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JETT: The Far Shore + Given Time News

JETT Squad Profile // Priscilla Snow + Firas Momani



Hello!

Official JETT tsagas scrivener Dustin Harbin here, with a fresh squad profile focusing on two of the all-star contributors essential--in different ways--to defining the distinctive voice and soul of JETT: The Far Shore + Given Time. A process which, as you’ll see below, was as complex, multi-layered, and nuanced as the game itself.

Over the 10 or so years of JETT’s genesis, I’ve been involved in a few different ways: sometimes just as a friendly ear, or someone to whip up some Jules Verne-y scifi drawings, or draw stylized portraits of all the squad members. Often I’d come back to the project after long absences to discover enormous changes had been made while I was off doing… whatever a freelance cartoonist does with their time. Without exception, I was always floored by the changes, usually occurring after Craig and Patrick added some new wunderkind to the squad.

But, when I was asked to audition for the (starring, some say) role of “(Gloomy) Skeptic,” I was introduced to a whole new upgrade: someone had created an entire phonetic language for the game, and the voice actors were delivering their lines 100% in that invented language.

Whoa, what?


look for me in JETT's memorable prologue and I'll give you a word of encouragement


Fortunately, I had just 3 lines, which was plenty, because turns out it's hard to emote when you’re making some sounds nobody has ever heard before.

So, consider the plight of one Firas Momani--the ubiquitous voice of JETT scout Isao--who had a very significant amount of these lines to record, working with Priscilla Snow and Gordon McGladdery, along with Gordon’s team at noted Canadian videogame audio outfit A Shell In The Pit. It was Priscilla who developed the distinctive in-fiction language, which was referred to internally as “Volega” (more on that below).





In any case, I sat down (at my desk, via email) with Priscilla and Firas to talk about the process of doing the voice work for JETT.

I’ll start with Priscilla, because they were the inventor of the language itself, and on-hand for each (remote) recording session. Not to mention, also the voice of Caro in both The Far Shore and the new Given Time campaign, joined by A Life Well Wasted host Robert Ashley, reprising his role as Observer in the Mother Structure.





DUSTIN HARBIN: Priscilla, we met in the middle of the hustle-and-bustle of remote recording all the voice acting during Covid lockdown, and I wasn’t as in the know as everyone else about your (giant) skillset. What was your background pre-JETT?

PRISCILLA SNOW: I studied theatre in college, spending half my time studying acting, and the other half doing everything from carpentry to sound design. I used any free time I had writing and performing music at tiny DIY spaces. By the time I graduated in 2015, I’d already started working on small narrative Twine games with Kevin Snow, who was also a student at the time. Later on we got married, worked at our soul-sucking day jobs, and collaborated on games whenever we could (The Domovoi, Beneath Floes, Mama Possum, Southern Monsters).





Eventually I started doing more music and sound for games around 2018 (Voyageur, A Good Snowman is Hard to Build, Can Androids Pray), then in 2019 I took up a contract as sound designer on Iron Man VR and moved to Seattle.

DH: It’s always funny to me, how many people I know who are almost entirely self-taught in their actual jobs. This should be taught to college freshmen: don’t stress about picking a major, because in ten years you’ll just be doing whatever it is you care about then anyway.

So how did you come to be involved with JETT?

PS: It’s kind of a long story! I had just wrapped Iron Man VR; I hadn’t even posted that I was about to be looking for work, and Andy [Rohrmann, aka JETT score composer scntfc] reached out to me out of the blue because he’d seen me tweeting about Sacred Harp music (not exactly a trending topic). I’d grown up hearing about it, in part because I’m a direct descendant of Benjamin F White, the “shape note singing master” who co-published the songbook The Sacred Harp in 1844.

Well, it turned out that Andy had been using Sacred Harp and other similar traditional forms of choral music as touchstones for a piece in JETT. When he asked if I’d be interested in signing an NDA and learning about a Top Secret project, we realized we were living in the same neighborhood! So, we met up soon after. Once I knew about the project, I was excited to step in and compose a choral piece for the game, drawing on my experiences with choral music and folk music– initially that was my only task! Write one (1) song.

DH: Haha WOW that’s bonkers–I had no idea that was your original mission, considering the herculean contribution you ended up making by the end of everything. What was the thinking that went into creating an entire language out of whole cloth for the game?

PS: The first thing I did was create a set of syllables similar to solfege (used in shape note singing) or swara (used in classical indian music).





These ended up being “Vo, Le, Ga, Ni, Ha, Xi, Me, Vo.” This was the foundation of the choral music; some parts sing those syllables with their associated pitches while other parts sing over them with lyrics. I came up with the lyrics while improvising a melody over the recording I’d made of myself singing all the fake-solfege parts, then tweaked them until they felt natural to sing. Once it felt natural I was like “well, what does it mean?” and I started to give the lyrics a translation.

I presented the music demo and what I was doing with the lyrics to the team, and I was pretty much asked on the spot if I’d be interested in expanding on that and turning it into the actual language of the game, as well as voicing one of the Scouts in the cast (Caro). It was a little daunting! But I’d really enjoyed the process of creating the lyrics, and I was Available for Work, so I signed on and once the choral music was further along, I started digging through the scripts.

The seed of the language was those first lyrics I’d made up:

(a screencap of the first verse, from the document I presented)


Because I am the way I am, I really just ran with it. I wanted the language to feel like it was logical, like it had history, like it was evolved from earlier languages the way our own are. I didn’t want it to sound overwhelmingly like any particular existing language, but I did cut myself slack when it came to grammar; Volega follows basic english grammar, it was going to be too difficult for me to create translations otherwise! While some words changed a bit between the choral piece and the language used in game, I justified this to myself by thinking, “the song uses archaic Volega! it’s like singing in latin during Mass! my ex-Catholic roots are showing!”

