Stasis - isometric, sci-fi point-and-click adventure game (Kickstarter Campaign)



    Information links:
    Stasis Kikstarter page - ( KS link )
    Stasis official page - ( Official web-page )
    Stasis demo version - ( Download page )
    Developer blog on the official website Official blog-page
    Tig-Source developer blog Tig- Source blog

    Video links:
    Debut KS video on Youtube Video-link
    First trailer for Stasis Video-link
    Second trailer for Stasis Video-link

    In this publication, we will talk about the isometric horror adventure STASIS, which has been developed for three years and which has just been released on Kickstarter. Unlike the heroes of the previous two publications, Stasis is not only well prepared, but also has a demo version that is in the public domain. Before making any body movements, I highly recommend trying it.

    The game goes back to the era of isometric games. Moreover, unlike a number of modern projects, this is a two-dimensional classical isometry with a fixed camera, pre-rendered backgrounds and two-dimensional characters. To release such a game in 2014 is quite risky, however, given the general trend of moving back into the future, the beginning of which was brilliantly laid by Obsidian Entertainment with a famous projectEternity , we can assume that in the near future grandfather's methods will again become mainstream.

    If someone asked about the first associations when watching the debut video, I would not hesitate to say - Ridley Scott, Aliens, Blizzard and Westwood Studios. It is all here. In one bottle. And you can see this before you follow the next shovel. There, below, after we will compare our feelings and talk about another potentially good game. In addition to thoughts, old games and everything related to isometry, you will find a blitz interview with Christopher Bischoff.


    Unfortunately, at the moment there is no official pitch video from Kickstarter on the Youtube channel on the network, so I had to insert this. From the channel Adventure Treff .

    If the words "adventure" and "isometry" sound like strings to you, if you are not afraid of the old games - welcome. Before the start of this dive, I would like to note that all you see is a one-man show. It's not about the surviving person, our alter ego John, but about the author of the game. All that you see in the game is the work of one person. Work with quality and elaboration “as then”, but today.






    In the previous article, I was reproached for the lack of specificity, exclamations were made more than once - and what did he actually want to say with that? Well, let's be straight as a shot from the "rails". There is a game that resembles a good one in all respects (I myself, of course, consider it amazing), and there is a fact that it has been extremely sparingly covered in the domestic press so far. Brief lines of press releases do not reveal the depth of the game, reporting on its arrival only statistically, for show. There is a fact that this is a development of several years, by one person at a very high technical and artistic level. It's not about voice acting, but I think the Kickstarter campaign will help Christopher raise the necessary amounts to hire a professional musician and sound director. By the way, the first surprise

    "... At my first glimpse of STASIS, I was completely blown away by its Deep Beauty. This is destined to be EPIC! ..."


    Thumbnail source ( image-link )

    I want to fill a small gap in the information vacuum around the Stasis project. It is, of course, about domestic information resources. I also want to find among Khabrchan those who are close to this topic, so that together, with combined blows, we help Christopher not only get to the desired ceiling, but also move on. If only because such games are not released every year, and honestly - not every decade. Eighteen years have passed since The Dig, Crusader: No Remorse (the mastermind of this game).



    The hero of the game, John Maracheck, is awakened from cryosus in the bowels of the giant space shuttle Groomlake. The ship has long been abandoned, which is clearly indicated by desolation, disorder and damaged life support systems. There are no living at first glance. The remaining cryo-capsules contain only the corpses of the team. The mining ship is far beyond Earth’s jurisdiction, in the orbit of the gas giant Neptune, and even sadder in the falling orbit.

    This ship is the property of the multinational company Kane Corporation, which played a key role in the technological development of mankind. The areas of primary development are technology, science and medicine. But for John it will be much more important to find out as soon as possible that the mining ship Gromlake is just a platform for terrifying and illegal research.

    Pain. Fear. You barely breathe and have difficulty moving. You're alone. You do not know what is with your family, only that it is not there. And time is running out. The ship, probably due to damage, descends lower and lower to the surface of Neptune, which is already pulling toward it blue methane tentacles.


    Source of this thumbnail ( image-link )



    According to the dry lines of press releases - this is an isometric adventure. The combination of today's times is quite rare. In the past, one could find more than a dozen adventure games of such a plan, among which Crusader , Alien Earth and Albion can be distinguished . However, now, in our time, this niche is empty. The author of the project, Christopher Bischoff, does not agree with this statement of the question. And in my opinion, he is very convincingly trying to prove to us that this subgenre is alive and will live.

