![]() ![]() Howard wrote his stuff in the 30s you still read his books while growing up in the 80s so it still counts as a formative experience. Chronologically there may have been something of a discrepancy in some of the media the devs were influenced by but it still didn't matter as even though someone like Robert E. Popular movies from the 60s, 70s and especially the 80s, famous sci-fi or fantasy novels, comic books and so forth. Games in the 90s all reflect stuff the devs watched or read during their formative years. Games in the past were inspired by things game developers actually enjoyed while growing up and were familiar with. To me it just feels like a different variant of post-modernism. You never lived the era you are trying to resurrect or pay "omage" to, so how the fuck do you know what things were actually like back then? Nostalgia porn without a cause seems to be a desease specific to zoomers. it was crucial for us from the start that avoiding enemies, sneaking, or using traps will be just as valid, as shooting or ripping your opponent's head off with a tentacle hand. ![]() We felt it was most important not to create a linear game where the player could only choose which weapon to headshot the opponent with, but to give a more open, free-form experience where you can answer each problem with multiple solutions. Mainly because we LOVED games like the Thief or the System Shock series, games where you can live and breathe with the environment, where the world is amazingly immersive, sucks you in, and won't let you go. The immersive sim is a rather elusive and hard-to-pin-down genre, but it's the direction we've been shooting in from the start. While the world and specific narrative of the game were (and still are) slowly being polished, we found the style we wanted to follow and which we later will call "Disco-Punk", so the next step was to lay down the game design philosophy. The next step - which is still an integral part of the story - is that one of the ships (more like a space station with gigantic engines) breaks off the convoy and gets lost in the infinite vastness of space. So, this was the initial idea, or more like the seed of the idea, the basic situation. This is 2177, and the Earth has become uninhabitable. ![]() The destination and the success of the mission are rather questionable, but humanity simply has no other choice. What was the starting point? Well, we just imagined a convoy of ships heading for a new home with the rest of mankind in their belly. RetroSpace today bears almost zero resemblance to the first prototype versions, but the vision and philosophy were solidly in place from the get-go. The vision, design philosophy, and the first steps on Aurora 5. A way out of the endless loop, the evil void, and the cosmic madness. The Nameless Man is looking for a way out. What is going to happen next? Will the madness ever end? Until one of the gigantic city-ships derailed off its course.Īnd now it drifts in the void, lost in the infinite blackness of space.Ĭorridors are infested with mutants, systems are jammed, and the ship is constantly jumping back and forth between two time periods. On this mission spanning several centuries, humans spend their lives in deep sleep, while robots, androids, and a dedicated team of personnel guard their dreams. There is one little problem though since cloning is never perfect, you should be prepared for some severe cloning degenerations, and of course, it is highly recommended to get your stuff back from your former self.Ģ177 - Humanity's last hope is the AURORA fleet, a convoy of floating space stations searching for a new home. BUT BEARE! Mutamods™ may have unexpected and irreversible side effects.ĭeath will be an integral part of your journey, but don't worry! Aurora can produce an infinite number of clones of you. Want to become a tentacle-armed, mind-controlling, shadow-lurking mutant? Be our guest. ![]() Mutamods™ can make your life much easier and enhance your combat and stealth skills. ![]()
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