DH: I am losing my mind with this Tolkien-esque “I’ll just make up a language because this song was great” chutzpah. Were there crazy hurdles to jump (and potential pitfalls to watch out for), linguistically?

PS: I think the biggest one is just that some combinations of made up words are really hard to say when you’re used to speaking English primarily! A word might be fine on its own but then you put it in the context of a sentence it can become a stumbling block that needs to be shaved down in some way. Sometimes all I needed to do was change the “phonetic” representation of the words I prepared in the scripts we used to record from, other times it was like “ok this word happens maybe twice in the entire game, let’s change the word completely.”





But the biggest hurdle was that we did not have the time or inclination to do wall-to-wall fully translated, fully acted VO. Most of the work I did really involved handling the “fragment system” I came up with and was made possible with the work Nicholas Zhang did at ASITP creating our “voice tool.” The TLDR; most of the cut scenes or more intimate scenes inside Ground Control are fully translated and voice acted. When you’re in the JETT, we’re using the voice tool and “fragments”.

Key words like names, locations, actions, and even certain phrases, (and many variations therein) were recorded by all the Scout characters and intermeshed with “nonsense/filler” fragments. The voice tool kept track of which fragments need to play and who says them; I hand picked nearly every fragment you hear in the game. I would go to sleep and hear these fragments in my dreams… If JETT ever has a wild reboot/remaster in the future, just know I would never turn down the chance to make the whole game fully translated! Putting it out there!





DH: Oh I see–once you’d created a new language with its own syntax and vocabulary, you and Nicholas created a proprietary tool to implement it across the entire game. Haha, sounds easy-peasy! Do you have a background in languages? Do you speak multiple languages yourself?

PS: I’ve always been interested in languages and dialects. My family moved a lot (military) and we ended up in Europe for a few years when I was younger. So I picked up a little German and Italian, the English TV was all British, so my little rural south Arkansas accent got MIGHTY twisted up. Later on I studied Spanish in school, then German in college, out of nostalgia. As someone who’s found themselves living in Quebec I’m often mad at myself for not choosing French at any point. So I’m not currently fluent in anything but English and (this is a stretch) Volega. I am working on the French, however…

DH: Volega is the name of the JETT language? Where did that come from?

PS: Yes! The first three notes of the invented solfege system, “vo, le, ga,” is where I got the name for the language! Volega. Vo-lay-ga.

DH: I just read the wikipedia entry for “solfege” (well, the first part anyway, before it gets extra technical) and now it makes perfect sense.

How did the voice recording work, vis-à-vis (that’s French, by the way) working remotely, Covid, etc? I mean, I know what I did to record my little part, but I only had like three lines. Was anyone recorded in person (besides yourself), or was it all remote?

PS: It was all remote! In fact, Covid hit just after I finished writing the choral piece. I was (still am) devastated! I’d been dreaming of standing in a room full of singers, actually getting to hear this piece performed by living breathing people, and then we had to go and have a virus–that spreads on our breath–turn our whole world upside-down. So probably a good 60% of the voices in the choral piece are me singing as different kinds of people (old, young, boisterous, timid, etc) with some light re-pitching where I could get away with it. We also recruited Terri Brosius (the delightful voice of Misha, and an integral part of the game itself!!) to sing some parts. Andy brought in a few really great singers to cover the lower range parts. The piece still has not been recorded in its entirety, but I hope to make it happen, someday.

[previewyoutube][/previewyoutube]

The game’s VO was totally remote, for me. But some actors actually got to record over at A Shell in The Pit in Vancouver. I was present on every single recording session, mostly using Zoom, co-directing with Gordon McGladdery, and helping everyone work through the process of performing their lines in Volega. When I recorded Caro it was a bit more solitary; I had to handle my recording setup, direct myself, and edit the takes down to the ones I thought would work. When we recorded Firas (the voice of Isao), we actually had it set up so that Gord was running Firas’s Reaper session using a remote-control feature on Zoom. So I was in Seattle co-directing, Gord was in Vancouver controlling Firas’ computer, and Firas recorded from the east coast of Canada. We made it work! It was obviously a less than ideal scenario but when you’ve worked in indie games long enough, being scrappy and making the best of what you have is never really a surprise.

DH: All this is making me feel downright lazy. I feel like I could ask questions about this all day, but on that note let me turn to the voice of Isao himself, Firas Momani.





Firas is one of those people who do everything, coming from the Toronto animation industry, along with fellow JETT alum Sam Bradley, who came on in 2019 as co-lead art director. Firas is a director, designer, storyboard artist and experimental filmmaker. We got to chatting and dug into his experience with JETT, art, animation and more:

DH: So Firas, how did you end up voicing Isao, anyway?

FM: I was told that my voice was internalized into Craig’s mind-space after some lengthy discourse involving space, its fabric, worlds, myths and ancient scriptures. Craig and I are old friends, and I’d helped him with some voices on a JETT prototype, back when he and Patrick were working on a VO proof of concept. I'm told my voice then became inextricable from the character. When the time came to record voices for real, Craig reached out and we booked it. Initially there was a plan for me to go over to Jim Guthrie's shedquarters to record alongside Sam Bradley, but then COVID hit. So instead, Priscilla and I got the work done, working entirely remotely. So, Isao emerged from that space, and once he had my voice he took on his final form. I feel like he and I are one, working together to satisfy my dream of traversing a sci-fi space epic.

DH: What is it you do when you’re not voicing a very chatty co-pilot character in a scifi videogame? My understanding is that you’re not normally a voice actor.


from Firas’s sketch blog


FM: I wear many hats: I primarily do storyboards for animation and film studios, do character designs and take on Assistant Director positions.

