9/25/2023 0 Comments Unavowed game engineIt's not just point-and-click adventure games that have "come back from the dead." You've got platformers, shmups, roguelikes, real time strategy - all of which were considered "dead" genres by many. What do you think about the indie phenomenon which invaded – and still invades – the market?ĭave: I wouldn't say that the indie phenomenon invaded the market, so much as created it. “If I had the budget I wouldn’t use pixel art, I’d love to have real-time 3D or whatever like Life is Strange or what Telltale does.AP: Wadjet Eye Games began as a little independent studio, but it was able to conquer an important spot nevertheless, even publishing other developers’ titles. “I stick with the devil I know,” says Gilbert, laughing. We walked around Staten Island a bit during the demo, and the leap in fidelity over Blackwell and even last year’s Shardlight is noticeable.Īnd he did it in AGS. It solidifies Gilbert’s vision of New York as this mystical place where the supernatural hides in the shadows. The resolution’s been upped from previous games, and the result is some of the smoothest pixel art I’ve seen in an adventure game-not the “Flash” look used in many of Daedalic’s games, but something in between. It still has that mid-90s point-and-click look, but Wadjet Eye’s longtime artist Ben Chandler has really outdone himself here. I’d also like to note that Unavowed is beautiful. “Then it all branches back and goes linear again.” “It’s very much got that BioWare story structure where it’s linear for a while and then it’s like ‘Oh here are these four places we need to go’ and you can do them in any order,” he says. This way, people have different experiences, they talk about it, and even if they watch a Let’s Play they’d still maybe feel compelled to buy it.”Įvery New York borough is represented in the final game, and Gilbert says you can approach them in any order-another BioWare hallmark and another rarity for a point-and-click game. “The biggest issue with a lot of adventure games, and mine especially, is that once you finish it there’s nothing to talk about. “It’s really to encourage replayability and discussion,” he continues. I really want each path to be unique, and I want that feeling of ‘What if I went back and tried a different combination?’” says Gilbert. “Basically I’m designing each mission five times. But there’s something weirdly thrilling about seeing it folded into a traditional point-and-click adventure game, a genre that’s, at least mechanically, barely evolved since the ‘90s. Multiple paths to an objective? Characters reacting to your party members? Yeah, okay. This stuff’s not exactly revolutionary for “Video Games” as a medium. It’s the reactivity and the immersion and all these character-based moments which is what I’m stronger at.” Unavowed “The fun isn’t getting stuck on a puzzle. You only get stuck on puzzles if you want to,” says Gilbert. “The biggest difference between audiences now versus audiences from the 90s is that the internet exists now. Set in the same gritty-supernatural universe as the Blackwell games, you join a group known as the Unavowed dedicated to fighting evil. It’s the setup for a tale of redemption that spans every borough of New York City. “Now you need to go and try to fix them and find out what he was doing and put it all right.” Unavowed “You’ve been possessed for a year, and during that time the demon who possessed you has done all these horrible things,” says Gilbert. Three different stories though and then you’re back on the rooftop, lightning channeling through your body again as you struggle to get rid of the demon that’s possessed you. Suffice it to say, it’s “just like a Bruce Lee film.” The game’s words, not mine. For my demo we choose a police officer, responding to a murder scene and then…well, best not to spoil it maybe. Your career choice sets up the next scene, a short prologue backstory that, yes, is different for each of the three professions, though Gilbert says each comes to a similarly-grisly end.
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