For today’s day and age, Mothmen 1966 has a very unique look. Some may not realize that the game’s style isn’t just a unique visual approach, but one that very closely mimics a certain era and platform.

In an interview with Eurogamer, developers Fernando Martinez Ruppel and Nico Saraintaris opened up about the platforms that inspired Mothmen 1966, the part nostalgia played in creating the game, and how their respective family experiences pushed them to make something very specific.

“My idea when we made these games, I have very fond memories of playing PC Games with my mother. When you grow up with your mother, I never think of her as someone cool, but now when I look back, thinking of her as a young woman, playing videogames with her son, it was cool. And it’s one of the main motives I have for making games. I want to bring some of that kind of thing back to videogames now. That’s one of the reasons why I choose pixel art and that whole aesthetic. I like the noise that you find in pixel art. I mix a bit of comic books in with that.

But I think that nostalgia, that’s what I want to bring to the table, knowing what Nico can do with writing. It’s thinking of what I can bring to younger people, having those pixel art games in your house.”

[Fernando Martinez Ruppel]

“My grandfather was very fond of computers. I remember mostly things like the Spectrum, having cassettes and waiting for them to load. I remember all those games, and I remember that time before genres were ossified, and you have all these programmers creating stuff. So if you have an idea you can create whatever you want without those [genre] constraints. I love constraints, but I think they can be bad if you don’t know how to work with them. For me the eighties and late seventies were like this, an area where everything was exploding.”

[Nico Saraintaris]

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