I have a sketch blog where I do illustrations and character designs, while making my own short films, that I write and direct myself, that range from live action to stop motion and traditional 2d animation. I also make my own techno beats in my studio.

DH: Now I’m just scrolling through all these super lively drawings, zowie! Looking at your site, and from what I’ve seen of your work from talking with Craig, you go all over the place stylistically, both in your 2d lineart for concept stuff, and your more involved animation and film work. What are some of the influences that got you to where you are currently? Or, that inspire you currently?





FM: I’ve been drawing as far back as my memory can go. Then I got into art within a timeline format and how that’s used to convey narratives. I found that aesthetics contributed to the feel of a film for example. I pick the visual style to reinforce the story and the feel of the films I’m making.

For example, in the surreal short film, A Half Man, we have a man who is only half there, that is trying to keep his life together. Symbolically trying to keep things from falling apart. He’s split in half in a way where his organs are exposed making him feel vulnerable, and the puppets built were a little rough around the edges making them feel unsturdy. Even the film had grain and scratches to convey the feel of the main character, that his world is rough and at the edge of falling apart.


from the film A HALF MAN. Watch on Vimeo.


** Hi-- JETT creative director Craig Adams here, writing from the editing room to note that Firas and I go way wayyy back, The last time we worked together I was contributing to one of Firas's project: I did a bit of concept art for his award-winning short film THE ADDER’S BITE back in 2010. It's a vivid experience! You can see the video on Firas’s Vimeo site. **

My illustrative drawings are my own personal style though, and I’m currently working on a videogame with that signature style.





DH: Oh man I would kill to see a whole project in this style. Speaking of, er, personal style, have you done any other voice work besides Isao?

FM: Only in a limited capacity as part of my filmmaking, in an experimental film I had shot playing myself as the filmmaker behind the camera for a moment. But no, not for video games, until JETT.

DH: Wow, from there to getting thrown into being a voice actor as one of the main characters in a game being recorded in three cities at once. Was it bonkers to play the game for the first time and have yourself teach…yourself…how to fly the jett?

FM: Yes. Bonkers is the appropriate wording. Other fitting words can be: radical, trippy, mind blowing, fantastical and woohoo. Having my own voice speak back to me through a space scifi videogame is truly strange and is as personal an experience as it gets. I’ve only (mostly) heard my voice in my own internal monologue or through my mouth, so hearing it externalized through something else but also directed at me was truly a mind bender. I love it.

DH: How long did it take you to get into the flow of “speaking” Priscilla’s Volega language?

FM: I didn’t take too long, being familiar with different languages and having an interest in them made me incorporate some of my knowledge into it. I treated it mostly as sound and rhythm and my knowledge of languages and obsessiveness with etymology made me familiar with some of the phonetic roots which helped me contextualize the dialogue.

[previewyoutube][/previewyoutube]

DH: Now that you’ve been a main character in a videogame, do you think you’ll pursue more voicing work?

FM: I’m open to it, though I don’t see myself as such really. This was just an exceptional and personal project that I couldn’t say no to. I’m forever grateful for this incredible experience.





Thanks to both Priscilla and Firas for sharing their time with me and answering these annoying invasive perfectly reasonable questions. I don’t really work in video games myself–I just occasionally draw 2d lineart assets and conduct the odd interview–so it’s always incredibly eye-opening, the number and complexity of all the elements that go into every corner of a game’s creation.

You can check out more of Priscilla's work at their website, Twitter, and Instagram; and Firas can be found at his sketch blog and Vimeo page. And of course, you can read more about JETT: The Far Shore and jump on the semi-regular newsletter list at jett.fyi, and follow along on Twitter, Instagram, and YouTube.

With Given Time’s January 31st release just days away as of this writing, I’m excited to sit down again with the game knowing everything that went into the voicing. As it is, I’m only now getting around to listening to that Scooby-Doo foley podcast everyone was talking about back when. Always one year behind the zeitgeist, that’s my rule!





See you on January 31st for JETT: The Far Shore + Given Time’s release on Steam!


JETT: The Far Shore + Given Time to launch January 31 2023

Hello hi there. How're things?

Craig D Adams here, from the ol' Superbrothers A/V mothership, creative director on JETT: The Far Shore + Given Time, a videogame co-created by Pine Scented with music composed by scntfc.

I've got some significant top-level JETT news for you today!

  • JETT: The Far Shore + Given Time launches on Steam on January 31 2023

To get a sense of what's in store in the new Given Time campaign expansion, please check out this ~two minute showcase clip!

[previewyoutube][/previewyoutube]

^ So, what'd you think? Interested? Hope so!

We've been crafting JETT: The Far Shore + Given Time for over a decade now. Bringing JETT to Steam in its fully realized form, with the brand new Given Time campaign, is incredibly exciting.



Got questions?
The answers to many JETT questions lurk below!




[h3]JETT: GIVEN TIME MINI-FAQ[/h3]



I haven't started/completed The Far Shore. Can I play Given Time?
How do the two campaigns work, progress and save data-wise?


You’ll be able to start the Given Time campaign separately in the main menu, whether you’ve played the original game or not. Progress in the campaigns are saved separately, so you can start one and switch to the other, and back again, although JETT is probably best enjoyed chronologically.




How does the story of Given Time relate to < whatever happened > in The Far Shore?

The new Given Time campaign takes place three years following the end of the events of The Far Shore. Note: some very light plot spoilers ahead in this paragraph. As the player character Mei, you'll awaken to find yourself in an emptier and quieter Ground Control. With only one other scout awake and a weathered JETT waiting outside for you, you'll embark on a solo quest to discern the will of the wisps before finally revealing the secrets of the hymnwave and discerning the nature of the wyld, the eons-old entity at the heart of Tor.




