![]() ![]() "Then, as some sort of idea started to form about a story, I wanted to try and make something that would feel like a 3D collage, a fragmented memory world. "Even before this game had started, we decided that the next game should be black and white, because I struggled so much with colours during the Sayonara Wild Hearts project," said Flasser. And this was developed in direct contrast to the vibrancy of previous game Sayonara Wild Hearts. Just as with Simogo's other games (Device 6, Year Walk) Lorelei and the Laser Eyes will feature a distinctive art style. "We want to invite players to talk to each other about how to solve puzzles, instead of just going online and finding the answer." That makes them scrambled or randomised for your playthrough," said Flesser. "There's quite a big variety of puzzles, and for many we have designed them in a way So far the team has created close to 150 puzzles, but the aim is for players to discuss solutions together. Puzzles will form the backbone of the game, though there won't be strict linear progression. "During the game you encounter a cast of characters you can interact with, and lots of other small focused puzzle interactions, and objects like locks, cameras, video games inside the game, computers, books, magazines and such. "Gameplay wise, Lorelei is a game mostly played in third person in which you non-linearly explore one big space to find and solve puzzles to progress," he said. "We want to make viewers wonder, and think."įlesser did provide a few details on what the game will entail. "We aim to try to raise questions, instead of answering them," said game director Simon Flesser. Simogo's Lorelei and the Laser Eyes is a game about "unravelling a big secret".Ī new trailer for the game was shown at the recent Annapurna Showcase, but with its abstract aesthetic it's difficult to ascertain exactly how the game will play.
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