    Taking the protagonist John under his wing, the player will be able to interact with environmental objects and solve puzzles in the process of exploring the world, which is represented by the giant mining starship “Gromlake”.

    The visual picture of the game is based on a detailed two-dimensional graphics made in isometric projection. Inspired by the adventure “Sanitarium” and the art of the game “Crusader: No Remorse”, Stasis creates for you his own unique visual style and turns this eerie fairy tale into reality.

    For Christopher, Stasis is a source of inexhaustible passion, so strong that the development of the game has been going on for three years. Chris spent a year looking for an artistic solution for the game and preliminary research on style and design, then to spend another two years creating the scenery. All this can be gleaned from the net, without being armed with a spatula, as they say on its surface. But in my opinion, the topic, the game, and the people deserve much more attention. Starting from at least three years of development alone and the quality of the product being developed.



    It seems to me that I should be very careful in my emotions. Not at all, but with reference to this project. Any analogy, any word can create a false or false impression in the reader. And I would not want that. Therefore, the publication will be much shorter and drier than usual. Images, videos, a brief interview - they will be enough to choose or to awaken a sense of curiosity.

    From myself I can say that this is a special game. They don’t do such things now. It seems that Christopher is from there. From our past. It seems that he uses old tools. As if not suspecting that the year is 2013. In his overgrown web of 2155, games are still made by loners. Stuck in his outlandish stasis, he works, still paying attention to little things, and still thinking through every inch of the created world, as he did a long time ago, and since it has not been done for a long time now. He is not familiar with the “high standards” of the modern world, he does not focus on fashion, and creates the scenery for his world so carefully that it is just right to recall stories from the set of the film “ Alien". There, for every decoration, they had to fight with money-givers. Do you probably remember the scene with Space Jockey? The very one that has become one of the many visiting cards of this cult film (in addition to the “birth scene” that has got its teeth sore)? The one that in the distant 1979th caused a rash and a sense of impossibility of what is happening on the screen?


    The same scene. The crew often had disagreements with investors, but their perseverance and unwillingness to compromise gave the world the name of the Alien that we know him and did not let him slip into a cheap and second-rate horror movie. When you understand on what thin threads the fate of projects hangs, which after years proudly bear the name of the classics of cinema, it becomes creepy. An amazing series of events, successful and unsuccessful circumstances and strange luck - that is what surrounds many of the cult films. Curious people can learn a bit more information about filming the movie “Alien” in the StopGames documentary “ History of the series. Alien and Predator. Part 1: The Birth of the Beast ”. Curious and very good educational material.

    If Riddle Scott and his team had not defended the Jockey - the film would have been completely different. If we had not fought for the size of the scenery and their elaboration, everything would have been different. Christopher does not need to know about this. He does not give a descent to himself in creating scenery for the game, doing everything that is necessary for a good project. There is no one to stop him from doing everything exactly as he wants. All he lacks is time. Paid time that he could give to Stasis. Give so that no one remains deprived. I can hardly imagine a three-year development of such a scale so that close people and family would not be “hurt”. The press release of the game, by the way, speaks of a lost family. About time that leaves faster than necessary. It is believed that many developers, like any other creative people, project themselves on their heroes.

    All this, of course, is speculation, reasoning, and they can be erroneous. To find more reliable information, we will begin to move into the depths of Gromleyka, step by step, trying to understand what is true and what are just words that do not deserve any attention.



    You can track Christopher's project on several web resources at once. Of course, he was not missed by the British RPS , noted on Kotaku , IndiStatic and many others ( author's note - at the time of collecting information, these publications were slightly less ). The promotion was wonderful (albeit not as deafening as the victorious march of yet another successful debutant of this year by KS - Hyper Light Drifter), not to mention the fact that the game was noticed and commented on by the luminaries of the gaming industry. On the front page of the project you can see a quote from Brian Fargo:

    "... Excellent work! Stasis sets a thick mood and reminds me of a Ridley Scott Film. Expect good things from Cris Bischoff ..."

    And then Mark Morgan, who, By the way, as I said earlier, quite officially joined the project as a musician. This is more than a good help for maximum promotion ( author's note - at the time of the interview, Mark Morgan had not yet officially expressed his consent) It remains only to wait for reinforcements from Obsidian Entertainment, and then the blows from the isometric front will cease to be crushing, turning into an invulnerable barrage that will sweep away everything that does not bear the imprint of “manual isometry” from the market.