What can I expect, gameplay-wise, in Given Time?
You will have to use your JETT scout knowledge and skills to survive in this rich and distinctive ecosystem, proving yourself as an aviator and a scientist. This solo journey offers more freedom and less dialogue, as you investigate new and mysterious phenomena. Given Time's gameplay revolves around finding rainbow resonances and hatching brine wisps, which are hidden in unique locations and offer interesting problems to solve.




The expansion offers a more open-world experience with a player-driven adventure, where you'll be able to explore and discover the game world at your own pace. There is much to uncover and explore, and the story will tie up some of the threads left dangling at the close of The Far Shore campaign.


What's the status on JETT on Steam Deck?

In this post, some good news - JETT is looking to be pretty great on the Deck, turns out.

https://steamcommunity.com/games/1761600/announcements/detail/3632750825578792263




Can you sell me on Given Time in just a couple sentences?

The Given Time expansion is a generally relaxing open-world sci-fi adventure where you'll encounter action-packed puzzles, challenging survival elements and visual prog-rock spectacle. With the release of Given Time, JETT's vision is fully realized.




Is there any early buzz on JETT: Given Time, and if so, what is it?

We think Given Time is pretty cool, and encouragingly it seems as if the fine folks at Edge magazine have enjoyed their time with it a fair bit, judging from a Given Time preview in issue 380, from a few weeks ago. We're eager to see how it goes over in the review.




Where can I find out about more about JETT?

Look to JETT.fyi for all kinds of info, where you can hop on the Superbrothers A/V - Enthusiasts.


To dive deeper into JETT's creation myth, here are various longreads from me.







How No Man's Sky and Firewatch relate to JETT: The Far Shore + Given Time



Imagine: it's 2013, you're a small team, you've previously made a small but well-regarded game, and now you're swinging for the bleachers with an ambitious new design.

You and a pal have been cooking up a science fiction videogame where you explore a planet and survive from two perspectives: you can walk around and talk to people, then you get in a jett and you can zip around the planet's surface, gathering things and figuring things out in an interesting wilderness built with procedurally-placed ecosystem tools.

Now, imagine you tune into a 'The Game Awards' type broadcast (the last of the VGAs?) in late 2013, and you see this:

https://www.youtube.com/watch?v=aCgWabJssVI

Whatever you may think about No Man's Sky, there's no getting around the fact that from that first trailer, it has drawn a high level of attention.

So, back to imagining you and your small team and your 'walk around a bit and then get in a jett and zip around a mostly procgen game-world gathering and crafting things' videogame. Well, now might be time for a little reflection, to tease apart how your vision aligns, and where it contrasts, with the new 800-pound gorilla in this genre.




We kept on with our vision for JETT through 2014 and into 2015, with all its Monster Hunter and Metroid Prime -inspired nuances and wrinkles, getting to know what we could and couldn't do with procedurality.

https://store.steampowered.com/news/app/1761600/view/6926004339899510462



We were working through designs that involved gathering and crafting, and figuring out what kinds of scenarios could hold people's attention, while we kept the focus on the science-discovery angle and attempted to side-step the usual extract-gather mechanics.



We had our Destiny-inspired menu system up and running, and when we saw that's what Hello Games was up to with No Man's Sky we felt ah well, yep, that makes sense.



In the wake of No Man's Sky emergence, attention was drawn to the enigmatic singularity of procedural generation through 2014 and 2016, the whizbang of it and the endless possibilities and such, and I found myself remembering playing and enjoying Frontier: Elite II back in the day, a miracle-work in hyper-ambitious interstellar procgen that ably demonstrated to me both the allure and some of the limits of this approach.

Once the whizbang of procgen wears off, you've got to actually play the videogame: to get a grip on the controls and comprehend its systems and find them interesting or meaningful, and find a groove in its rhythms and patterns. In any case, at length I had to admit that Frontier: Elite II was just not my cup of tea.

Still, Frontier: Elite II is absolutely worth a look-see, if you're unfamiliar!


https://www.youtube.com/watch?v=jJdz7x9hpUA

My most vivid positive memory of playing Frontier involved parking at a base on a moon in orbit around a gas giant, then ratcheting up the flow of time x10 and watching a cosmic ballet unfold before my eyes, with the moon I was parked on wheeling around the gas giant, day turning to night, the stars in the heavens whirling, every start representing a potential destination, and with the other moons and planets in the surrounding solar system visible in the distance, moving in their orbits. Magnificent! (FWIW: My least positive memories of playing Frontier tended to involve me setting a destination, setting a course, switching on my autopilot, ratcheting up the flow of time and kicking back.... and then suddenly colliding with an unseen planet or somesuch. Alas, haha.)





With my Frontier: Elite II experience in mind, and my 'proc-gen is an endless miracle' expectations securely in check, I'll admit that I found a great deal to appreciate in the vibe, style and craft of No Man's Sky when it shipped in 2016. Those colors! That music! The pizzazz! It's a pretty magnificent thing, no doubt. Still, as anticipated, I struggled to find my footing in the actual videogame experience.



For one thing, I learned that as player, I tend to prefer experiences that are more curated and feel contained and completable, even if they feel vast at times. Or, put another way, from a designer's point of view, I identified that my player type, whatever type that is, needs an immediately engaging on-ramp -- hook me!! -- and then I need some meaningful-to-me structure to motivate my continued engagement, and ideally at some point I could use some characters to start to relate to and begin to care a bit about. These reflections helped me recalibrate my feelings about what JETT could and should be.





Something else I spent a lot of time considering relates to the underlying narrative/mechanics in science fiction / space fantasy exploration games.

