I think I may just have to play some more of this tonight. I'm not even a part of a marginalized community either but It's cool that this game tries to feel more inclusive than just being a typical power fantasy (which, as much as I liked what I played of both - Snatcher / policenaughts are still within that trope - leaving the player as a bog standard protagonist in a world filled with "normal" people). I realize that would require way more time and money though so I'm just happy this game exists. Since the team is reading this thread, I hope this game continues to do very well for you all and maybe you can go up to the same resolution/color/detail level as going from Snatcher up to Policenaughts. I'm a little ways through chapter 3 right now and I managed to get at least 1 achievement I'm not too proud of but the story has me hooked. I then sadly, forgot about it for a little while but here we are again ! I bought it on steam through the holiday sale and if you enjoyed SNATCHER or Policenaughts, it really is worth a try. I saw a trailer for it a few weeks back when the PS4 version got announced and I assumed it was exclusive. Giving this thread a bump because this game deserves it. Thank you so much for the kind words and we really hope you enjoy the game! 🍺 🍺 Point and click/adventure is definitely something we love and we really like the engine we built, but I think our next game will be drastically different ) Although doing this has been a blast, we want to experiment more with showing, not telling in our storytelling next Gabriel Knight, Police Quest, I have no mouth but I must Scream, all great - but stuff like Famicom Detective Club, Jesus: Kyofu no Biomonster, all that stuff (i think JJSignal talks about it in his reply) really helped inspire the art style and that old school, windowed approach. Many people on the team are huge adventure game fans, specifically Japanese style. The main story is pretty unrelated to any social issue stuff the game brings up, so if the player just wants to zoom through it and not learn about the characters and their issues, they can do that, but if they poke and prod, hopefully they'll let these unique characters into their lives and it won't feel like "Oh, there's the gay character, there's the _ character" I really loved how Snatcher did that and managed to explore dark themes and do it in a cinematic way that had really never been done before, and since this was our first game, and, when we started, we really didn't have a programmer on board, I thought the Snatcher style/inspiration would allow us to do a few things:ġ) Place the game in the near(ish) future, which would allow us to examine themes and make situations that would be unrealistic to happen in 2015.Ģ) Since this was our first game, and we knew we wanted to explore certain issues and really make the first game that goes super hard on LGBTQ stuff, a point and clicks allows players to explore that stuff on their own time and doesn't force it on them, so to say. Although good game play mechanics can make a good adventure game great, Gabriel Knight, Snatcher, Danganronpa.Virtue's Last Reward, all were amazing because they combined all the elements together into a magical package. Visual novel/adventure games have always been my favorite genre - and they're a very very difficult genre to lock down what's good and whats bad - becuase the gameplay is very very tertiary. As a kid, I made a silly flash game that was basically Snatcher 2, but I had not the art or music or writing or programming skills.I just knew I wanted to do it! (It wasn't until way later in life I got my hands on the English fan translation of Policenauts). I really seemed like an underrated masterpiece, and I was always super sad about the fact that Kojima never got around to making more games like that. It really struck me hard when I played it - it was a game that, at least in America came out mid 90s, and was just so far ahead of the curve in terms of graphics, music, themes, and storytelling. I probably played Snatcher when I was around 12 or 13.
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