    Thumbnail source ( image-link )

    However, I would recommend paying attention not only to the aforementioned sources, but also to the Tig-Surs resource known in narrow circles(Tig Source). The fact is that all the more or less well-known developers are published on Tig. We can say that threads devoted to games are the real developer diaries. They publish news about the progress, new screenshots, art, the thoughts of the developers, there is a conversation with those who are interested. Moreover, it often happens that in these threads information appears much faster than on the official pages of projects. It is understandable - working notes. He threw off the information and went on to work further. In the event that you are interested in the world of the gaming industry, especially the stages of the emergence of projects and the game development process, you should definitely visit this resource. Not one interesting project was found there, and not one news was distributed around the world thanks to fishermen from the largest news sites that regularly throw gear in search of larger fish.


    Thumbnail source ( image-link )

    Each "diary" in Tig has an indicator of project readiness, which the author sets at his discretion. We can see that in the case of Stisis this mark reached the 50% milestone. In conjunction with other data, it can be assumed that the funds raised for Kickstarter are needed more quickly to bring the game to mind than to develop it from scratch based on any concepts. Embed in it everything you need to invest on top. Which smoothly leads us to a list of features (or what else they are called - features) of the game.



    - Isometric perspective
    - Two-dimensional and detailed graphics
    - Sci-fi setting framed by a horror story
    - The visual style and the world, inspired by the film "Alien", "Sunshine" and "Event Horizon"
    - The game is focused solely on the PC

    Note: In my humble opinion, and that's enough to carefully examine the person Stasis, because the visual word is no longer with deeds . As I mentioned, the presence of Ridley Scott is felt from the first seconds of acquaintance with the game. And the rest of the "chips" add nothing but joy. However, we will try to free this text from annoying enthusiasm.


    Rushing train as a location for research, residential sectors, giant hangars, in a word places that bear the imprint of "right" fiction. That one. Without fashionable gloss, without unnatural and far-fetched parts, don’t understand what, a video series that immediately disposes to itself (full versions of miniatures - first , second , third and fourth ). The more I learn this game, the more difficult it is to believe that this whole thing is the work of a loner.

    Each person is multifaceted. The edges of creative people play especially well in the sun. What else can we learn about the hero of today's publication by continuing to walk around network resources? This part of the story is especially close to me. I met a number of these images on the net, but I had no idea what their "dad" Christopher was. To admit, you do not often meet a person so keen on his business. In the thread from the mentioned Tig-Surs, this can be traced better than in the dry and official lines of official resources.



    He loves isometry like no other. In his own words, if he had the strength and time, he would have turned everything that is possible into isometry. And this statement is confirmed by a number of his works. It turns out a number of fan art for Wasteland 2, Blade Runner and Bioshock: Infinityflashed on the net - his handiwork. Screenshots are provided with small vignettes in some places. Some Youtube dioramas, when the author, having made the scenery, enlivens them in the engine, showing how well this or that scene in dynamics will look. After that, you think about what Wasteland 2 would be if Christopher, and not anyone else, were engaged in visual styling. After his demo, the project looks much less atmospheric.


    Such Chris sees a post-apocalyptic. This could be the Wasteland 2 project. The appearance of this work was caused by a two-week break from Stasis (which Christopher practices as an unloading) and inspired by games such as Wasteland 2, The Last of US, and I'm Alive! I will refrain from any comments to avoid further reproaches for anything.

    According to him, when he gets tired of Stasis (after three years of hard work after all) he does something else. To free my head from thoughts and just unwind. I wish I had such a rest, damn it! Take and make a piece of your favorite game, or something like that, instead of relaxing with another order. Chris probably knows how to properly manage his time. What we, by the way, will definitely ask him.

    Comments on his sketches are full of phrases “where to bring ?!”, “I think that I have found a developer whom I will support all my life”, “please, ah, let Blade Runner be your next game”. A creative person can only dream of such success and recognition. What I will definitely do after writing this publication. Although before that I would like to resolve one issue that interests me (and possibly you). What software does Christopher work on, with the help of which he creates his own world, and in what he collects his scenery?



    Christopher uses the 3D Studio Max package as a toolkit for creating environmental scenes. You can verify this by reading numerous posts on his production blog. Preparation for the development of any scene goes in several stages. As a real engineer, Bischof first creates a concept, often sheets of paper or pages of a notebook become a container of his future ideas.


