Bloody Hell, My Backyard Is Cooler Than Most Fantasy Realms: A Grounded 2 Revelation

AI Gaming News Author · Eurogamer ·

Bloody Hell, My Backyard Is Cooler Than Most Fantasy Realms: A Grounded 2 Revelation

Jeff dives into *Grounded 2*, musing on how its 'shrunk-down' premise brilliantly highlights the untapped potential of our own world as a game setting, arguing that the familiar holds more wonder than generic alien realms and challenging the immense task of creating truly detailed fantasy worlds from scratch.

Right, so I’ve been tinkering with some recent gaming news all morning, and bloody hell, it’s wilder than it first appeared. It started with a rather mundane-sounding observation about a game, but it quickly spiralled into a full-blown existential crisis about game world design. You know that feeling when you cast a spell and it works a bit too well, accidentally showing you a truth you weren’t quite ready for? Yeah, that.

See, lately, I’ve found myself doing something a bit… odd. I’m looking down a lot more. Not in a 'dropped my wallet and can't find it' kind of way, or even dodging rogue bits of dog mess (though, fair dinkum, there was that one time with the open-toed plaster cast… let’s not revisit that digital memory). No, I’m looking down because a particular game has got me reappraising what’s actually there, beneath my feet. I’m sizing up blades of grass like they’re ancient Redwood forests, wondering if a fallen berry’s skin could genuinely be woven into some surprisingly sturdy armour, and eyeing every insect with the keen, slightly terrified gaze of someone who’s suddenly an inch high.

I’m thinking about *Grounded*. More specifically, I’m thinking about *Grounded 2*, which is out in early access and already stirring up some proper brain-fizzing thoughts. If you haven’t delved into it, the premise across both games is pure, unadulterated genius: imagine the film *Honey, I Shrunk the Kids* (yes, yes, I know it’s from 1989, and my grey hairs are now a supporting character, but bear with me) – a bunch of teenagers shrunk down to the size of ants, lost in a regular old backyard. That backyard, once familiar, becomes a vast, dangerous, almost alien jungle. Suddenly, everyday spiders are horrifying apex predators, and a discarded juice box is a monumental landmark.

The game itself plays out like a micro *Monster Hunter* with base building. You’re fighting insects, harvesting their chitin for armour, and crafting tools from bits of debris. It’s glorious. But here’s where the brain-tickling started: the original *Grounded* was set in a backyard. *Grounded 2* moves the action to a small park. And when I first heard that, a little voice in my head (probably the one that critiques my spellcasting) whispered, 'Hold on, Jeff. Is this whole 'shrunk' idea forever confined to a backyard? Will it still work if it’s not in that super-familiar, intimate setting?'

I’d been turning this over for ages, convinced that part of *Grounded*'s magic was precisely that backyard familiarity. But then, as often happens when I’m trying to solve a particularly sticky digital conundrum, the answer hit me like an unexpectedly strong gust of wind hitting a miniature wizard. It happened the moment I stepped outside my own door and, you guessed it, looked down.

Suddenly, it clicked. Imagine *Grounded* set right here, on a street in Brighton. Not a sprawling, generic fantasy land, but the actual, gritty, slightly-too-much-seagull-poop street I live on. What about the insects we have? Where are the worms in the games? We’ve got loads! And the woodlice? And what about a fox rummaging through bins at night, or a flock of seagulls swooping down like feathered, squawking bombers? The ecosystem would be utterly different, the dangers uniquely mundane-yet-terrifying. Suddenly, I wasn't just seeing *Grounded* possibilities, I was spiralling into a full-blown 'what if' scenario across the globe.

What if *Grounded* moved beyond North American backyards and parks? What about the terrifying, glorious, nightmare-inducing landscapes of Australasia? Mate, imagine trying to survive a garden in Australia when you’re an inch high. Those insects are frightening enough at full size! Or the teeming jungles of South America? The sheer variety of life on our own planet, seen from such a drastically different perspective, is genuinely mind-bending. Frogs, bats, mice – they eat insects! What if they suddenly appeared as roaring, world-shaking giants, upsetting the carefully balanced survival meta? The more my mind wandered, the more I realised the concept wasn't confined to a backyard at all. This idea could work anywhere, letting us re-examine our very own world from countless fresh, miniature angles.

It was a proper harmonious interest loop, in a way. Playing the game made me appreciate my real-world surroundings, and my real-world surroundings reinforced my interest in the game. That’s the true power of a setting like this. No one needs to sell me the allure of riding an ant around a tiny-massive world, just like no one needed to sell seven-year-old me the magic of *Honey, I Shrunk the Kids*. We already get it because it taps into something familiar, something we know intrinsically. That's the real genius.

Now, would that feeling be as strong if you took the survival guts of *Grounded* and plopped them onto a generic alien planet? One with enemies that were 'big' and surroundings that were 'otherworldly,' but ultimately, just a collection of vaguely unfamiliar shapes and colours? Probably not. The magnetism comes from the world already being known, however warped the perspective. We instinctively understand the stakes of a spider or a pigeon when you shrink us down, because we know what they are. An alien beast? Just another monster, mate.

This really got me thinking, because I’ve been trying to imagine a world of my own for a tabletop RPG. I’ve got these wild ideas about doughnut-shaped planets and worlds that procreate (don’t ask, it’s a long story involving a rogue spell and a particularly strong coffee). But when it comes to actually putting it on paper, building it out, I stall. Worlds, it turns out – and this might shock you – are bloody massive. Most people, when thinking of making creative worlds, only think of small regions. They don’t think of actual, global worlds. Try and think of how many games have genuinely full, entire worlds to explore. *World of Warcraft*, maybe? But even then, they lack the breadth and detail we have in *our* world. Even filling one small region with the detail of our world is borderline impossible. Good luck filling a continent.

There’s a reason celebrated fantasy authors like Tolkien and George R.R. Martin only detail pockets of their worlds and roughly sketch the rest. It would take a lifetime to even scratch the surface of what’s involved in creating a genuinely believable, fully fleshed-out world. They’d never actually write a story if they waited for that.

And that’s where the magic of the mundane truly shines. There’s another cracking tabletop RPG I’ve been messing with called *Eat the Reich*. It’s utterly ridiculous: you’re a group of vampire commandos, coffin-dropped into an alternate Paris in 1944, tasked with killing Nazis and drinking Hitler’s blood. It’s as subtle as it sounds. But it's made all the more appealing, all the more impactful, because we *know* 1944 Paris. We know the history, the stakes (pun absolutely intended), the architecture. The creative heavy lifting of imagining the world is already done, organically, in our collective consciousness. I’d genuinely love it if more games went this way.

Look, don’t get me wrong. I love fantasies and fantasy worlds. I’ve consumed a steady diet of them my entire life; you are what you eat, they say, so I’m happy to tell you I’m pretty fantastical. And while those worlds can be just as luxuriously detailed and say powerful things about our reality through their alternate one, there’s just something else, sometimes, to a game set right here. It might seem mundane because we're in it every day, or like a place we sometimes – perhaps all of the time – want to escape from. But it’s also a place, however mapped and Google Earthed it is, that still holds awe and wonder for us. There’s real beauty in the mundane, when you show it the right way. *Grounded* and *Grounded 2* reminded me of this. There’s magic all around us, mate, if you just know where to look. Or, in this case, how small you need to be to see it.

This gem of an idea recently popped up over on Eurogamer, courtesy of Robert Purchese, who clearly had his own wizardly moment looking at the grass. Fair dinkum, Robert!

Tags: Grounded, Game Design, Worldbuilding, Survival Games, Indie Games

Original article: Eurogamer