The Tower in Tortenna’s narrative unfolds as you research a silent, mysterious town that is apparently abandoned by its inhabitants. Tower Team International developed it through the yearly three-day DreamHack game jam, and it had been chosen as the winner from 171 games. It is currently available for PC and Mac online game shop Itch.io and on Game Jolt.
DreamHack Jam’s subject was “apocalypse,” and Tortenna is a calm though eerie interpretation of it. You spend the majority of your time researching empty structures and scaling upward to a tower high over a vacant town, studying the spines of notes and books which others have left behind. You are just like a ghost, haunting a construction that is stuck from time, dotted with both arcane ancient decorations and contemporary tools. It is a slow, silent game which appears to exalt in its own sense of isolation.
After the first game jam, Tower Team had another 2 weeks to liven up Tortenna before showcasing it in DreamHack Denver. Along with creating more visual and sound details in the surroundings, in addition, it added more places to explore and much more narrative to experience.
“I love to say that we ‘constructed a tower on insanity’ and therefore, both weeks afforded us to tame a number of the rough edges of constructing quite a massive tower, together with five individuals, in this brief quantity of time,” explained Tower Team’s author and composer Michael Berto within an email to GamesBeat. “The sport included in nearly [three times] that the number of notes and interactables, in addition to a new side-quest-like story encounter, in addition to just generally making a thing a far more intuitive and content-deep experience.”
Berto claims that the center concept came from direct writer Gareth Damian Martin. Then together, they formed a narrative that was profoundly inspired by Italo Calvino’s Invisible Cities, a surreal book that describes hopeless towns in a dialogue involving the explorer Marco Polo and Mongol Khagan Kublai Khan. Berto says that he was prompted by the ecological storytelling in games like Dishonored, BioShock, and Gone Home.
“Our absent protagonist, Constantin Bosch, nevertheless has a story arc of a person having an apocalypse, but at the time we chose to actually flesh out the match, so a lot more has been injected into phrase construction round the tower itself,” explained Berto.
“When I was first sketching the tower I had been thinking much about the design of hub regions, as well as the methods by which designers could create spaces which promote idling and passive mining,” explained Martin. “As the editor of those games and design zine Heterotopias, sport design is something I devote a great deal of time considering an studying, and here I found myself drawing on hubs such as Destiny’s Tower, where I have spent several hours idling, Firelink Shrine from Dark Souls, and also the Hound Pits bar from Dishonored.”
The crucial thing about all those spaces, ” Martin says, is that there are a lot of layers — balconies, mezzanines, courtyards, and stairways. He desired the major arrangement in The Tower in Tortenna to communicate both the lived-in sense of being at home in addition to the feeling that there are secrets to research in the surroundings.
Not one of the five individuals from Tower Team had ever worked together before Tortenna. They just formally formed Tower Team following the match jam, and now they are working on another job. Along with Berto and Martin, the group is Tom Kitchen, that made degrees and has been the 3D modeler; Moshe Linke, that did the structure modeling and assembled the amounts; and Thomas Newlands, who generated the specialized artwork.
“We discovered an extremely distinctive and rare group dynamic that created working together quite rewarding and effective for that which we turned our focus to, and so have shaped ‘Tower Team International’ since the five people and are absolutely actively speaking and creating something new together,” explained Berto. “Tower Team is currently, for all intents and purposes, a fresh game-making collective.”
“All people are game makers working on our own or in tiny teams,” added Martin. “[Berto] has functioned on Where the Goats Are and A Bright Light in the Middle of the Ocean, Tom Kitchen made Emporium and Moshe has assembled a string of walking sims such as Living With The Moonoliths. So while working on the jam was recognizable, it was also remarkably collaborative, with all us working in various functions and bouncing off one another’s thoughts in unexpected ways.”