I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.
Humble beginnings of the HPL Engine
I recently stumbled upon some really old videos with gameplay tests in the HPL engine and decided they would be fun to show off. This was not our first foray into 3D first person horror (Unbirth was), but it was the first time the the HPL engine was used. All of these are gameplay videos are from a student project then know as “The Hatch” and later became the “Penumbra Tech Demo”.
Amnesia – Two Years Later
It has now passed a little more than two years since we launched Amnesia and one year since the last report, so time for another! One would think that there is perhaps not much to be said this long after release, especially for a single player game with no built-in social features. But the fact is that Amnesia is still going very strong and 2012 will probably be the best financial year here at Frictional Games, which we would never had expected two years ago.
Tech Feature: HDR Lighting
Hello, my name is Peter and I’m the new graphics and engine programmer. New is not really the correct word since I have been working at Frictional for a year now. During this time I have updated the engine and added a lot of new graphic features. This will be the first of my blog posts describing the changes that have been made.
The Self, Presence and Storytelling
At GDC last week I gave a talk called “The Self, Presence and StoryTelling”. There will be a version of it up on the GDC Vault in 2 – 3 weeks I think and hopefully it will be free like last years’ talk. Before that comes up I will put up a pdf version of the talk containing a bit more information.
Horror Tip: Slender
Slender is a short horror game really similar to Hide. You walk (or run) around in a monotone environment looking for notes, while there is a scary monster hunting you. Like Hide it is interesting to see how a simple setup can create a really spooky experience. The graphics are nothing special, the music is simple moody droning and the sound effects are of no great quality. Still, taking all together and put in an interactive space, it gets a lot more immersion than what you would expect. I think this is a great testament to the power of interaction to create a strong sense of presence in way that is much harder to accomplish in any other media.
Thoughts of The Walking Dead (ep1)
I played through the first episode of The Walking Dead recently and few stuff popped up that I thought was worth discussing.
Thoughts on Lone Survivor
I just a finished Lone Survivor and because there is so much interesting stuff going on in it, I thought it was worth to write a blog post about it. At first glance Lone Survivor might look like some kind of 2D Silent Hill ripoff*, but there is a lot more to it than what is perceived at first sight.
10 Ways to Evolve Horror Games
Around 10 years ago, a lot of very interesting and ground breaking horror games were released. These include Silent Hill (1999), Fatal Frame (2001), Forbidden Siren (2003) and a few more. Since then not much has happened in the video-game horror genre and little has evolved. So what exactly can be done to push horror in video-games further? To answer that I will here present a list of my top 10 things I think could take horror game to the next level.
Unconventional Design Tips
The general advice for upstarting developers seem to be to focus on mechanics, building fast a prototype, getting the core game fun and and so. For instance CliffyB did so at GDC 2012. This is not bad per se, but it is really not the only way to make games and usually, and this is the issue, result in the same kind of experiences. So to create a counterweight to this, I decided to make my own list of design advice.