Diving into the Depths of Another Crab's Treasure

Delve into the rich underwater universe of the upcoming Soulslike game Another Crab's Treasure as the Aggro Crab team reveals insights in an exclusive Game Rant interview.
Diving into the Depths of Another Crab's Treasure

Highlights

  • Discover the diverse underwater world of Another Crab's Treasure, from vibrant coral reefs to mysterious ocean depths.
  • Learn about the unique design decisions setting Another Crab's Treasure apart from traditional water levels in games.
  • Uncover the intriguing storyline, characters, and challenges within the game's underwater setting.

The highly anticipated underwater Soulslike game Another Crab's Treasure is a vivid depiction of various ocean elements. From colorful coral reefs to the deepest trenches, protagonist Kril embarks on a vast journey to reclaim his shell, settle his debt, and protect his home tide pool. Aggro Crab, the developer behind Another Crab's Treasure, envisioned an underwater realm early on, aiming for a cohesive and engaging setting that also embraces the challenging essence of Dark Souls.

In a recent interview with Game Rant, creative director and narrative lead Caelan Pollock and studio head/art director Nick Kaman shed light on the creative process behind the game's underwater environment. They shared insights on Kril's inspiration from 3D platformer characters, the distinction of Another Crab's Treasure from typical water levels found in games like The Legend of Zelda, the menacing Gunk threatening Kril's underwater habitat, and more. Additionally, they revealed an intriguing anecdote about the game's inaugural map. The following transcript has been edited for clarity and brevity.

From the Start: An Underwater Vision

Q: Was the concept of Another Crab's Treasure always centered around an underwater world? Were there any considerations for alternative settings?

POLLOCK: The underwater environment was a primary focus, with minimal out-of-water mechanics in place to enhance the underwater experience. The game's foundation lies in underwater physics akin to a whimsical, 'SpongeBob-y' style. The sea creatures and combat dynamics naturally fit better underwater than on a beach setting.

Q: How has the underwater setting evolved during development?

POLLOCK: The initial map concept, conceived eight years ago by Kaman, laid the groundwork for the current game world. While the game transitioned from a mobile concept to a Soulslike adventure, key locations from the original map were retained, including a coral reef city and the dark ocean depths.

Another Crab's Treasure: A Unique Underwater Experience

Q: Amid the diverse underwater creatures and environments, were there any elements you wished to include but had to omit?

KAMAN: A level set inside a trash-filled whale, reminiscent of Ocarina of Time's Jabu-Jabu dungeon, was the sole cut content due to time constraints.

Q: Designing an entire game underwater can evoke memories of infamous water levels in gaming history. How did you approach this challenge?

POLLOCK: By focusing on fluid underwater controls and platforming mechanics, the game avoids common frustrations associated with underwater levels. Emphasizing horizontal movement and platforming akin to a SpongeBob-esque logic ensures a more enjoyable underwater experience.

KAMAN: Surprisingly, the out-of-water sections may pose more challenges for players.

POLLOCK: Indeed, the dry sections offer a unique gameplay dynamic.

The Menace of Gunk in Kril's World

Q: Can you elaborate on the society within Another Crab's Treasure and its central characters, especially Kril's financial predicament?

POLLOCK: The game commences with Kril facing tax issues due to the Duchess of Slack Tide annexing his tide pool. The journey unfolds into New Carcinia, a bustling coral reef city, showcasing various societal structures influenced by the industrial revolution and trash utilization.

KAMAN: The societies in the game thrive on utilizing fallen trash to drive industrialization and societal progress, portraying the aftermath of environmental pollution.

Q: How was Kril's design conceptualized and refined, particularly in defining his character and appearance?

POLLOCK: Kril's design iterations involved exploring various hermit crab-like concepts and leg arrangements. Achieving a balance between a recognizable platformer character and a unique, crab-inspired design was pivotal.

KAMAN: The goal was to embody a vibrant, 3D platformer mascot essence with Kril's character, ultimately aiming for a Banjo-Kazooie vibe.

Q: Could you provide insights into the Gunk's significance in the game's narrative and gameplay?

POLLOCK: The Gunk symbolizes a spreading substance resembling oil, affecting both the physical and mental realms of the game world. Beyond a mere environmental metaphor, it represents a mental decay plaguing the inhabitants as their reality crumbles.

[END]