Skip to main content

"Words and images are our main things": Where does a game like Mothmen 1966 come from?

Behind the scenes with the Pixel Pulps.

It doesn't take long in a conversation with the people behind LCB Game Studio for them to start recommending books. The two-person team is based in Argentina where they make the Pixel Pulp games, ingenious and quietly literary visual novels with that splinter of shock and spooky sensationalism that would have made Walter Gibson very happy. Writer and game designer Nico Saraintaris tells me he is proud of Argentina's literary heritage. So, have I read Mariana Enriquez? I haven't! Are the translations good? Where should I start? In return, I recommend Maria Gainza, another Argentinian writer, whose Optic Nerve is a dazzling book about memory and art and life in Buenos Aires. I've read it once and I'm already itching to read it again. Pretty soon we're busy writing down recommendations while the Zoom call transmits nothing but images of heads bowed over notepads and the brisk scratch of pens and paper. It feels, I have to admit, exactly as I had imagined this conversation going.

I've wanted to talk to Saraintaris and his colleague Fernando Martinez Ruppel (Instagram bio: "Illustration, pixel art, music and paranormal activity." Perfection.) after being completely beguiled by their game, Mothmen 1966. Pixel Pulp to its core, Mothmen isn't just a videogame about the best of all cryptids. It's a piece of interactive fiction that presents itself as part otherworld mystery novel and part long-lost CGA adventure game, right down to the gloriously lurid four-colour art and the text-selection interface with its chunky throwback fonts. It's a game to go into knowing as little as possible. Wait until night. Make some really, really bad instant coffee, preferably burning it in the process, dim the lights until the room is lit only by the Pentium monitor and the sickly sodium glow of streetlamps and lose yourself in this weird and brilliant thing.

Oh, and I wanted to apologise, too, because while I knew I liked Mothmen when I wrote about it last year, I did not yet realise how much I truly loved it. I did not know how much, over the months to come, it would return to me at the strangest moments and nudge all other games aside in my imagination. The harmony of it! It's a game about a haunting, and it's haunted me. It's a game about living with old soft-edged paperbacks, and it lived with me. It's heartfelt and so clever, so carefully made. It feels like a game - this is the only way I can put this - that breathes out into our world. It's like going to bed on a still night with incense burning and having all manner of intriguing, troubling dreams.

Here's the Mothmen 1966 teaser.Watch on YouTube

What a thing. I played through Mothmen again prior to chatting to the team and realised, for example, how transporting the text select interface truly is. You use it for everything, even an in-game solitaire variant. I thought it was cumbersome when I first played it, but now I realise I had entirely missed the point. This game offers players a specific way of entering its world, and everything is channelled through that. It's a control scheme employed as a kind of air lock.

Okay, enough analogies. So I got Mothmen a little bit wrong at first, even if I loved it. One thing I did understand even back at the start, though, was that a game like this must come from a place of deep memory. Is that right?

"My idea when we made these games, I have very fond memories of playing PC Games with my mother," says Ruppel. "When you grow up with your mother, I never think of her as someone cool, but now when I look back, thinking of her as a young woman, playing videogames with her son, it was cool. And it's one of the main motives I have for making games. I want to bring some of that kind of thing back to videogames now. That's one of the reasons why I choose pixel art and that whole aesthetic. I like the noise that you find in pixel art. I mix a bit of comic books in with that.

"But I think that nostalgia, that's what I want to bring to the table, knowing what Nico can do with writing. It's thinking of what I can bring to younger people, having those pixel art games in your house."

"My grandfather was very fond of computers," says Saraintaris, picking up Ruppel's thread with the ease you get with people who have worked very closely, very intently together. " I remember mostly things like the Spectrum, having cassettes and waiting for them to load. I remember all those games, and I remember that time before genres were ossified, and you have all these programmers creating stuff. So if you have an idea you can create whatever you want without those [genre] constraints." He pauses, before refining his thought. "I love constraints, but I think they can be bad if you don't know how to work with them. For me the eighties and late seventies were like this, an area where everything was exploding."

