marshmatter
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marshmatter4 karma
The early announcement teaser: http://www.youtube.com/watch?v=alYPTlMIGvI
Some recent pre-alpha footage: http://www.youtube.com/watch?v=YfuYTnTrLrI
It's a mobile, story-driven game that focuses on ambiance and immersion in a chapter-based format. Actually, a part of the core idea comes from my experience attempting to play Myst on my phone during my commute. I love that "losing yourself in the world" feeling of Myst, but the game is too complex for 15-20 minute bursts on the bus.
marshmatter2 karma
From a creative direction standpoint, I felt it was a move away from the core aesthetics of Myst and Riven, and I think it reflects Robyn's departure from the franchise (but he's also right here, so he could prove me wrong).
I felt as if Myst and Riven were very rooted in mechanical, steam-punk-esque aesthetic. It's about machines, levers, gears, utilitarian things. I thought this made the whole world-creation aspect seem more tangible, rigid, and programmatic.
With Exile, I felt the core aesthetic departed into something that was more magical. Like you've said, things didn't have the same utilitarian purpose in the world and ages felt like mini-theme parks rather than places where people lived. It's a shame, because when I saw the very first teaser for Exile, I thought the Celtic theme was a really cool aesthetic to bring in.
Just expanding on your thought because you are right.
marshmatter22 karma
What was your funding arrangement with the Telefilm grant (now CMF)? In Indie Game you allude to "losing funding", what was that about? Anything you would have done differently on that front?
(I'm an indie game artist in Vancouver and we're gearing up to go after CMF in the Spring so any advice is welcome)
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