Several artists take the reins in the blog post, talking about their area of focus in turn, but it’s art director Chris Ryder who first explains “return to darkness” as one of the pillars of their art style. You can decide for yourself how successful it is. There are several short video clips in the post, showing the player running combat-free through various environments. Here’s one: It certainly is dark and foreboding. I think I used to go on holidays in Scosglen as a child. There’s also talk in the post about how they’re making the world a believable place, by using realistic architectural styles and by considering the lives the people who supposedly live in this low fantasy world. Buildings along the coast of Scosglen have deep foundations to counter the wind, and are made of local materials like stone, salvaged wood and thatched roofs. The villages also reflect a local fishing industry, with docks and slipways. I am, as always, happy to see development teams communicating openly about the game they’re making, even when they’re seemingly still a long ways off.