Not the Pyro ?
Visuals looks great.
But that was a horrible trailer. The dialogue was groan-worthy. The woman's voice is the same from Q.U.B.E., and done in a similar way so it was jarring. Their banter was offputting.
Should have just released the video with ambient noise and/or music.
100% disagree, interesting dialogue, cool premise, nice storytelling.
Loved everything I saw/heard at the presentation and in the trailer. Art style, animations, gameplay all looked fully legit. Literally my only nitpick would be the flickering shadow maps, but that apparently bugs me more than most people. Can't wait to play this, and also hope it comes to consoles
Thanks for this. Didn't watch the panel. Sounds neat. I thought the VA was fine? Not sure why people think it sounds groan worthy. Seems above average to me.They just debuted this in a PAX panel, with a lengthy gameplay demo. For those that missed it, it's kind of like a first person puzzle game that is fairly open ended in the way you interact and tackle things. At any time you can bring your radio up and talk to Delilah, asking about an item you are looking at or about your current objective or whatever. The amount of spoken dialog and options to pick from was very impressive, and often quite funny. How you choose to interact with Delilah (being honest, ignoring her, etc) will build your relationship with her throughout the game, in a similar way to "____ will remember that" from the Walking Dead games, I suppose.
As an example, from your tower you spot some campers in the distance setting off fireworks, which is obviously a potential fire hazard. Delilah directs you to get over there and tell them to knock it off. You need to get some supplies from a supply box on the way, in order to navigate the environment to reach them. Delilah tells you the combination for the lock is 1234. Actually the combo for every supply box is 1234. Your choices to respond are something like:
Lazy
Funny
Smart
When you get to the supply box, if you input the wrong combo, you can ask Delilah what it was again, and she will reply sarcastically. Opening it up shows a map, a note, an antler, a rope, etc. You can comment on the note to her, the map, the granola bar, whatever. You can comment that not everything seems useful.
When you finally get to the campers camp, you find they aren't there, but their campfire is burning. You can stamp their fire out, or not. You can see their bags and ask Delilah about them. You find them at a lake nearby, skinny dipping out on an island in the middle, with a radio blaring music on the shore. As you approach you hear one of them say "Is that a guy on the shore? Oh my god." You can yell to them, argue with them, etc. In the demo, they chose to simply pick up there radio, which causes the campers to tell you to put it down. Then they throw the radio in the lake, which causes the campers to get angry and yell "What the fuck! You fucking dick!" or something like that.
The sheer amount of dialog options, and little animations that accompanied all the random little things you could do, from picking up the antler and pricking your finger on the end, to stamping your boots in the fire and the logs shifting around, was all quite impressive.
It's quite interesting seeing the game finally after having listened to the Idle Thumbs Podcast for so long. This game really seems like the sum of all the things they love from all the types of games they admire or have worked on previously, whether it's the bespoke content of Gone Home, the adherence to the first person viewpoint of Far Cry 2, the dialog/relationship building of Walking Dead, etc.
Judging by the prominent wedding ring on his finger, and by the brief description on the site, the character's "working through" some stuff. The woman on the other end of the radio is probably a thematic double for his wife (which is why it might make sense for it to sound like "bickering").Very excited for this, though all the bickering was off-putting. I'm sure the game itself isn't that all the time, though.
The serious dialogue and slant this seems to be having doesn't jive too well with the deformed, slightly cartoonish character art. As far as I can tell.
They're a new studio, comprised primarily of idle thumbs podcast members/olly moss. A couple of the idle thumbs guys were from Telltale and worked on, for instance, the first season of the walking dead. I want to say they also have the guy behind Mark of the Ninja on their team.What did these guys make before this?
I hope the woman at the end of the radio doesn't turn out to be an AI...
What did these guys make before this?
Yeah the dialogue did not leave me wanting to hear more. I'm sure in the final product it will all work together and the game world looks amazing. But woof, the dialogue in the trailer was NOT selling it. Too much hesitance. It was like an Aaron Katz movie or something.The dialogue was interesting? I 100% disagree. Groan worthy.
Is this that farcry 2 fire game they always wanted to make?
And he was actually dead all along, but it also was all just a dreamOr a voice in Henry's mind.
What an awful trailer. Art looks great but I know absolutely nothing about the game or the way it plays.
Is it first person adventure? Puzzle game? Mystery? If plot is at the fore, I'd like to at least be teased at what's to come.
This looks like park ranger simulator so far, but I guess it has an air of mystery about it. Who knows. The dialogue did nothing for me, either.
What an awful trailer. Art looks great but I know absolutely nothing about the game or the way it plays.
Dear trailer editors, please don't turn trailer design into a checklist.
Dear trailer editors, please don't turn trailer design into a checklist.
My thoughts exactly.Wonder where exactly they're going with this.
Not a fan of the hand/arm style though, certainly seems very TF2-esque proportion wise, making it appear too cartoony/comical for the more serious tone they seem to be aiming for.