon to draw in a replacement Heir, continuing the cycle.

If the restored fox defeats the Heir, they become the new Heir, and the game ends. The player is then given the options to quit, to restart the game from the beginning in a New Game Plus mode, or else to restart the game from just before the battle. A second ending occurs instead if the player, before fighting the Heir, follows the "golden path". This requires them to collect every page of the manual and solve the puzzle at the top of the mountain that uses the pages. Afterwards, when the player confronts the Heir, instead of fighting they show them the manual, showing how to break the cycle and freeing them.

Development

Design

Man speaking at podium
Shouldice at Game Developers Conference 2023

Andrew Shouldice began working on Tunic in February 2015, using the working title Secret Legend.[8][9] Shouldice, who had previously made small games for Ludum Dare competitions but never a larger solo work, quit his job at Silverback Productions to make the game without knowing his creative direction. He posted screenshots of his work on Twitter and Vine, attracting immediate attention.[9][7] Within weeks the game had its fox protagonist, isometric graphical style, and action-adventure single-player gameplay.[9] Shouldice had initially wanted to have a human protagonist customizable by the player, but was unable to design a character model he was satisfied with; he switched to an anthropomorphic fox instead, which he says made sense because "foxes get into trouble".[10] He decided early in development that his experience as a programmer was not enough to create all of the aspects of the commercial game he envisioned. In March 2015, at the Game Developers Conference, he met with composer Terence Lee and audio designer Kevin Regamey of Power Up Audio, who would soon become the composer and audio designer for the game.[8]

Aesthetically, Shouldice wanted to combine challenging gameplay with "gentle and pleasing" visual and audio design. The colorful design was inspired by NES games like The Legend of Zelda (1986), and was intended to inspire players to be "brave" and explore new areas of the game that may be more challenging than they were ready for. Shouldice wanted players to feel that they were journeying into unexplored areas or places that they were "not supposed to be right now".[8][11] He wanted players to feel "genuine discovery and mystery", both in finding parts of the game that they didn't yet understand, and also in learning things that re-contextualized previous parts of the game. He had a design goal of adding "content for no one", meaning details and secrets that did not need to be found by all or any players to be worth including.[2]

Additionally, Shouldice was inspired by the sense of mystery he had as a child when reading through game manuals such as for Metroid II: Return of Samus (1991), without being able to understand everything he was reading due to lack of reading ability or context.[11] He wanted to give players a sense of being presented with something that has meaning, but which wasn't yet understandable by the player or necessarily meant for them.[12] These desires led to the use of the pages of the manual, written in a language that players were not expected or required to translate, as a major design element.[8][11] Shouldice also hoped that the sense of mystery would lead to a sense of community, with players working together to solve puzzles and give hints to each other.[11] A version of the manual and its pages with the constructed language was integrated into the game by June 2015.[7]

Shouldice was inspired by Bloodborne (2015) for both the combat design and the story. The combat was intended to be, as he found Bloodborne's, "technical", with a rhythm of attacking and dodging at a quick pace. The story of Tunic also drew from that of Bloodborne, using the idea of scholars finding a source of power, worshiping it, and as a result "introducing horrible corruption from planes beyond comprehension". Tunic also shares Shouldice's interpretation of Bloodborne and other Soulslike games as having the player character be a small figure moving through a larger world that is ambivalent towards them.[13]

Other major inspirations for the game were Monument Valley (2014) and Fez (2012). Monument Valley's isometric viewpoint and graphical style was an influence on Tunic's visual style.[14] Shouldice was inspired by Fez to create the dual endings of the game as well as to make the constructed language in Tunic not be a transliteration of English. He felt that because of Fez, players would now immediately check if something that looked like it could be a fake language was a simple cipher of an existing language.[12][15]

Announcement and release

After a couple years of development, Shouldice was joined by Felix Kramer, who became the game's producer, leading to connecting with publisher Finji in 2017.[8][14] The game was announced as Tunic at the E3 2017 PC Gaming Show in June 2017, developed by Isometricorp Games and published by Finji, with an expected release year of 2018.[16] It was presented again at the E3 2018 Xbox showcase in June of the following year, this time without an expected release date.[8] By 2020, the game's design was largely complete, and the development team expanded: Eric Billingsley, who was working on his own game partially inspired by Tunic, joined as a developer and level designer, while Terence Lee, who had been intermittently composing music for the game for five years, was joined by his wife Janice Kwan.[8][17] Allowing the fox's personality to remain undefined, the pair of composers strove to make an "atmospheric" soundtrack that was more connected to the setting than the fox.[2] The artwork in the in-game manual was done by artist ma-ko.[18]

The release date for the game was announced at The Game Awards in December 2021, and it launched for macOS, Windows, Xbox One, and Xbox Series X/S on March 16, 2022, with ports for Nintendo Switch, PlayStation 4, and PlayStation 5 following on September 27.[8] The ports were completed with assistance by 22nd Century Toys.[14][19] A digital album of music from the game, Tunic Original Soundtrack, was released by the composers on March 16 alongside the game.[20] Shouldice has said that the game took longer than expected because it followed an iterative model of development, wherein he redesigned and redeveloped nearly every element of the game "at least once or twice" as he became more experienced as a developer and revised the design of the game. Lee and Billingsley, however, instead felt that the scale and complexity of the game made it difficult for a smaller team to produce in a short amount of time.[8]