As a teen I was so blown away that Frontier: Elite II contained a universe at just ~500K, and I recall having no particular qualms with how vacant and colonial everything was. The narrative premise seemed in-line with 50s and 60s science fiction, the kind probably written by European white men, authors like Clarke and Asimov that I had been reading at that time. In the 90s, the deeper scrutiny of 'explore/conquer/extract' fantasies hadn't reached many teenager's bedrooms, or at least it wasn't particularly itchy to me at the time.

However, as an adult in the 21st century, a witness to the impacts of our civilization and its values, I've found that I struggle to resonate with stories and designs that replicate and dress up those capitalist/colonial concepts. I get that there's a reason our species enjoys these types of activities, and that these designs are reliable in videogames; but for me, I can't help but ruminate regretfully that this is the case.

As we carved out JETT's cosmology, we talked about how it might stand as an interesting work of science fiction, something that could soar with spectacle and escapist thrills, hit notes of awe and dread, and carry within it a story that involves characters who represent the best of us, within a reasonably enlightened and thoughtful culture, struggling to tread lightly while they see to their survival.

Science fiction can be a pretty fantastic lens through which to view complex interrelated science and nature concepts afresh, particularly concepts that involve processes that function on timescales other than the human lifespan, and it can be fascinating to contemplate our species and our lives from other vantage points. So, it's hard for me to not to get a bit bummed out when the role I'm offered in an expansive science fiction videogame is limited to being a cog within a society engaged in thoughtless conquest and the relentless extraction of materials from pristine new worlds.






FROM PROCGEN TO STORYTOWN



In any case, as we continued to explore JETT's design space we had plenty of other avenues to consider, and we began to shift and narrow our focus. At some point in 2015 or 2016 we ended up jettisoning crafting entirely, and pretty drastically limiting the gathering, in part to avoid having to accommodate things that felt extractive, in part so as not to have to bend our fiction too much. (Another upside: less UI work for the two of us to get bogged down with, haha.)

We made sure to re-center ourselves on JETT's core vision -- the feel of snowboarding, the various Metroid and Monster Hunter ideas, the vibe and tone and our philosophical approach -- but we started talking more about how to strengthen the narrative elements, and how to get those elements to more reliably surprise, intrigue and resonate.




JUST ADD "JUST WALKING"

walking around Ground Control's habitation room, circa 2016

I was growing fond of the world and the characters we had been carving out in JETT, and I could see a lot of potential, but by 2015 we just hadn't spent much time building these elements out. I began to see a path forwards that would involve putting more attention to the narrative and on-foot spaces.



At this time we were looking towards Blendo Game's 30 Flights of Loving (2012), which we had as our reference point for narrative-first DIY first person, with its smash cuts and clever lo-fi staging. We looked over at the interest in first person narrative experiences, with the A/V focused Proteus and the more literary Dear Esther coming up in early conversations, then Gone Home, and then Campo Santo's Firewatch, announced in 2014 and released in 2016. We asked ourselves: if we aspired to a high level of care for a few of JETT's on-foot spaces and sequences, in what ways could that deepen the overall experience?

I loved everything about Campo Santo, from its Campo Santo Quarterly to all the all-stars at that studio to their lovely debut Firewatch, and of course I'm psyched about their upcoming effort Valley Of the Gods. In any case, I thought Firewatch was a treat to play, nice and finite with some good momentum throughout. (Fun little Firewatch x JETT crossover: In 2017 we had Firewatch design person (among many other things) Nels Anderson step in for some JETT design consultation).



One thing the Campo folks wisely did was avoid encountering living characters up close in game, similar to Gone Home. This avoids a lot of complexity. I seem to recall there being a fair bit of talk about 'forensic storytelling' around this time. However, for JETT I thought: damn it, let's commit to encountering characters who are living their adventure alongside us. Sure, it's a type of madness for a tiny two-person team to aspire to tackle all that, but we had a 'maybe we can figure this out' spirit.



My bet was that we'd find our way to a good enough level of animation and emoting, but stylized enough to be feasible. I figured we could problem solve the scope and production processes. We had a plan of attack on how to avoid the kind of complexity that would come with English voice-over, by relying on written dialogue primarily and working out our own distinct VO path.



It took a fair bit of honest effort from a lot of folks on a lot of sides to deliver on JETT's on-foot narrative ambitions, but I'll admit that I love where we landed things. I feel JETT: The Far Shore is a distinct and interesting work of science fiction, and I like that some of the characters and their concerns come through, as they overcome obstacles and stumble reverently forward. I'm psyched about what's in store for people in the JETT: Given Time campaign, with its distinct premise and approach to narrative, as it progresses, deepens, reveals and concludes things.







EVERY ATOM PROCEDURAL PAIN-STAKINGLY HAND-CRAFTED



In any case, the path we set out on from ~2016 to 2021/2023 was one where we kept the things that felt would make the best and most distinct JETT, and this involved some streamlining of doodads and fussiness, while keeping the action, expansiveness and imagination, while we made efforts to raise the bar for our first person spaces, pulling in people to help, and putting some pressure on our collective storytelling chops. We figured this unorthodox synthesis of design elements might have a decent shot at carving out a genre-space all its own, something that could be familiar enough for people to hook onto, while being distinct and interesting enough to linger in their minds.

So, if you were drawn to No Man's Sky but you wish there was some meaningful narrative concepts and thoughtful mechanics to get a grip on, or if you loved Firewatch but you were left itching for an opportunity to dig deeper into some ecosystem-puzzle-gameplay, well then may I say that I fondly hope you'll find some of what you're after in JETT.

If you haven't already taken it for a spin, I'll mention the JETT demo is up now. JETT in its entirety is launching on Steam real soon.





