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Toki Tori 2

GRTV: Toki Tori 2 - sharing user-created levels across Miiverse

We caught up with Two Tribes' co-founder Martijn Reuvers to talk Toki Tori 2.

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Co-founder and programmer Martijn Reuvers explained to us how Toki Tori 2 is a simple yet challenging proposition, he discussed the upcoming level editor for the Wii U version and Steam plans on a sunny spring afternoon in Madrid.

"We just released Toki Tori 2 on the Wii U eShop, it's a game that we've been working on for the past 18 months."

"We're happy that it's finally released. We're also working on a Steam version it will be for the PC and for the Mac, but for the next couple of months it'll be for the Wii U only."

"We want to release a very nice level editor for the Wii U, so there'll be an update (...) and people are able to share levels with each other through Miiverse (that's what we'll try to do)".

On game concept and no hand-holding:

"Even though it sounds very limited, you whistle and stomp and that's it - it doesn't have any magical skills, you can do a lot with those two actions. In Toki Tori 2 we mainly focus the whole game around the creatures that are in the forest, so you are interacting with them through whistling or stomping. If you whistle they get attracted to you, if you stomp they usually get scared and get away from you."

"There is no text, no tutorials, basically from the start you've been dropped into the game and you start there, and it's up to you to figure out what you need to do."

On how to make a very different sequel:

"It's not a sequel, like an easy sequel. Because a lot of games and movies as well they tend to just copy the original concept and work it out again, and again, and again, and again. What we have left of the original game is only the bird. Toki Tori, is basically the only thing that is left from the original game. The first version was completely about collecting eggs and once you've collected all the eggs the level was over. And it was very sequential or linear... This one is much more like an open world. Basically it's up to the player to determine where he wants to go."

Reuvers also talks about pre-rendered 3D, hints in the background, artstyle, how to reward players with puzzles, producing ambitious indie games (for this is the first 100% indie game from the studio, and the most ambitious - up towards 30 hours on content).

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