“We greatly inspired by Nintendo as a company,” Kolesnikov says. Two people began development in 2014, and they've since expanded to the current (small yet mighty) team of seven full-time employees. Kolesnikov was thrilled to start working on such a big and exciting project, but the team very quickly found something of this scale was exceptionally difficult. There’s also an unholy AI that I think was summoned from Hell itself. Hello Neighbor is the biggest project to date for the team, and along the way are a few growing pains, surprise design decisions, and so on. To get a sense of how it works, we sat down to discuss the game’s development with Dynamic Pixels lead designer Nikita Kolesnikov. It learns too fast and it forces you to change your style of play almost immediately. And I mean it when I say it: this game is too clever. There’s a constant forward progression but, in the process, the AI this team developed learns from your every choice. You’re in their house for some reason (there is no direct prompting for why, other than a bizarrely disconnected inciting incident) and when they hunt you down you are forced to respawn back in your home across the street.
But also a gigantic world of impossible spaces that antagonizes the player into attempting a mix of terrible yet obvious challenges or thinking outside every box to come up with a solution that can just as easily be their undoing.Īll the while, your Neighbor hunts you.
Along the way there is… well, just so many terrible secrets.
#HELLO NEIGHBOR HOUSE SERIES#
The game is ostensibly about invading your neighbor’s home and trying to undo a series of Adventure Game Logic puzzles in an effort to discover a terrible secret. Having spent serious time with a few different builds, I feel confident in saying I don’t know what it is at all - and that is probably what it intends to stir in me.