Lone Pine: Aussie Game Unleashes Cryptid Terror

From Game Jam to Cryptid Adventure: The Winding Road of Lone Pine

Brisbane-based studio Bang Bang Bang Interactive has embarked on a unique development journey with their upcoming game, Lone Pine. What began as a simple game jam experiment has evolved into an intriguing point-and-click adventure game, set to captivate players with its unique blend of mystery, folklore, and Australian charm. The studio recently released a demo on Steam, bringing the game closer to its eventual release.

The initial concept for Lone Pine was far removed from its current form. The early days saw the development team envisioning an explorer charting a majestic mountain, encountering a benevolent spirit who would guide them through a narrative reminiscent of Studio Ghibli’s enchanting storytelling. However, this initial vision encountered an unforeseen hurdle when a team member fell ill, leading to a pause in development. This period of reflection, however, proved to be a catalyst for a significant shift, allowing the game’s concept to blossom into something entirely different and, arguably, more compelling: a point-and-click adventure deeply immersed in the world of cryptids.

The Disco Elysium Spark and the Rise of Cryptids

The core idea of Lone Pine wasn’t abandoned; rather, it was refined and reshaped by the team’s evolving interests and experiences. Developer and animator Sam Martin shared that the original concept remained a touchstone, but the infusion of new talent and perspectives proved transformative. The arrival of artist Lara Roche was a pivotal moment, significantly expanding the studio’s creative capabilities.

“We were [previously] really limited by what we could do, but then once Lara came on board, we had an artist,” Martin explained. It was around this time that the team, having recently delved into the critically acclaimed game Disco Elysium, found a new direction. “That’s when Lachie and I started discussing that we’d really love to have cryptids in this game, because we just finished playing Disco Elysium, which had a cryptid sublot you could move into.”

While Lone Pine initially incorporated magical elements, it wasn’t inherently a cryptid-focused game. The fascination with these strange, semi-mythical beings of modern legend grew organically. The team began to explore the rich cultural lore surrounding cryptids, a process that deeply influenced the game’s narrative and aesthetic.

A Deep Dive into the World of Cryptids

The research into cryptids proved to be a fascinating and inspiring endeavour for the Bang Bang Bang Interactive team. Their exploration led them to discover a diverse range of creatures, from the well-known to the more obscure. Personal favourites emerged, including the enigmatic Mothman, the peculiar Van Meter Visitor, and enduring classics like Bigfoot and the Loch Ness Monster.

Narrative and game designer Lachie Macintosh highlighted his particular interest in the storytelling potential of lesser-known cryptids. “The Van Meter Visitor isn’t well known, but he’s got such a great backstory to him. The story has everything. It’s got angry mobs, pitchforks, daring escapes, mystery – it’s great.”

What makes cryptids so captivating, Macintosh and the team observed, is the persistent element of tangible, real-world evidence that often accompanies their purported sightings. This can range from historical newspaper reports to multiple witness testimonies, creating an enduring sense of mystery. Even if these phenomena are products of collective delusion, they represent a compelling aspect of human fascination.

Programmer Dan Yalg added, ” [A lot of the sightings] are from 100 years ago, so you get these old newspaper reports about it, and it adds a layer to the mystery of it.” Martin further elaborated on the contemporary relevance of these legends, noting their recent research into the Australian cryptid, the Yowie. “We were looking into [the Australian cryptid] the Yowie recently, and there were reported sightings of the Yowie from 2024 … from reputable news sources.”

The ambiguity surrounding cryptids – the persistent question of “are they real or not?” – is a key element that draws players in. Martin described the experience of encountering “news clippings where people talk about their experiences” and the “hand-drawn illustrations” associated with sightings of the Yowie. “It’s just that creepy, underlying vibe [that interested us],” he remarked.

Macintosh also found himself drawn to the origins of these modern myths and how they become embedded in local folklore. “I’m really fascinated by the origins of folklore and stories, especially ones that are modern – where they come from – because, in theory, it’s much more identifiable. You can find a place and time,” he stated. This contrasts with older, more ancient myths, where pinpointing specific origins can be challenging.

He further pondered the impact of the internet and global culture on these localized narratives. “It’s also interesting with the internet and global culture, how all that stuff becomes a bit flattened out in a way … sometimes I feel like you lose that weird, esoteric local lore in these small places, because everything becomes homogenised.” This led to a contemplation of what factors contribute to the birth of a cryptid or folk tale in a specific time and place, and how globalization might affect the unique edges of such stories.

Refining Izzie’s Journey in Lone Pine

In Lone Pine, players step into the shoes of Izzie, a character tasked with encountering and photographing various cryptids. The game’s mechanics are rooted in point-and-click gameplay, featuring “balanced” connect-the-dots-style puzzles designed to add layers of challenge to Izzie’s hunt.

The cryptid roster in Lone Pine is a curated blend of familiar figures from folklore and entirely new creations dreamt up by the Bang Bang Bang Interactive team, brought to life by Roche’s artistic vision. This creative freedom, as Yalg pointed out, allowed the team to move beyond a singular antagonist. “We’re not tied to one single big-bad, we get to experiment with all these different ideas about different cryptids, and how they can affect gameplay.”

Izzie’s adventures will see her encountering cryptids inspired by both Australian fauna and more esoteric mythological beings. A notable aspect of Lone Pine is its exploration of the idea that not all cryptids are inherently menacing. One creature, for instance, is designed with inspiration from the common bilby, blending an element of cuteness with a subtle undercurrent of the uncanny.

The world of Lone Pine is deliberately patterned after Australia, with a particular focus on Tasmania, while also drawing inspiration from the national parks of North America and Europe. “Initially we had a lot of inspiration from Northern American and European national parks. We wanted to have those very stormy mountains,” Martin recalled. However, Roche’s artistic input brought a new perspective. “But when Lara came on board, she was like ‘well, there’s a lot of this kind of beautiful setting in Tasmania.’ We also realised we didn’t have to be limited by that – Lone Pine is a fictional place.”

The decision to make Izzie Australian was partly a pragmatic one, stemming from the game’s limited budget and the small size of the development team. Nevertheless, this choice imbues the game with a distinct local flavour and allows for a more relatable narrative, especially with many of the other characters also hailing from Australia. As development progressed, the team made a conscious effort to weave in more distinctly Australian elements, from recognizable local flora to the aforementioned Australian-inspired cryptids.

Unveiling the Demo and Future Prospects

A significant milestone for the Lone Pine team has been the opportunity to share their creation with a wider audience and observe their reactions. With the support of Screen Queensland, Bang Bang Bang Interactive recently showcased Lone Pine at PAX Australia, allowing the public to experience the game firsthand.

Macintosh described the experience as incredibly rewarding. “When you’re designing a game, you have your target demographics in mind, and you make some personas. You’re like ‘OK, I think these people might like this.’ But you’re never really 100% sure. All you can really do is guess at the beginning,” he explained. “Taking it to PAX and finding out, ‘oh yes, our personas, they’re real,’ and seeing those people respond well to the game was really rewarding.”

While Lone Pine is still undergoing development, the team is filled with anticipation for what lies ahead. Beyond engaging with audiences through demos and showcases, they are actively working on new concepts and story elements that will further define the game.

“It’s our first game,” Yalg stated with enthusiasm. “So we’re just very excited to release it, to build the thing, to put it in the hands of players, and to watch them play it. It’s just exciting to see it out in the world.”

Lone Pine is currently in development, with no firm release date announced. However, players can get a taste of the adventure by downloading the Lone Pine demo, now available on Steam.

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