
So yeah, that Reset trailer. Its sumptuous eye candy feast reduced the Internet to a slack-jawed chorus of “oooos” and “aaaaaahs.” Pitter-pattering raindrops, gently wavering foliage, and a blinding sun holding two giant scoops of intrigue turned the “single-player co-op” puzzler into the talk of the town. It had a lot of graphics, I suppose, is the short version of what I’m saying. And yet, all of that heart-wrenching, gob-smacking robot-on-a-car comtemplaction came from a two-person team. Two. So then, the obvious question: how? And, perhaps more importantly, why put so much work into visuals so early? I spoke with Theory Interactive’s Alpo Oksaharju about avoiding Dead Island trailer syndrome and why there’s more to Reset’s debut than meets the eye. For instance, that robot? Totally not a robot.





