

"I think the day before we announced, the co-op thing leaked but we managed it. "It was a surprise for us as well that we could keep a secret this long," Gill admits.


But since the original Unravel proved to be so popular and Coldwood has been working on it for two years, they were keen to see if they could pull off that magic 'out now' E3 moment. It's unusual for an indie title to push for an immediate launch - given the limited resources of these smaller teams, most take months if not years to make it into players' hands.

But we run at 60 frames per second, and we want to keep that framerate" "Even those controllers on the side are the same colours as the Yarnies - it's incredible. "We really wanted to be able to release this week, but if we had to do a Switch port it would have taken another half a year or so." We only have two engine programmers across the whole team, and they mostly work on updates for the game so we just didn't have time. It doesn't have support for Switch yet, so we would have to do that port and the engine work ourselves, and we're a really small team. "We're also using a heavily extended version of PhyreEngine, and we had to port it to Xbox One ourselves. We can do it, but it will take some time. "There are a lot of details, complex landscapes, all the vegetation and stuff. "Although it may look like a simply platformer, some locations have around four million triangles on screen," he explains. Marklund offers more details on the technical barriers that prevented the team from bringing their sequel to Switch. We're speaking to Gill and his colleague Jakob Marklund, lead programmer and co-founder of Coldwood Interactive, at the Xbox Games Showcase just two days after EA's Hollywood press conference. Unravel Two is the sequel to not only an acclaimed indie hit, but also the game that inspired the EA Originals initiative To keep that on Switch, and to keep the graphical quality. But we run at 60 frames per second, that's really important for us and we want to keep that framerate. He adds: "Even those controllers on the side are the same colours as the Yarnies - it's incredible. "We had the same reaction when we saw the Switch for the first time," producer Michael Gill tells, reminding us that when work began on Unravel Two two years ago - shortly after the original released - the Switch didn't even exist yet. But at first glance, this seemingly simple platformer would be a perfect fit for Nintendo's popular console - and developer Coldwood Interactive agrees. That's not to say all games should be released on Switch for the convenience of the travelling games professional, of course. Yet for anyone travelling to Los Angeles last week, the unexpected launch was tarnished ever so slightly by one disappointment: it wasn't available on Switch. Not only was the delightful indie yarn now a co-operative platformer, it was also available the moment the publisher announced it - a welcome surprise that never fails to make an E3 reveal that little bit special. Electronic Arts' E3 2018 press conference was a very by-the-numbers affair, but by far the standout moment was the unexpected return of Unravel.