    It all starts with a sketch. And that is the law. Before embodying any thought, it must be nurtured. Cook. Draw and think through.

    There is no place for what our industry is rich in. Come up with a beautiful something, and then try to fit a game play into it. The story is built around the scenery of a real ship and real buildings. There is no place for what we call “Baldovism”, only sober calculation.


    The first dimensional boxes, the location of the rooms and cabins.

    After the stage of schemes and sketches, Bischoff proceeds to the stage of creating “cubes”. The very approach that is necessary in the development of any project. Sketch of the dimensions. Studying visual plans, considering the concept at the geometric sketch level. And only then this sketch goes into production. Also a good illustration of this approach can be seen here on his blog where he illustrates the process of working on the small Hawking shuttle.

    (in the rest of this block - further stages of scene preparation, reflections on the correctness of this approach, brief information about the engine used)

    The first detailing and the first rags of meat, on which soon all the fish will appear.

    Any person who wants to do isometry without fail should read this person’s blog. In it you will find a lot of answers to your questions. They will tell you very popularly about the problems of isometry and how they can be solved. Consider this a collection of tutorials. Consider this a priceless treasury where the master shares his secrets with you. This is no more and no less than an amazing excursion into the development of isometric games. It will not teach you how to make games, it will not solve gameplay issues, but it will push you in the right direction with regard to specific technological nuances.


    The fish was not slow to appear turning the whole scene into "meat".

    I’ll add from myself that the approach that Christopher uses reminds me more of the work of the masters than the annoying, simple and worthless tutorials that are found in large numbers on the vast expanses of the network. As if you went to the forge and met a friendly master there. Such as it turns out, it happens. There is no aplomb and no slogans. No screaming "I developed this technology, this is a unique mixture ...". There is none of this. There is a story of an enthusiastic person about what and how is being done, and what it leads to.


    Put the light on. The phrase is familiar to any level designer, environmental designer or any lighting specialist. The importance of light and color accents, light and shadow can be appreciated by everyone, but not everyone can explain what is wrong in the scene, explain the causes of discomfort. The theme, of course, is more global than italic commentary on a small image.

    Alas, my publications are already large in size, despite the strong compression of information. Therefore, I will not go deep into the premises of his forge. I will focus only on one more link in the production chain of game content, namely, on the game engine. Firstly, this is not Unity3D. Recently, unfortunately, Unity3D has become a household name, since in some cases, based on such a simple engine, you can quickly collect demos that do not reflect the real picture of the product being developed. Popularization of the engine and the convenience of working with it, on the one hand, make it an accessible and convenient tool, but on the other hand, they play a poor service in the person of the opinions of “friendly professionals”. There is not a single publication related to Unity3D without comments of the class "now every fool can blind anything." Firstly, this is not so.

    Christopher uses Visionaire Studio . Those who play adventure games, he may be familiar from a series of brilliant quests - Deponia, A New Beginning, The Whispered World . In truth, I did not know that this engine supports work with isometry. But, nevertheless, it is difficult to argue with this. Here he is Stasis. Draws to you its gloomy tentacles. It is curious that the developers of Visionaire Studio also support Chris, on the front page of the site there is a call to support him on Kickstarter.

    The engine according to Chris is user friendly and does not require programming skills. Excluding some specific tasks. On the website of the software developer there is an opportunity to get acquainted with the engine. A demo version of the toolkit, with a demo version of the game without the ability to compile it into a finished product. I do not think that Daedalic Entertainment has settled on this platform because of its inconvenience. True, Daedalic Entertainment and Visionaire Studio are German brands. It may be more convenient that which lies closer. Who knows? Christopher himself speaks of

    simplicity . He tried all the most famous adventure creation engines before choosing Visionaire Studio, it was both AGS and Vintermute Engine.




    After a quick look at the accompanying information, we will finally move on to the dessert. Blitz interview. Blitz, because fast. Christopher is currently very busy and making his way to his appointment is not very easy. Just kidding. However, workload, Kickstarter campaign, and Stasis in itself - eat it without a trace. Incidentally, he answered this blitz during his lunch.

    W: Introduce yourself, please tell us where you come from, tell us how and when your career in the gaming industry began?
    Christopher:My name is Christopher Bischof. I am a 3D Artist by profession, born and raised in Johannesburg, South Africa. As a professional 3D Artist for twelve (12) years, I still have no real practice in the gaming industry. And even if I don’t have this practice, there is an all-consuming passion to tell stories!

