For Ithaca has given you the lovely trip.
Without her you would not have set your course.
There is no more that she can give.
It’ s been a really busy week, but we’ve finally undisclosed the destination for our first journey. Nantucket!
In the next weeks we will share with you more information about the game, its mechanics and art style, but I would like to step back a little today, briefly speaking about the reasons why we decided to make this game.
Nantucket Trading Company
I’ve been a huge Moby Dick‘s fan since the first time I’ve read the book, when I was seventeen. It was the Italian edition, translated by my fellow citizen Cesare Pavese (if you want to read the book in Italian, you HAVE to pick this version). What can you say about Moby Dick? I mean, it’s Moby Dick, there are too many things to say, but I will just focus on the picaresque aspects of it.
G.A. Harker: Don Quijote de la Mancha
I know, Moby Dick is not a picaresque novel, but it shares with that genre the deconstruction of social and cultural boundaries of the time it’s speaking about. In picaresque novels was the feudal world collapsing under Enlightenment’s bell tolls, in Moby Dick it’s the industrial world falling in pieces. On this Moby Dick was so ahead of its times to be considered an early postmodernist book.
And what about Ishmael? We choose to focus our game on the events after Moby Dick for two main reasons. First of all, because we wanted you to experience a new adventure in a well known setting, sailing the oceans not knowing what’s ahead. Then, because Ishmael is a true picaresque hero, a low class man living on the edge of society and so free to observe and criticize its mechanics and moral customs.
So, using Ishmael words: “Wonder ye then at the fiery hunt?”