Over the last few weeks of spring we held another Frictional Fan Jam, the theme of the season being Spring and/or Rebirth. It yielded amazing works, but here are the winners we chose!
At the beginning of 2010, Frictional Games was five guys who had made a mildly successful game, working off quickly dwindling resources.
At the end of the decade, Frictional Games had grown to be 25 people across two projects, supported by steady income from a cult hit and an indie darling.
It has now been over 9 years since we released Amnesia: The Dark Descent. That is a bloody long time, and feels like we should celebrate that by talking about the craft of horror games.
As a small celebration we have collected 30 of some our favourite fan works of Simon, one for each year since his birth. In all honesty 30 is an arbitary number, a cutoff point to keep this post from being far too long. We love each and every one of your fan creations, as well as mods, meta commentary and even just coming together as a community.
Hi there! I’m Gregor and I’m a designer and programmer at Frictional, which means I’m responsible for all the fun events in our levels. Okay, maybe they’re fun just for us.
I’m Max, and I do gameplay programming and design. I joined Frictional about a year and a half ago, and I’ve been working on one of our super secret projects since.
On the last day of the cold January Will from Extra Credits sat down to stream SOMA, and for the first few hours of the game he was joined by his friend and Frictional employee Ian Thomas. Ian worked on scripting, coding, and level design for SOMA, and is now the Story Lead on one of Frictional’s two upcoming projects. During the stream he answered some questions from the viewers, ranging from what type of pizza he thinks Simon had in his fridge, to ways of minimising dissonance between the player and the character in a narrative game.
Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.
It’s over two years since we released SOMA, so it’s time for another update on how things have been going.
There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.