A new trailer for a new game. Who cares, right? Wrong. This is something truly intriguing. Give this video, the first trailer for a game called Reset by Theory Interactive, a quick look.

After viewing the trailer, we had to know more, so we reached out to Alpo Oksaharju, Co-Founder, Designer and Artist at Theory Interactive to find out more about the game, its setting, the premise and just where the heck his studio has been all our lives. Oksaharju formed the development house with partner Mikko Kallinen after the two met at Futuremark working on Shattered Horizon.

“If you played Shattered Horizon, I might have fragged you a couple of times,” Oksaharju joked with us.

The two have split responsibilities, with Kallinen handling music and tech and Oksaharju bringing art and Reset’s narrative to life. They are sharing design responsibilities, and when we asked about how their process differed from other games on the market, the answer was rooted in pure logic and efficiency,

“The most significant difference is that we’re designing workflows to create as much stuff as possible with least amount of effort.”

When we started probing at the details of the trailer, more about the intent of Reset came to light, so to speak. If you watched the video, you probably were agape at the gorgeous transitions of the cold rain to the warmth of day, and the hard city to lush greenery. There is a deliberateness in everything we’ve seen so far. Nothing you’ve seen so far is by mistake.

“Visually, we’re really paying attention to lighting, because after all that is what you see. There is lots information in the trailer, and it’s not there accidentally. I believe a good adventure/mystery has the viewer asking questions in the beginning.”

One of the most fascinating things in the video is when we get a look inside the mechanical suit. We asked about the reanimation process, who the individual is and how he/she has been preserved. Oksaharju would only share the figure’s name, “Zero-Two.” As we discussed the computer display and the hints of a temporal element to the title, we gleaned a bit more about how players will interact with the world around them.

“We’re building the game as an immersive experience, and I don’t mean just high quality graphics, but an experience that will hopefully grip players and leave thoughts afterwords. Graphics are just one tool to convey atmosphere and mood. We’re really trying to buid the story so that the player can experience the story and not just spectate it.”

He quickly cautioned that the game would be a blend of both action and cerebral experiences.

We’re not making an art game, which could be generally difficult to enjoy, but a game which is thoughtful and atmospheric and fairly challenging. A game that isn’t fun to play isn’t fun, even it has a super high quality story.

We were told that the next big reveal for the game would focus on gameplay, so we’ll get further answers to our questions soon. Before the end of our discussion, though, we did dig a bit at the nature of time travel in the game. We asked whether Reset’s “single player co-op” nature meant that players would interact with themselves via time loops, and how that might work. We wanted to know if these would be recordings of player actions or something more dynamic with AI doppelgängers reacting to player actions.

“The recording method is more correct. After all, actions in the past cannot be altered, according to most time travel theories anyway.”

While there isn’t a release date—”It’s ready when it’s ready,” we were told—you can believe we’ll be following its development closely. In the meantime, you can watch for updates on the official Twitter and Facebook pages for the game.


Managing Editor Michael Futter and News Editor Chris Gravelle contributed to this story.