# Wildflower Interactive Announces *Coven of the Chicken Foot*
[Coven of the Chicken Foot - Announcement Trailer](https://youtu.be/mRNAbGYwvgg?si=ZwxI6VkSXmyzrHkr)
Bruce Straley and the team assembled at [Wildflower Interactive](https://wildflowergames.com) have revealed their first game after three years—*Coven of the Chicken Foot*. It was my personal highlight of last week's Game Awards.
> "After the dungeons have been plundered and the monsters all killed, an elderly witch quietly gets to work. In this emotionally-rich, stylized, single-player adventure - Gert will need to build a bond with a peculiar creature if she’s to fulfill a coven’s oath."
You can (and should) watch the trailer below.
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The game is giving me major Studio Ghibli vibes, along with the likes of *Ico*, *The Last Guardian*, etc. The game is all about two characters and the connection between them, something that Bruce has been working on in the video game space for over 16 years; way back to *Uncharted 2: Among Thieves* with [Drake and Tenzin](https://www.gamespot.com/articles/staying-human-in-the-inhuman-world-of-the-last-of-us/1100-6403256/).
The game's [Steam page](https://store.steampowered.com/app/3041680/Coven_of_the_Chicken_Foot/) offers more details about the game, its design, and characters.
> "Gertie is not your typical hero: She won’t be swinging swords or double-jumping her way past dangers. Instead, she must learn to work with and adapt to her peculiar companion to survive."
The creature/monster/companion sounds like a natural evolution of the ideas and tech of games that shoot for that non-playable ally with a meaningful relationship. Sure, I would think of Tenzin or Ellie, but also Elizabeth from *BioShock Infinite* or even your horse in *Red Dead Redemption II*.
> "As they journey together, the creature slowly reveals an independent streak and motivations of its own. Built on pioneering tech, Wildflower Interactive has crafted a non-playable ally companion unlike any other; a dynamic, responsive creature that reacts and evolves its abilities and motivations throughout the player’s experience."
If you'd like to read some behind-the-scenes about how the game's trailer game to be (you all know how I am a sucker for [[Behind the Scenes of How Astro Bot Broke the Fourth Wall|behind]]-[[Behind the Scenes of The Spirit of Super Mario Galaxy|the]]-[[Behind the Scenes of the Brawl and SMYN Anniversary Special|scenes]]), you may do so in the company's [newsletter on Substack](https://wildflowerinteractive.substack.com/p/introducing-coven-of-the-chicken). I do wish it was just a blog post on their site, but I get it.
> "We knew it was important to create a strong introduction to our characters, to tease the world they’re going to explore, and definitely, definitely, definitely show gameplay."
It's a good look at a completely remote team and their process too.
> "We’re an all-remote team spanning Europe and North America, so much of our work is done asynchronously. Slap-dash versions of the trailer were whipped together for conversation, while the notes and ideas were flying back and forth across continents and time zones."
There's even a little old Mac vs. PC troubleshooting involved. Although, I do have to call out the capitalization of "MAC."
> "Then in the final hours, due to some MAC vs PC codec incompatibilities (why can’t we all get along), our smooth landing was botched and we were frantically solving final-render problems right up to the deadline."
I am excited to see what this game is all about, whenever it comes out.