Note: This Q&A has been modified for clarity and length.
WIREDI: What was your introduction? Bridge Of Spirits?
Mike Grier: In many ways, the original tone remained strong throughout the development. We started making an advanced game, running a bit of a good but AAA package. We created a concept that was easy to use — one that you can complete over the weekend but with high quality visuals and fun games.
The way we design game machines, test screens, re-visualize the character, and create the story, each approach affected the other, which results in a dramatic change. We did not know where the journey would end! Initially, Rot was a rival who hindered Kena on his journey, but we soon realized that making them players was the way to go.
Similarly, in the beginning we were really interested in talking about the coming years of the youth director. Soon, we began to question how his skills affect the game and the story. As a result, the military formation created a series of long-distance conversations in which they learned, more knowledge, and more real-life experiences.
WIRI: How would you describe Kena’s personality and where she fit in her country?
MG: Kena still had much to learn, but at the beginning of her journey, she began to focus on her work as a spiritual guide and understanding of sacred rituals necessary to help lost souls. In the past growing up, Kena was insecure, innocent, and a real writer, but the Kena you meet Bridge Of Spirits he is independent, independent, and he knows what he is doing. At the same time, he knows how to enjoy the village children and his little friends Rot.
After meeting with the villagers, Kena discovers that she has a different culture from the one her father taught her, but she quickly realizes that they too have the same goal. Perhaps the importance of Kena’s youth manifests itself in his ability to accept and adapt to new ideas and different ways of achieving the same goals.
WIREDI: How did Kena and his trip get in Bridge Of Spirits dealing with negative feelings and being different from other manifestations of loss and forgiveness?
Josh Grier: We appreciate the presentation of a variety of ideas in the story, especially the observation stories that are not very often featured. Kena is very focused on her work and uses her knowledge and skills to help those who live near her to move away from other women’s ideas or who are very fond of sports. Either is not a troubled girl, an unexpected female hero, or a weak protagonist in need of help. On the contrary, the protagonists of our hero recognize him as the most skilled and effective guide.
However, Kena still faces many challenges. Instead of taking on the role of support or just sitting around, he struggles with his position, uses his skills, and highlights the sympathetic understanding and loss of even his greatest enemies — helping them forgive, abandon, and move on.
WIREDI: What motivated the team to use this activity to focus more on positive thinking and recovery as well as our human desire to solve our mistakes?
JG: Like many artists, our team takes an interest in exploring our experiences and reflecting on their experiences through our process. In our lives, we have been experiencing the current problems of conflict, division, and conflict in this world. Things are clear.
In the early stages of development, we all found encouragement in the restorative mindset of accessing our environment. This encouraged us to re-examine the topics of recovery and reconcile our mistakes through our new video game strategy. We hope the players enjoy playing Bridge of Spirits, but we also believe that such meditative questions encourage thinking, and perhaps reason.