    W: Looking at your work, to be honest, you can't say that. The content that you are preparing, frankly, is of the highest quality. Please tell us how you decided to do Stasis? How did you have the courage to touch upon such a dangerous genre in our time as isometric adventure? In my opinion, either a desperately brave person or a person who is selflessly in love with an object can decide on this.
    Christopher:In my opinion, the isometric view has always looked natural. Naturally. Self-sufficient. I always loved isometric games - Diablo, Crusader: No Remorse ... even StarCraft! (laughs). I never had the question, "Well ... umm ... I'm going to make an isometric adventure game", it rather looked like "I love isometry, I love adventure games ... and adventure games at that angle ... it will be cool! "

    W: Tell me please, who the hell is responsible for this amazing art inside the game, for these backgrounds? Who creates all this grandeur? Tell us about your role in this game and about your team.
    Christopher:Mmmm ... Stasis is entirely the product of one person’s creativity. I did everything for him - from graphics, modeling, texturing to animation, sound, design of buildings, equipment and other parts of the Stasis world. In general, I programmed where I needed too. I am a 3D Artist by profession. The twelve-year experience mentioned earlier is the experience of an architectural artist. Therefore, the creation of attractive and comfortable living conditions is my second self, my usual working day. Well, everything related to Stasis is the result of hard work and self-education!

    (in the rest of the interview, games and films are inspirational, about how the author felt the day before the start of the Kickstarter campaign, about how Chris finds time to work, and why no one kills him for this. Also about his family, tips developers in a similar situation, and something else)
    W: I read a series of interviews about your work, went through your blog, and nevertheless I will ask this trivial question - what has the greatest impact on the design and world of Stasis? Alien Riddle Scott is felt from the first seconds of acquaintance with the game, one can also say about Crusader. Maybe there is something else? After all, Stasis has many more faces than can be seen during a quick inspection?
    Christopher: Stasis is a true mixture of many ingredients. It combines everything that I love so much in science fiction. This is Alien, Aliens, Prometheus, Hell, The Black Hole, this is Star Trek, Star Wars ... god there are so many things. Ingredients no number.
    True, the main influence, nevertheless, was made by “Alien” and “Through the Horizon” from the side of the cinema. But from the point of view of games, it’s absolutely certain - The Dig from Lucas Art (incredible adventure!) And of course Fallout. This couple is responsible for the feeling of the game that I tried to create for the player.

    W: In the interview you talk about three years of work on the project, in the evenings, on weekends, in any free minute. Tell us about this time. How did you feel before the company started on Kickstarter? Not now, when you feel the incredible support of players and celebrities, but say ... the day before the kickstarter campaign. It is more interesting to know how a person feels when he was carrying an excessive burden for three long years and had just approached the gate leading to Kickstarter city.
    Christopher: This is very scary. Three years to work on something of their own and not know how others will perceive it. For three years I worked on what I could never say for sure - this is what I want. But in the end, now, I can confidently say - this is what I would like to play. All I could do was hope that other people can enjoy this game and enjoy it, just like I do.
    Hearing that people play your game and enjoy it is an incredible feeling. I really like that people experience and study the game, evaluate the quality of the work done in relation to the art style, I like that they can interact with it without me, and that they can enjoy it!

    W:A few personal questions if you don't mind. We are all employees of the IT industry. We constantly hang around at our work, which is why our wives, periodically, want to kill us. How did you survive these three years if Stasis took all your free time?
    Christopher: Honestly? Not sure if that was the case. I believe that I have a good balance between work and real life. I was always somewhat obsessed with my work. I have my own company (in half with my brother) so I'm used to working a lot, and even my days off to fill this work. I think that the people around me just understand how important this work is to me, and I understand what I'm trying to do.

    W:Can you give some small advice to developers who work in similar conditions? What things would you advise them to concentrate on? How not to lose faith? What to do next?
    Christopher: Make sure you really love what you do. You are going to stay in this for quite some time, so in a sense it should be some kind of obsession. Something that in any case will delight you, even if you are tired. Something to which you will always want to return if you suddenly step back briefly to the side for any business.

    W:We have no doubt that you will finish your titanic work. No one doubts that you will achieve victory, and take more than expected. But I want to ask a question that goes much further in time than the current project or Kickstarter campaign. What are your plans for the future? What will you do after Stasis?
    Christopher: A bunch ... a bunch of games! We are already writing a sequel to Stasis right now and another, completely new, nowhere announced world for new adventures and new explorations!