OVER AND OUT, FOR NOW

If you read all the way to here then... wow! Hope you enjoyed this, and thanks as always for your attention.

If you'd like to read up on how sworcery led to JETT, and how JETT's interstellar demo came about, you might enjoy the following post.

https://store.steampowered.com/news/app/1761600?emclan=103582791472437081&emgid=3625990351998747746


If you're curious to read about JETT's deisgn inspirations, among them Metroid Prime, Monster Hunter and the videogames of Fumito Ueda, here's a longread about that.

https://store.steampowered.com/news/app/1761600/view/6926004339899510462


As ever, to get in the loop with Superbrothers and all things #sworcery, please like and subscribe and so forth.

Wishlist JETT on Steam and Download Demo - it helps!
  • Play the prologue to get warmed up, and ensure your PC rig works.
  • Note: We recommend playing on a controller, with headphones!


Hop on the Superbrothers A/V - Enthusiasts newsletter via jett.fyi


Thanks for giving JETT some of your time, scouts!




How JETT's design relates to Metroid Prime, Monster Hunter and Fumito Ueda



Ahoy there, scouts!

Perhaps you've played some JETT, and you're curious about its design inspirations and aspirations. Or perhaps you have yet to really dip in, and you're curious about what JETT's like to play once you're set loose in your jett on the mythic ocean planet of the far shore, with all of its wonders and hazards. Or, perhaps you're reading this in February 2023, you're experiencing the wonder of Metroid Prime Remastered (!!!), then you clicked through to figure out where JETT and Metroid overlap.

Wherever you're at, if you're interested in how JETT's design came to be, what we were going for, and how Metroid Prime, Monster Hunter and the videogames of Fumito Ueda factored into design conversations between Superbrothers (that's me, Craig, hi) and Pine Scented (that's Patrick!) over the years, then hey, why not dive deep and read on below?




[h2]JETT'S DESIGN INSPIRATIONS
[/h2]

A LOOK AT JETT GAMEPLAY

If you're unfamiliar, perhaps the most efficient way to get you up to speed on what JETT is like to play is to direct you to this three minute gameplay-focused clip from 2021, featuring some creative director commentary from me, attempting a bit of 'videogame trailer voice'.

[previewyoutube][/previewyoutube]
As that clip demonstrates, JETT's gameplay is an unorthodox thing, with chunks of walking around and absorbing moods and narrative concepts, in-between chunky jett-centric gameplay where you're snowboarding around and solving a series of scenarios that involve exploring, inspecting things, poking and prodding at things, then using the jett's tools and applying some problem-solving to survive and persevere. While our 2021 The Far Shore campaign ended up fairly linear and narratively quite dense, perhaps overly so, our follow-up 2023 campaign Given Time swings pretty far in the other direction, offering a free-roaming puzzle-survival-action experience that gets a lot closer to the 'Metroid Prime on a snowboard' vision that propelled us. Here's another clip with commentary that showcases what's on offer in Given Time.

[previewyoutube][/previewyoutube]

As for how JETT's vision took the shape it did, and what we were aspiring for: read on!






THE 90S 3D MOTION HEYDAY

For me, an inspiration for JETT's gameplay is how fun 3D motion can be, outside of the context of controlling a person walking around on-foot.

In the 90s, when 3D motion was new and novel, there were so many great videogames with unusual approaches to surfing, flying and racing.

I loved Magic Carpet, TIE Fighter, Descent and so on when they emerged into the 90s PC scene. On console I was there to play WipeOut, F-Zero X, Waverace and the various snowboarding and future racing games of the era.

In those olden times there was a fair bit of originality and exploration in this genre space, and it felt like there was a decent-sized audience playing them. Then, in the 2000s, as that novelty began to wear off, the audiences seemed to diminished and there was perhaps a bit less going on in that genre-space. The racing, skating and snowboarding games that did emerge weren't taking as many wild swings.







3D MOTION VIDEOGAMES IN THE 2000s

Thatgamecompany's fl0wer had a feel that was an occasional reference point for us on JETT (eg. see 'hopping on ghokebloom').

Also, I should note I've been pretty inspired by many a racing game over the years, notably Motorstorm: Pacific Rift, a game I revere, whose aesthetics and engine cool-down mechanics directly inspired JETT's scramjet stability system.


MY FIRST VIDEOGAME INDUSTRY GIG
In the mid-2000s I had completed my studies in illustration and 3-D videogame art production, and I took a job at a Japanese videogame studio in downtown Toronto (odd, but true), on a future racing title called Fatal Inertia EX, set in natural landscapes, built using the then-new Unreal Engine 3. I joined that project late, but I ended up chipping in on a variety of elements including skies, lighting, sound, and even trailer capture/editing and pitching on art direction. It was a cool time and an excellent learning opportunity.

I met Patrick at Pine Scented at this time, and because we were sometimes tooling around these in-game locations in-editor, we'd experience these rich environments outside the confines of a race, where you're required to careen around in circles.








BABY JETT

Flash forward a few more years, right after #sworcery in early 2011, Patrick and I reconvened at the Toronto Game Jam to gin something up to scratch a particular videogame design itch. Patrick has a great #JETTdev Twitter thread that begins there.

Even after only a couple days of work on the weekend of the jam, we could see there was something here that we were pretty intrigued by.



We had a tone, a style and a feeling of motion that we liked and that we found compelling. We found that we were interested in creating more substantial on this foundation, to layer on mechanics that could interest people for a long period of time, so that others could enjoy the experience we were having just playing around and getting good at zipping and skidding around.


THE FAR SHORE'S NARRATIVE CONCEPTS

Early on it occurred to us that our design aims would be perhaps best served by narrative concepts that would have us taking our first steps exploring an unfamiliar planet, a planet where we could invent creatures and entities to serve our gameplay vision and have our in-game characters be encountering them for the first time.