2022 best games Mothmen 1966 - in CGA style, a bat in turqoise hue with a splat of red blood is displayed, with descriptive text underneath explaining that you get out of your car to find it
Mothmen 1966. | Image credit: LCB Game Studio

I wonder if this desire to work beyond genre, to use memory and unusual art styles and private passions made public, I wonder if that's why a game like Mothmen is so immersive. I know we misuse this word terribly - anything with a huge map and lots of mission icons must be immersive because, hey, it drops you deep into the ocean, right? But a game like Mothmen strikes me as being a very pure and unforced form of immersion. That dream you dream alone on a night with clear skies and a full moon. You climb inside a game like this and then as you try to understand how it works, how it tells its story and moves from one scene to the next and throws a bit of interactivity your way, and as you muddle through all this, it feels like the roof seals up above you and you're right inside it. So how to turn that into a question? Is there a point when making games like this, with the unusual interface, the art style both familiar and strange, and stories that draw on a beautifully lurid pulp tradition, with monsters and midnight journeys and ulterior motives, is there a point where this all comes together, the layers of it, and gives you a game that feels this rich and distinct?

"When we started working on Pixel Pulps, we started working before on another project - this was 2018, 2019 - on a much bigger project," Saraintaris tells me. Then the pandemic came and everything fell apart. Or did it? "We've been working together and making games since 2012, and we have a publishing label together, with just one book," Saraintaris explains. "When all this happened with the pandemic, we decide to take a step back and just see what we think we were kind of good at when we started working together. Words and images are our main things that we think we can do stuff with. The previous game was a really complex, really weird game. It got some attention and we got excited about making it, but it was bigger than the thing that we knew we could be good at. It was maybe too much."

So the duo started thinking of something smaller they might make. "Just the two of us," says Saraintaris, picking up speed. "We chose the interactive fiction genre, or visual novel. We're writing pulps, and we really like alliterations, so Pixel Pulps started as a joke and then it stuck. Then we start to build on it."

Mothmen 1966.

And all of this fed into what the game would become. "The way we work is pure intuition," Saraintaris explains. "We decide on something and we keep pushing. So there's this beautiful idea, from a writer in Argentina who is one of my favourites, César Aira: if you're going to flee from a battle, you should flee not backwards but forwards." A pause to let that thought hold the air. "This idea of fleeing forward! So he doesn't correct his fictions - he has editors who read what he writes, but his idea is writing every day and you write some pages every day and after some time you have something."

Arms crossed. "So that's how we work, and because we're not editing too much we have to write more in order to correct and not erase - so that's where the layers of the game come in. So maybe we decide to write a scene and maybe it sounds great, so we write it and illustrate it, but after some chapters, it's not what we thought about initially, so we start correcting the background and context to make the scene better." He pauses again. "So that's mainly our creative process - it's messy, but it works for us. It's the way we are able to do lots of stuff, so we're really fond of it."

"One of our main objectives was having this pulp ethic, but bring it to videogames," continues Ruppel. "So in traditional development it sometimes takes one, two, three years. We like that kind of process, but we know that we will get bored if we spend so much time on just one project. Now we're talking about our next project and we have three ideas and we want to make them all. To keep that kind of energy, we wanted to make the games fast. It's trusting each other a lot when we work. I make all the pictures, Nico, he makes the puzzles, and writes. Once we have that all laid out, once we've made all that, I make a pass with the videogame, play it back-to-back, and take notes: this moment needs sound, this moment needs some kind of highlight, and start working from there. The only feedback I get from Nico is when something isn't working. He's like my guinea pig of sound when working. If it doesn't sound good, I know he's going to tell me. It has a flow, I think. That's what I like."

I hadn't realised how deep the pulp ethic goes, in other words. It's not just the subject matter, but the way the games are actually produced. LCB are cranking on games. So sure, you can be Thomas Pynchon and spend a decade or more on a book, and write eight, nine, ten in total. You can be Ralph Ellison and write one and a half novels, all told, all classics. Or you can be Walter Gibson, cranking on The Shadow, fingers calloused and bleeding on the typewriter, turning out a pulp every month - and there's a vividness that comes with that. The process filters into the work. The pace and the know-how becomes a kind of watermark.

Varney Lake is out on April 28th.Watch on YouTube

And that's the thing. Mothmen 1966 still feels like the new game from LCB Studios to me, but just before we chatted over Zoom, I got an email about the team's latest game, Varney Lake, which is out later this month. Another Pixel Pulp, with a few threads continued from Mothmen 1966, none of which should be spoiled. The same CGA art, the same preoccupation with Solitaire variants, the same love of the creepy, the half-seen, the whispered. I can't wait to turn off the lights one night and properly play it.

And it comes from the same place, too. "We like work ethic - like having a trade," says Ruppel. "Working, Nico as a writer, me as an illustrator, always having to deal with deadlines, working with ideas from other people, you get this kind of practice and this ability to work fast.

"If you're working on something of your own you tend to take more time and take care of it like it's something precious. I like making things not as something precious but as..." A final pause. How to put it? "...As a discharge of creativity."

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com