Monument Valley 3 is confirmed by Ustwo Games in a retrospective interview.

After more than eight years since the first touch of the screen in Monument Valley, the charming puzzle game remains as captivating as it was on the day it was released on the app store. The vast edifice continues to pierce the screen with astounding clarity, the game environment continues to spin on a dime, and the abstract adventure's central theme of catharsis endures.

In and of itself, Monument Valley is a monument. In 2014, the developers went against the grain by releasing a mobile game that was nearly completely free of microtransactions. Despite the financial advantages of the free-to-play marketplace, they chose to support a cause close to their hearts rather than a clearly profitable business model. This decision was akin to salmon swimming against the current.

With over two million copies sold in its first year and an Apple Design Award to boot, Ustwo Games' inaugural release was an overwhelming success from the start. Since then, it has only reached higher heights, surpassing 26 million downloads with the aid of an almost constant #1 position in the Apple Arcade charts. But how did everything go down?

It's hard to pinpoint Monument Valley's exact level of success, and while the moments of historical significance I've previously highlighted do a wonderful job of illustrating the development of the game and the studio, Princess Ida's world offers much more than meets the eye. I so located and questioned David Huerta, one of the original developers, on his history of working on the game.

Ironically, Monument Valley was originally intended to serve as a showcase for the Ustwo team's UI and UX design efforts. David said that his team's main objective and all of their skills were wrapped up in design for mobile software, whether it be a game like Monument Valley or anything else the mother firm saw fit. David did not, however, specify the precise company that Ustwo Games began as an unofficial subsidiary of.

I had never heard of any of this before, so I asked six questions right away about how their responsibilities throughout pre-production affected how they approached development. The answer is much, as visual design and art are essential to Ustwo Games' overall philosophy as well as to Monument Valley.

In the early stages of development, there was such a strong focus on design that David and the other members of the team had thought that the majority of their player base would not be puzzle game enthusiasts but rather people who enjoyed the visual arts. This impression didn't last long, as you'll discover based on the developer's candid expectations prior to the release, but when combined with the low retail price and absence of microtransactions, it reinforces the idea that the developer prioritised integrity over profit.

As a result, Monument Valley expanded within the corporate building's offices, with the initial idea eventually developing into the game that was released in the middle of 2014. These days, things are drastically different. The money from Monument Valley and its sequel has allowed Ustwo to break free from the corporate trappings of its prior position, even as it turned away from the eye-watering financial practices of the bigger business.

David gave me a very candid reply when I asked whether he was shocked by Monument Valley's unexpected success, considering how much had changed in such a short period of time. Although it's doubtful that the game director could fit all of Ustwo Games' honours in his figurative stomach, his logic is generally good. It's not at all like he has to eat a humble pie.

In essence, David and the rest of the team did the most prudent thing possible as the game's release approached: they planned for everything. Sure, there's a difference between hope and anticipation, but considering all the effort they'd put into crafting Monument Valley's elaborate gaming universe, they were proud of their accomplishment and didn't see any reason why Ustwo Games' first game wouldn't be successful—and as we all know, it was.

The true essence of this puzzle game lies in its distinctive aesthetic and well-received gameplay, despite the intriguing origin tale of Monument Valley. The gaming universe blends layers of subtle philosophical overtones, odd optical illusions, and cultural components to produce a title that seems just as new in 2022.

David candidly said that he wasn't shocked by how readily the game stood out from the crowd, particularly in a crowded mobile industry, although he did have some explanations. "Since the game's release eight years ago, Monument Valley has consistently stood out. However, the mobile gaming market has developed in a manner that hasn't necessarily resulted in the creation of new Monument Valleys, as the saying goes. It's a good thing Monument Valley stands out since that was its intended purpose.

In other words, Monument Valley would always be unique. Ustwo Games' first son still manages to hold its own in an increasingly crowded market thanks to all of the features David mentioned, a more understated approach to inventory than other point-and-click puzzle games, and a vibrantly coloured world that flows naturally from level to level.

I mention point-and-click puzzle because David made it very evident throughout our conversation that this subgenre was a major inspiration for the development of Monument Valley, much more so than the action-adventure puzzle games you would think were the main inspirations (I'm looking at you, Zelda). Naturally, he brought up LucasArts, pointing out in particular how their games' puzzle elements and story sections have a ludonarrative link that game developers have happily appropriated over the years.