Reception

Critics were "generally favorable" towards the game, according to the review aggregator Metacritic; it was ranked as one of the top 30 games of the year by aggregated score for PC, Xbox Series X/S, and PlayStation 5, and the eighth-highest scored Switch game of the year.[21][22][23][24] The gameplay was highly praised, though some aspects had a mixed reception. Multiple reviewers described the combat as challenging but satisfying; Indee of Jeuxvideo.com concluded that Shouldice had tried and succeeded to make the game difficult enough to make the player feel unwelcome in the world.[3][4][5][27][28] Anne-Marie Coyle of PC Gamer and Ryan McCaffrey of IGN also liked the boss battles, with PC Gamer considering them even better than the rest of combat, though Jill Grodt of Game Informer and Brendan Caldwell of Rock Paper Shotgun felt that they were too difficult compared to the rest of the game.[4][5][26][29] Game Informer, however, along with Richard Wakeling of GameSpot and the reviewer from Jeuxvideo, applauded the accessibility options to make combat easier as allowing players to continue exploring the game without being restricted by the combat.[3][4][27] Reviewers in general described the game as a mix between the gameplay of Zelda and Soulslike games or as a tribute to those games, though Zoey Handley of Destructoid and Christian Donlan of Eurogamer went further to describe it as based on an understanding of what gameplay design worked for those games rather than just a copy.[4][25][26][28]

Tunic's plot received less attention than its gameplay from reviewers, with mixed opinions. Handley of Destructoid applauded the way the story was told without words, while Jeuxvideo's reviewer found the game's ending interesting.[25][27] The IGN and PC Gamer reviewers, however, both found the plot interesting but secondary to the rest of the game, with Coyle of PC Gamer concluding that it was "a nice addition to the game rather than a compelling reason to play".[5][26]

The graphics and aesthetics were highly praised; Grodt of Game Informer and Wakeling of GameSpot noted the "simple-but-beautiful visual aesthetic", with the GameSpot reviewer terming it an "extravagant diorama".[3][4] The reviewers from IGN, PC Gamer, and Jeuxvideo praised the colorful and "delightful" art style, with Jeuxvideo concluding that it was a very successful art direction that resulted in a beautiful and mysterious universe.[5][26][27] Game Informer, IGN, and Jeuxvideo also noted the music as beautiful and serene, with Game Informer adding that it made "an intriguing contrast to the tough battles".[4][26][27]

The exploration and secrets aspects of the game were heavily praised as well; Game Informer's Grodt concluded that "Tunic's fighting is great, but discovery and exploration might be its most impressive elements."[4] Critics highlighted the exploration and finding secrets as the core of the game, with Nicole Carpenter of Polygon describing it as pushing the player to "have the courage just to try".[1][5][28] The puzzles, especially the use of the manual, were listed as especially worthy of praise, with Gamespot calling them "utterly fantastic", a sentiment echoed by Eurogamer, Jeuxvideo, Rock Paper Shotgun, and Game Informer.[3][4][27][28][29] Jeuxvideo, Rock Paper Shotgun, and Game Informer's reviewers did all note, however, that the obscure and challenging nature of the puzzles meant that players could get stuck, particularly near the end of the game.[4][27][29]

Awards

Tunic won the Outstanding Achievement for an Independent Game award at the 26th Annual D.I.C.E. Awards, and the Artistic Achievement and Debut Game awards at the 19th British Academy Games Awards.[30][31] It was additionally nominated for several other categories at those awards, as well as for categories at other awards such as The Game Awards 2022, the Golden Joystick Awards, the 23rd Game Developers Choice Awards, and the Independent Games Festival.[32][33][34][35]

Awards and nominations
Award Category Result Ref.
2022 Golden Joystick Awards Best Indie Game Nominated [32][36]
The Game Awards 2022 Best Independent Game Nominated [33]
Best Action/Adventure Game Nominated
Best Debut Indie Game Nominated
26th Annual D.I.C.E. Awards Outstanding Achievement in Game Direction Nominated [30]
Outstanding Achievement in Game Design Nominated
Outstanding Achievement for an Independent Game Won
Adventure Game of the Year Nominated
23rd Game Developers Choice Awards Game of the Year Nominated [34][37]
Best Visual Art Honorable mention
Best Design Nominated
Best Debut Nominated
Best Audio Honorable mention
Independent Games Festival Seumas McNally Grand Prize Nominated [35]
Excellence in Visual Arts Nominated
Excellence in Audio Nominated
19th British Academy Games Awards Artistic Achievement Won [31]
Audio Achievement Nominated
Debut Game Won
Game Design Nominated
Music Nominated

    References

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