PERCEPTION. Par le studio indépendant The Deep End Games, formé par d'anciens développeurs derrière les hits BIOSHOCK et DEAD SPACE. La sortie est prévu pour 2017 sur PC et PS4. Et plus si affinités ? Peut-être verra-t-on bientôt poindre le bout du pad de la One et de la Swithc.
On y incarne une femme aveugle à l'ouïe surdéveloppée. Elle visite une maison hantée, issue tout droit de ses propres cauchemars. Elle a besoin des sons pour "voir". Pour ce faire, elle dispose d'une habileté spéciale (un peu comme un sonar ?) qui, une fois utilisée, permet au joueur de voir les formes autour de lui - mais le fait d'utiliser cette technique a un coût : le joueur peut, à son tour, être vu.
le design me rappelle énormément INSIDIOUS, j'adhère - j'adore ?
Interview avec l'une des membres de l'équipe, trouvée ici : http://gametyrant.com
Q&A with Amanda Gardner
What inspired your team to make this game?
"Bill's grad school experience, actually. His professor inspired him to think of a groundbreaking idea, and soon it became an echolocation based game, then we started putting the story together almost immediately!"
What games inspired the overall game?
"Well The Shining inspired Perception quite a bit, and also the book House of Leaves. As for games, some of Alien: Isolation, and of course Bioshock and Dead Space."
How did the developers for Bioshock and Dead Space end up working together, and on your team?
"Bill knew Ben Johnson, who worked on Dead Space, and it ended up being a great fit."
Can players expect to see Easter Eggs and/or remnants of the past games, Bioshock or Dead Space, in this game?
"There is definitely at least two Bioshock references."
Does the echolocation mechanic mean that if the player doesn't make any noises, they will not be able to see their surroundings?
"That is correct. When Cassie walks, she makes small sounds with her footsteps, but her cane makes much more sound. There's a ton of environmental sound."
What can players expect to experience while playing your game?
"Definitely paranoia, definitely the feeling of walking on eggshells, trying to be quiet. They'll also experience a really deep and involved narrative that we're really proud of."
Would you say this defenseless horror will be atmosphere or scary monster/spirit based?
"Definitely atmosphere!"
Will there be a deep hidden story to unravel behind the base story plot?
"Absolutely - the story has been a really exciting process for us, and we can't wait for players to discover the mysteries of Echo Bluff and its inhabitants throughout the ages."
When did development start on this game?
"February 2015"
Do you ever scare yourself while developing or testing the game?
"Absolutely! I can't sit through a playthrough without jumping at least once at something I've seen hundreds of times."
Gameplay Trailer :
On y incarne une femme aveugle à l'ouïe surdéveloppée. Elle visite une maison hantée, issue tout droit de ses propres cauchemars. Elle a besoin des sons pour "voir". Pour ce faire, elle dispose d'une habileté spéciale (un peu comme un sonar ?) qui, une fois utilisée, permet au joueur de voir les formes autour de lui - mais le fait d'utiliser cette technique a un coût : le joueur peut, à son tour, être vu.
le design me rappelle énormément INSIDIOUS, j'adhère - j'adore ?
Interview avec l'une des membres de l'équipe, trouvée ici : http://gametyrant.com
Q&A with Amanda Gardner
What inspired your team to make this game?
"Bill's grad school experience, actually. His professor inspired him to think of a groundbreaking idea, and soon it became an echolocation based game, then we started putting the story together almost immediately!"
What games inspired the overall game?
"Well The Shining inspired Perception quite a bit, and also the book House of Leaves. As for games, some of Alien: Isolation, and of course Bioshock and Dead Space."
How did the developers for Bioshock and Dead Space end up working together, and on your team?
"Bill knew Ben Johnson, who worked on Dead Space, and it ended up being a great fit."
Can players expect to see Easter Eggs and/or remnants of the past games, Bioshock or Dead Space, in this game?
"There is definitely at least two Bioshock references."
Does the echolocation mechanic mean that if the player doesn't make any noises, they will not be able to see their surroundings?
"That is correct. When Cassie walks, she makes small sounds with her footsteps, but her cane makes much more sound. There's a ton of environmental sound."
What can players expect to experience while playing your game?
"Definitely paranoia, definitely the feeling of walking on eggshells, trying to be quiet. They'll also experience a really deep and involved narrative that we're really proud of."
Would you say this defenseless horror will be atmosphere or scary monster/spirit based?
"Definitely atmosphere!"
Will there be a deep hidden story to unravel behind the base story plot?
"Absolutely - the story has been a really exciting process for us, and we can't wait for players to discover the mysteries of Echo Bluff and its inhabitants throughout the ages."
When did development start on this game?
"February 2015"
Do you ever scare yourself while developing or testing the game?
"Absolutely! I can't sit through a playthrough without jumping at least once at something I've seen hundreds of times."
Gameplay Trailer :