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Fight Through Hell and Back in Trek to Yomi – PlayStation.Blog

Hello PlayStation fans! My name is Leonard Menchiari, creator of Trek to Yomi, coming to PlayStation 5 and PlayStation 4. As we launch, I wanted to invite you to join me as we explore more of the story and development. of Trek to Yomi and reveals some of the finer details that the team as Flying Wild Hog has helped me make life.

Trek To Yomi’s theme and story is built around two essential pillars: Japanese history and Shinto mythology. The Shinto belief is that gods are everywhere, they live in every rock, tree or flower, so part of our story goes deeper into this belief, telling short stories. about the souls of our hero Hiroki’s kami ancestral ancestors, the different eras of Japan they lived in, and the tragic, violent, or needless deaths that mean they now have to endured half a life of torture in Yomi. Often, these stories reflect Hiroki’s journey and his dilemmas – strokes that help him make the final decision about which path he will take.

The original idea for Trek to Yomi came from watching Kurosawa’s films, while experimenting with black and white images in the Unreal Engine. The cinematic experience we create is ultimately heavily influenced by classic Japanese films, from the angle of view, the length and even the way the dialogue is delivered. The original 2D approach to gameplay was inspired by silent films from the 20s and 30s, where each scene was designed to look more like a magically moving stage than a screen. We think this makes Trek to Yomi stand out as something truly unique, and I think part of us hopes that people will want to see those old movies after they come out!

Alec Meer and I wrote the story while keeping the number seven as a reference, not only because of its relevance to cinema but also because of its place in Japanese folklore. Therefore, look for the number seven that plays an important role in the story of Hiroki.

Authenticity is of paramount importance to us, and everything we do is carefully made while keeping in mind ancient Japanese culture, from religious beliefs, to the way swords are hung on the wall , or how to tie a kimono. The wonderful music in our game is based on ancient material from specific regions of Japan, inspired by the atmosphere we want to create and the emotion we need to portray. Some of the instruments used in the recordings are extremely rare, and the musical scales are original to pre-Western cultures.

Continuing this theme, when mapping the towns and villages of the world by Hiroki, we wanted to reflect the real lifestyle and culture of Edo Japan, including the Dojo, temples, cemeteries, markets , restaurants, etc. A lot of the material was inspired by the stunning performances at the Edo museum in Tokyo, and we got a lot of help from native Japanese experts to make sure everything Our decisions remain coherent.

But our attention to details doesn’t stop there! Trek to Yomi’s world is so geographically obvious that even the lighting and location of each shot were chosen while keeping in mind the direction of the light, the background elements, and the symbolic relationship with the rising sun and dive.

We hope you’re excited about the release as well Walk to Yomi on PlayStation as we are, and I’d like to thank all of you for taking the time to read my blog and hopefully learn more about the game and the passion and hard work that went into creating it.

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