I started to imagine how this concept might look and feel, and how it might have interesting and meaningful ideas woven in, and I puzzled over how a team of two people might go about building something like this out. In conversation with Patrick, who handled all the technical aspects and co-authored the design with me for years, and we began to carve out prototypes to scope out relevant concepts.






[h2]THE INFLUENCE OF METROID PRIME, MONSTER HUNTER AND FUMITO UEDA
[/h2]




METROID PRIME

As for the kinds of videogames we were talking about in those early days, well, we invoked the Metroid Prime series a reference more than once, I can safely say.

I love Metroid Prime - what an outstanding collection of moods and seamless vibes! It was so cool to inhabit Samus Aran's attitude, a calm and tenacious problem-solver, while discovering and incrementally disentangling initially puzzling locations and scenarios. When Metroid Prime is in its stride you're purposefully hiking from location to location, fluidly using tools to traverse spaces and overcome obstacles, pausing to better understand some detail, peering at some mystery to uncover what's hidden, gleaning some insight from an onboard computer, and then occasionally you find yourself suddenly spat out into some spectacular trouble when a boss battle erupts around you. There was plenty for us to aspire to there!

We were only two people so we had to have a strategy on how we might deliver on some of this with JETT. For example: we opted to put you into the snug space boots of JETT's silent protagonist, Mei, letting you walk around in first person, to imersively inhabit that experience and understand the world from that perspective, but we kept a hard limit on gameplay complexity for these onfoot sections, keeping the focus on mood and narrative. That way we could keep our action and gameplay centered on the jett, a simpler rig that would give us everything we were after.

While I love and appreciate the Metroid Prime series, I'll admit that there's not much about the writing in the series that intrigued me, and that's fine, that's not where it's coming from. However, this, too, was an inspiration JETT-wise. I was eager to carve out an appealing science fiction world, and to populate it with characters that players could connect to, who are living an interesting story. My calculation was that connecting with players on these levels could deepen the vibe.

I love a lot of where we ended up with JETT's narrative concepts, but I'll admit that in The Far Shore campaign, our focus on story and character sometimes trips up the mood... which is why I'm so thrilled about the Given Time campaign, which is where JETT's Metroid Prime-inspired design really shines, as a tried-and-tested Mei arises from torpor and sets out on a free-roaming adventure in a quiet vibes-heavy world, relying on her tools and her wits to figure things out.





MONSTER HUNTER

Another series that we talked about a fair bit in those early days was Monster Hunter.

The Monster Hunter series has you encountering large creatures that you'll end up learning the ways of. You're tasked with getting familiar with the tools, ecosystems and rhythms of the world in order to survive and thrive. There are a ton of doodads and complexity, and plenty of repetition, and some things are fussy and awkward and inscrutable, but there was so much else to be inspired by with this series.

There are ways in which Monster Hunter's appeal overlaps with Metroid Prime, but Monster Hunter is a broader and deeper design, where the various elements relate to each other in complex ways, and there's much more variability in how things play out.

It can be such a thrill to go out into a large natural landscape, gathering and preparing for what's to come, then seeking out a particular creature, observing its behavior and deciding on an approach, then dealing with that creature in a series of encounters, putting your knowledge and skills into practice, duking it out over a prolonged period of time, often with lulls and breaks in-between altercations.

Of course, with Monster Hunter you're constantly slaying these creatures and harvesting their corpses to build new weapons and armor, and while these are core and satisfying aspects of Monster Hunter's design, we actually took pains to avoid relying on these mechanics with JETT. Our interest was in zipping around in the vicinity of large, interesting creatures, getting in and out of trouble with them, using our jett skills and tools to defend or outrun or problem solve while we pursue goals not rooted in belligerence. In order to keep JETT's science fiction tone and concepts intact, and to keep the characters from becoming heels, we found we had to look for the high road and avoid clumsily trampling indigenous flora and fauna underfoot.

As for the jett's locomotion and controls, well, they're admittedly a bit unorthodox, and some of the DNA there goes to the Monster Hunter series, which is also an acquired taste for some. For example, in JETT you'll often be 'toggling scramjets on/off', which feels a bit like sheathing and unsheathing a weapon in Monster Hunter. In JETT, with scramjets toggled on you'll zip along at a steady cruising speed, perfect for traversing the world while looking around. Then you'll come across a location of interest and you'll toggle scramjets off, so you can go as slow as you like, letting you use the jett's various tools -- resonator, light, grapple -- to understand and manipulate entities in the world. Then oops, something comes up and it's time to hit the road, so you toggle those scramjets on and get up to speed. It's a mode-switch, or a gear-change, and it's unusual, but just like Monster Hunter's sheathe/unsheathe mechanic, once you've grokked it, it makes a lot of sense and starts to feel pretty cool.


THE FAR SHORE FOOTAGE + DEV COMMENTARY

Recently Dan and Craig got together to record some dev commentary, to provide a glimpse at scenarios from early in The Far Shore's campaign.

[previewyoutube][/previewyoutube]

The first clip shows how a jett traverses a space -- ideally with scramjets toggled on, while surging and scooping vapor -- and then we get a look at what a jett scout gets up to, discovering and inspecting things while zipping around and taking sweet jumps.


[previewyoutube][/previewyoutube]

This second clip showcases a scenario that closes out The Far Shore's feature-film-length first real act: "I. Deploy". In this scenario, Mei and Isao have survived their first night on the far shore and they proceed to rendezvous with Wu and Vic in the woods of Tsosi Massif, where the appearance of a massive kolos, attended by retinue of hectors, make for a memorable, precarious moment for the scout unit.