    W:It is believed that the developer, like any other creative person, is inclined to influence his hero, his alter ego in the game world, and to some extent projects himself on him. What do you say about this theory? And if you can tell a little more about the main character of the game, about John.
    Christopher: The main character, John, is very attached to his family. I am also very attached to the family. I try to see my parents as often as I can, and my brother is definitely my best friend. Therefore, the name of our office does not accidentally sound like "Brotherhood." I think that the game must necessarily have a part of yourself in you. It is important. Especially when it comes to people who are actively creating an artistic style, art of the game - then the visual with which the player interacts constantly.

    W:I believe that good games are like books. Each of them carries a secret message to the reader or viewer. Can you tell us what Stasis sends us, a little more than we can learn from official resources, or ... will it be a spoiler?
    Christopher: The game covers a lot of topics. One of them is "how far are you willing to go for your family?" This is the story of John along with the story of how people relate to each other. If we take away all moral guidelines from a person, if there are no consequences, like payment for certain actions, how far will humanity go? Is man just another animal? The game is trying to answer these questions. As part of the story of one person. An ordinary person in a difficult situation.

    W:Thank you Christopher for your time, for this interview, for your ruined lunch. I no longer dare to distract you from your affairs, leaving only one question on this table. Maybe you want to say something specifically for the Russian audience and for the audience of the Habr IT portal? Maybe something personal? (laugh)
    Christopher: Stasis is the fruit of my absolute passion. Therefore, I am surprised that it turned out to be so noticeable, and that the Russian gaming community is so actively interested in it. So open and persistent. This is a completely new experience for me.




    Of course, much of what should be included in the publication remains behind the scenes. Any of the areas of development could be developed into a separate publication, such as isometry, production of content for isometry, stage lighting, etc. For me as a developer, such topics are of primary interest, but for the player they are superfluous. As noted earlier - the publication already has a sufficient amount of information. It is on the verge of ordinary interest with attempts to fall into technical aspects. But the task was different. To interest the reader with another good game in the genre of adventure games. To introduce the author of the project, to talk about it so that everyone can decide for themselves whether the game deserves attention or not.

    I don’t want to do this, but I’ll have to finish this short story, make a number of marginal notes, supplementing what was not said or not obvious.

    Mark # 01 Interviews and information on stage-by-stage preparation of scenes used in the game is placed under the spoilers in order to reduce the main information block of the publication.
    Mark # 02 This publication, like any other, is not custom-made. The result of their appearance is a consequence of the author’s extreme interest in the success of various game projects. The authors of the projects are not responsible for the style of presentation, the presentation of facts, for speculation and wishful thinking.
    Tag # 03Unlike previous publications, the images presented in the text are divided into icons and source codes. The icon (thumbnail) of the image does not exceed 800 pixels wide, while maintaining the proportions. This is done so that people with limited traffic can still get acquainted with the visual range of the game without loading screenshots of the original sizes. Sources are attached as links, at the bottom of the thumbnail image.
    Tag # 04 The publication did not touch the game The Digdue to the fact that the game itself deserves a separate publication. In short, The Dig is a sci-fi adventure rightfully included in the golden pantheon. But it’s also one of Lucas Art’s most serious games, it’s also a drama, a fantastic canvas in terms of art, etc. No wonder the game touched Christopher. A treasure for any adventure fan who deserves at least a few hours of play.
    Tag # 05The publication does not address the issue of game play, information about the plot (minus the base one), and other details of the game world. With regard to adventure, the presentation of such information, in my understanding, is sacrilege. In my understanding, adventure can not be considered as other genres, because in many ways the game is like a book. What is the point of discussing a book without reading it - I do not understand. Advise - yes, you can. But discuss? The mechanics and controller in adventure games are also simple and rarely when a game can boast of serious management errors. Usually this happens in the case of porting, or it happened at the dawn of the adventures as a genre.
    Tag # 06 - (11/20/2013 - Time: 15:07)I did not mention the fact that Mark Morgan will join the project only if another 20.ooo dollars will be raised in excess of the indicated amount. Such are the stretch goals. In the case of only 5 thousand above the declared 100.ooo, a regime will be added when certain interactions of John with the environment can be fatal. Such gameplay elements were actively used in old adventure games. For example, in the notorious Space Quest , where death awaited the player literally everywhere. Such things used to be a fun norm ...

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