1 Jumps
Wii homebrew - Dop-IOS MOD v8
Posted May 06, 2009 at 03:27PM by Karl B.
Listed in:
News,
Sadness,
Games
Tags:
GDC,
YouTube,
Nibris,
Leipzig Games Convention,
Adam Artur Antolski,
Chernobyl
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Posted Jul 31, 2006 at 10:22AM by Anna S.
Listed in:
Previews,
Sadness,
Games
Tags:
Nibris,
Ukraine,
Adam Artur Antolski
Page 1
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Sadness definitely is one of the most hauntingly mysterious titles that is slated for the Nintendo Wii, and with the scarcity of information, it seems that Polish developer Nibris wants to keep the game's enigma. So what do we exactly know about Sadness? That it is gothic horror in genre that tends towards photorealism, that takes place during WW I in Ukraine, and that it is completely in black and white. 'That's it. Adam Artur Antolski, one of the scriptwriters for the game, had this to say when asked for some information on the game's scenario, “Sadness is a novelty on the video games market. Both the story and the presentation of the game is going to be a surprise for a player. You must forgive us the fact that we present so scarce information about Sadness, but we hope that once you play it you will understand our circumspection. We do not wan to spoil the fun.” If you're wondering where the artworks of monsters from Slavic legends will come in, Nibris says that you will encounter them in the game, yes; but not all of them for everything will depend on the player's way of playing and the choices that he will make during the game's course. The werewolf Likho, an embodiment of evil fate and misfortune in Slavic mythology, and a creature with one eye usually depicted as an old person are some of the monsters that you may encounter during the game. These creatures are not innately evil, it's just that the sudden body build makes them need a lot of food. And that usually means attacking the closest victim. Defeating a werewolf will require the use of a silver ball. But, tightlipped Nibris reveals a very significant detail on Sadness - it's not going to have any menu. “We aim at completely intuitive behaviour of the player – just as in life. Every choice a player makes is essential – if you experience traumatic events in your life, they are in you all the time. The same is going to be with Sadness. We want the player feel he participates in events, not only a game.” I guess using your intuition is also applicable in the game's saving system, because it's going to be invisible to the player. The game will not appear sooner than in the 4th quarter of 2007. Download: [Sad Theme] |
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