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PS4 Everybody's Gone to the Rapture (+ PC)

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Everybody's_gone_to_the_rapture_logo.jpg

Entwickler: thechineseroom
Publisher: thechineseroom
System: PC & PS4
Release: PS4: 2015 / PC: 2016


Everybody's Gone to the Rapture is an open-world, pure story game. We see it as the natural follow-on to Dear Esther. Rather than a linear environment, the whole games takes place in one large world. We're experimenting with dynamic, adaptive storytelling and audio as the backbone for the game, and re-introducing more interactive elements to the experience. We're currently working in CryEngine3, and at the moment are finalising the world design and gameplay elements, ready to start detailing up the world and creating the large number of audio assets it will require.

The story is still very much in development, but the key concept is this: many games set their action in a post-apocalpytic world. We want to try and create a game that takes place at the moment of apocalypse itself. What happens when time ceases to exist, when the world becomes empty. How do normal people respond to the end of the world itself?

Currently, Everybody's Gone to the Rapture is based around six characters, each telling their own story, and each connected to landmarks in the world that evolve as the game progresses. We'll post new screenshots of the game as it develops and keep discussing it here.
 
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du öffnest in letzter Zeit Threads zu einigen interessanten Perlen, die man sonst verpassen könnte
danke :)

sieht auf jeden Fall interessant aus! klingt für ein so kleines Entwicklerteam sehr ambitioniert. Dass man sowas wie Dear Esther mit einem duzend Personen entwickeln kann, leuchtet mir ein; aber sowas? naja, we'll see.
 
genau zu der zeit der pk hat mich meine freundin angerufen...

trailer sieht gut aus, thechineseroom sind eh super, ich ärger mich nur immernoch endlos über die kamera/regie, die immer mitten in den trailern auf die totale vom publikum blendet.
 
http://www.eurogamer.net/articles/2...-ps4-exclusive-everybodys-gone-to-the-rapture

"Originally, when we started the game off it was going to be an hour long for each playthrough. It would be almost like kind of a Groundhog Day or 12:01-type thing where you've got an hour. How far can you get? How much can you explore? Imagine reading a novel and you're really into it, and 30 pages before the end someone comes up and takes it out of your hand and goes, 'I'm afraid that's it. Your time's up.' It's an artificial conceit that doesn't necessarily produce a good player experience." Time limits, Pinchbeck notes, are "probably more suited to an arcade-style game, but not really good for a non-linear story-driven drama."

Pinchbeck notes that Rapture will still be non-linear and set during the final moments before the apocalypse. "Time still plays a fairly central role in the game - it's just the time-locked stuff is gone," he clarifies, though he hasn't sorted exactly how this will be handled. "One of the things we really, really wanted to explore with Rapture was the uniqueness of storytelling in games. So there are things you can do in terms of how the narrative is structured and how the player relates to the structure of that narrative and how time relates to all of that, that you can't do in another medium. That's something that's pure games. We really wanted to explore: what is it we can do with this that no other medium would be able to touch? How do we make this a real 'game drama' rather than a drama that just happens to be a on a game machine?"

sehr interessanter artikel über die entwicklung des spiels.
 

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