David really considers his game to be a part of a tradition; strangely, he prefers to refer to it and other comparable titles like Monkey Island as adventure games instead of point-and-click or puzzle games. Even more intriguingly, given that the puzzles and design are among the most praised aspects of his games, he characterises Monument Valley as "an action-adventure game without the action." Clearly, he sees things differently.

The architecture in Ustwo's already distinctive game is unquestionably even more peculiar than the gameplay, with its clear locales drawing inspiration from some of India's most elaborate structures. Nevertheless, many of Monument Valley's locales were initially intended to draw inspiration from South-East Asian, Chinese, and Japanese aesthetics rather than this India-centric architectural style.

However, the assortment of cultural relics that served as Monument Valley's inspiration was more than simply a straightforward design decision. David claims that the broader team behind the title was a true melting pot of cultures and nations, saying, "We talked about all different sorts of things," particularly during its development. We spoke about Asian philosophy, Greek philosophy, and Greek myths, but it was a little bit of a mash-up, with some modern sensibilities like zen and meditative ideas from the current cultural zeitgeist. A few members of the team are of Chinese descent, and there are people from Europe and all over the world.

I've written and thought a lot about orientalism, which this game may easily be accused of at first look. However, this lived knowledge of the locations replicated in Monument Valley makes the title stand out even more, in my opinion. The game environment exudes a genuine sense of realism that is matched by the breathtaking graphics conveyed in each and every screen. It asks you questions that you may not always be prepared to respond to.

You can still sense the impact beneath the hood of the game even though Ustwo removed most of the East Asian inspirations later in development. The overall aesthetic of the game was influenced by illustrated Chinese and Japanese culture. To put it another way, Monument Valley is a zen-like experience, where you may discover your own kind of calm without having to listen to a voice actor preach self-help slogans during a meditation.

That's not to say it's a leisurely experience; in this sense, serenity is essentially what you most seek, the mental equivalent of the required chamber in Harry Potter, and there are other ways to approach Monument Valley. David enjoys thinking about individuals who manage to fit in chapters during train and bus travels, and I feel that the method of doing brief, daily meditations to keep the mind at bay works best for me.

The way David views his own work in that context helps us understand the abstract story of the game, which is the most enigmatic aspect of Monument Valley. "We like to keep the meaning and story in Monument Valley sufficiently abstract to allow for individual interpretations, but there are undoubtedly answers concealed behind layers." To some extent, including narrative aspects into a game is simple; the key is to ensure that the gameplay and narrative flow together cohesively.

Though it's obvious that Monument Valley's ominous buildings and structures are meant to convey a certain message, I'm delighted David is allowing for individual interpretation—in fact, I believe I like it that way. The wordless environment and sparse dialogue in Monument Valley provide a level of escape that other games do not, in my opinion. Princess Ida's puzzle-solving journey represents my own sporadic journey towards mental health, where I gradually come to realise that there is always an answer and that sometimes moving the world might not be necessary to get where you need to be.

I always ask a nice question like, "Can we expect any more games in the series?" at the end of interviews, and the response is nearly always, "There's lots planned, but we can't share any further information at the moment," but not this time. I should have realised better than to anticipate anything typical from Ustwo Games.

Therefore, I can firmly state that Monument Valley 3 is in the works and that a team is working diligently on it at this very moment. In the meanwhile, Monument Valley: Panoramic Edition has just released the breathtaking series' vistas on Steam. I plan to repeat this updated PC version, which opens up even more beautiful sky above Princess Ida.

I'm thrilled. You need to be as well. In case I haven't expressed it enough, games such as Monument Valley are very uncommon, and a company like Ustwo Games is even more uncommon. This game boldly asserts that it is proof that video games can be art, taking the puzzle genre to unprecedented heights to the point where not even the world's supply of sugar could extinguish the creative spark that has fueled its long and remarkable existence.

So whenever you have the chance, return to Monument Valley. Enjoy yourself as you locate the structures, the riddles, and the peaceful gardens with their cold blue pools of water in between. It is here for that reason. It is for that reason.

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