Mar 7, 2012 View Comments
This is part one of a two-part look at Ed Key and David Kanaga’s Proteus, based on several builds of the game plus an interview and email correspondence with Key himself. Part two will be released tomorrow.
Sat at the end of a long terraced street, the unremarkable new build home I grew up in as a kid was the gatehouse between a grey suburbia and a put-upon but utterly addictive spinney. The garden backed onto a haphazard cryptoforest – squeezed on either side by a deserted barracks and a new building estate – full of sycamores, nettles, shopping trolleys and endless adventure. I would have lived there if it weren’t for the monsters at night.
I never mapped this jungle, despite the benefits of being able to navigate its smelly, sickly streams or escape the yawning, pit-of-the-stomach horror of me and my friends realising we were utterly lost in its belly as the sun began to set. Why not? I think, despite the terrors, deep down I was aware they were nothing against the value this rich, story-filled space held as a mystery. The phrase ‘here be dragons’ is the most exciting part of any map…