Hello PlayStation fans! My name is Leonard Menchiari, creator of Trek to Yomi, which will soon be available on PlayStation 5 and PlayStation 4. As we approach launch, I would like to invite you to join me to learn more about the story and development from Trek to Yomi and reveal some of the finer details that the team at Flying Wild Hog helped me bring to life.
The theme and story of Trek To Yomi are based on two essential pillars: historical Japan and Shinto mythology. The Shinto belief is that gods are everywhere, they live in every rock, tree or flower, so part of our story dives deeper into this belief, telling short stories about the spirits of our hero Hiroki’s kami ancestors, the different eras of Japan they lived in, and the tragic, violent, or otherwise undeserved deaths that mean they now endure a torturous half-life in Yomi. Often these stories reflect Hiroki’s journey and his dilemmas – vignettes to help him in his final decision on the path he will take.
The original idea for Trek to Yomi came from watching Kurosawa movies, while experimenting with black and white images in Unreal Engine. The cinematic experience we ultimately created is heavily influenced by classic Japanese films, from the camera angles to the length and even the way the lines are delivered. The initial approach to 2D gameplay was inspired by silent movies of the 20s and 30s, where each scene is designed to look more like a magical moving theater stage than a screen. We think that makes Trek to Yomi something really unique, and I think part of us hopes people want to go watch those old movies after they play!
Alec Meer and I wrote the story with the number seven in mind, not only for its cinematic relevance, but also for its status in Japanese folklore. As such, look for the number seven playing a significant role in Hiroki’s story.
Authenticity is of the utmost importance to us, and everything we have made has been carefully crafted with ancient Japanese culture in mind, from religious beliefs to how the sword hangs on the wall or to the way the kimono is tied. The amazing music in our game is based on ancient material from specific regions of Japan, inspired by the atmosphere we wanted to create and the feelings we needed to portray. Some of the instruments used in the recordings are extremely rare and the musical scales are original to pre-Western culture.
Continuing with this theme, when mapping the cities and towns of the world of Hiroki, we wanted to reflect the true lifestyle and culture of Edo Japan, including the Dojo, shrines, cemetery, market and restaurants, and more. A lot of the material was inspired by the overwhelming exhibits of the Edo Museum in Tokyo, and we had a lot of help from native Japanese experts to make sure every decision we made stayed consistent.
But our attention to detail doesn’t stop there! The world of Trek to Yomi has a very clear geography, even the lighting and position of each plane being chosen while keeping in mind the direction of the light, the background elements and the symbolic link with the rising and setting sun.
We hope you’re as excited as we are for the release of Trek to Yomi on PlayStation, and I want to thank you all for taking the time to read my blog and hopefully learn more about the game. , passion and hard work. who contributed to its production.