THE VIDEOGAMES OF FUMITO UEDA

In 2001, Fumito Ueda and SCEJ's Ico was released, and it had a tone all its own, similar only to Eric Chahi's Another World or Heart of Darkness. In some ways it felt like an indie acoustic cover of The Legend of Zelda: Ocarinia of Time, with a plucky young hero saving a princess from a fairy tale castle, but with all the cute kid stuff pulled out. Playing it felt like looking through a window into a world, with living people running about, people with hearts and souls.

It's fascinating to think of how Hidetaka Miyazaki, then a 29 year old systems admin at Oracle, was inspired by Ico to pursue a career in videogame development. I can feel some of Ueda's peculiar magic lurking in the corners of Miyazaki's design sensibility, that inscrutable remoteness and austerity that suffuses Demon's Souls, Dark Souls and so on to Elden Ring.

It was such a thrill to play Ico, and it was validating in a way. Here was someone else who could see what videogames could be, and they got this made, and it's excellent. Incidentally, the day I played Ico was the day I warmed up to PlayStation, and it has been a thrill to work with the fine folks at that legendary company on JETT.

When Shadow of the Colossus hit in 2005 I was living in a place in Toronto with my old pal (and The Long Dark concept artist) Roberto Robert, and we happened to have a projector on-hand, and a slanted roof in our living room, and let me tell you: that was a pretty ideal venue. We were maximally hyped, and Shadow pretty much floored us. So many memorable encounters, such a mood.

For Patrick and I, in the early days of JETT, we had the vibe of Fumito Ueda's games in mind thorughout: that forlorn beauty, those feelings of regret and the emotional heft of things, the awe that comes with sighting a colossus, the intrigue that comes from observing an intricate world with it's own inscrutable logic.


a pic from a 2012 Japan trip

Speaking of Ueda, here's a maybe-amusing aside...

Around the summer solstice in 2012, I found myself in Japan, alongside #sworcery co-lead designer Kris Piotrowski. We were in town because the excellent people at 8-4 Ltd had prepared a Japanese edition of #sworcery, as well as a star-studded remix album, and they had lined up launch events involving various industry legends. Suda51, who voiced Logfella in the Japanese edition of #sworcery, was the MC of our launch event, which was attended by the likes of Koji Igarashi (Castlevania), Chip Tanaka (Metroid), and many more.

Among the many highlights of this too-good-to-be-true trip was a sit-down supper with none other than the great Fumito Ueda, who wore a Delphine Software t-shirt of his own making. It was an excellent time, with Kris and I answering many questions through a translate about how #sworcery came to be and so on, while we peppered him with questions about his career and inspirations.

This was 2012, and at that time the status of The Last Guardian was not known. Out of politeness, neither Kris nor I mentioned the project, in case it was a sore spot. However, as we said our farewells, Ueda said 'please look forward to The Last Guardian', and Kris and I responded enthusiastically.

Then, as Kris and I awaited our train, we found ourselves reflecting on the passage of time. At that time in 2012 it had been seven years since Ueda's Shadow of the Colossus, and for us young'uns that felt like a lifetime. "Can you imagine working on a game for seven years?" we asked ourselves. "What must that be like?"

The joke here is that Kris would go on to put well over seven years into Below, and for me with JETT it looks like I'm clocking in at around ten years total. Alas!








NEXT POST: HOW JETT'S DESIGN EVOLVED

So yep, when we laid the foundation for JETT's grand design in ~2014 we had in mind Metroid Prime's Samus Aran zipping around on a jet ski, inside a Shadow of the Colossus inspired world, scanning things and gathering them, and learning to survive encounters with large, interesting Monster Hunter inspired creatures.

However, our feelings on what JETT ought to be continued to evolve as we responded to playtest feedback. As we found our way forward, we found other videogames to refer to, with No Man's Sky and Firewatch coming up fairly often in 2015 and 2016. No Man's Sky's emergence in 2014 and release in 2016 seemed to suggest that JETT find its own lane, and we found ourselves stepping away from a lot of doodads, gathering/crafting and procedurality. Meanwhile, Firewatch's release in 2016 seemed to suggested we take give our story and characters more attention, and so we began to lean in there.

More on these topics in a future post, probably!

Note from the future: it's here!
https://store.steampowered.com/news/app/1761600/view/3642880749849543862


OVER AND OUT, FOR NOW
If you read all the way to here then... wow! Hope you enjoyed it, and thanks.

To get in the loop with Superbrothers and all things JETT and #sworcery, please like and subscribe and so forth.


Hop on the Superbrothers A/V - Enthusiasts newsletter via jett.fyi


Thanks for your time and attention, cosmic friends!


If you'd like to read up on how sworcery led to JETT, and how JETT's interstellar demo came about, you might enjoy the following post.

https://store.steampowered.com/news/app/1761600/view/3625990351998747746

Devs Talk Over JETT: The Far Shore - Deploy - pt.1



]Recently, Superbrothers A/V creative director Craig D. Adams and JETT Squad co-pilot Dan Berry got together to record some dev commentary atop scenarios from early on in JETT's "The Far Shore" campaign. If you tune in you'll be introduced to some of JETT's unique snowboarding-inspired control mechanics, as well as some key characters and a look at the first landmasses encountered by our intrepid aviator-scientist scouts as they take their first steps on the mythic ocean planet of the far shore.

Note: If the stream has ended, look to the Superbrothers HQ YouTube channel for the archive and other videos in this Devs Talk Over series.

This clip shows how a jett traverses a space -- ideally with scramjets toggled on, while surging and scooping vapor -- and then we get a look at what a jett scout gets up to, discovering and inspecting things while zipping around and taking sweet jumps.