There’s a cherry blossom tree right outside the offices of Frontier Developments Ltd., the Cambridge-based game development studio whose creative environment nurtured an idea borne from the wind rustling through its leaves. That idea was LostWinds, released to critical acclaim on WiiWare in 2008, blowing a fresh wind into the platform genre with a little help from a Wii Remote.
Inside the office, we’re meeting with some of the key people behind LostWinds and its sequel deep into development, LostWinds: Winter of the Melodias, for a sneak peek at the follow-up to their original WiiWare offering.
It’s clear from the start that we’re meeting a creative team that knows how to take ideas and run with them. Stacks of concept art, character renders and level layout maps are strewn across the meeting room table, painting a rich, mashed-up picture of what we’re about to see on screen.
David Braben, chairman and founder of Frontier, leads the way: “When we set out to develop LostWinds: Winter of the Melodias, the challenge was to deliver the same level of innovation and surprise as the first game rather than rest on our laurels and 'knock out' more levels, so we focused on major new gameplay elements that combine seamlessly with the powers from the first game.







