It’s non-linear, with a dynamic and adaptive environment, so this is about your story, a really individual experience that breaks away from the on-rails nature of lots of story-driven games into something that you have a visible impact on. So what can you expect? Well, we can promise you that Everybody’s Gone to the Rapture will be powerful and deep, highly immersive and with an absolute focus on your emotional journey through the world. They were just shipping Journey and Unfinished Swan and we thought we’d have a lot in common in terms of ideas about story, gameplay, player experience. In a completely idealistic and high risk move, we forgot about the idea of a Plan B, put together a prototype and approached Sony Santa Monica. We also knew that Sony were committed to pushing really interesting indie and experimental work, and figured they’d be into the ideas we were putting together. When we started making Everybody’s Gone to the Rapture, we knew we wanted to make a console title. Expect a reveal about that in due course, but we’re very excited about it and can’t wait to show it off. There’s also a really cool thing you can do which makes the game really different and makes this process of exploring the story something you could only do in a game, but we’re keeping that secret for now. You do this by exploring a large open-world environment, and interacting with the objects, places and people you find to gradually unlock and put together the story. You play the role of a scientist, trapped in the very second of the apocalypse, and the game is about discovering what has happened. But it’s not casual in the classic sense – this is a deep and immersive game.
It uses simple gameplay – basic exploration of a first-person world – so it’s very friendly to people without a lot of game experience. Like Dear Esther, the new game is all about the story. We were left thinking “how do you follow that?”Įverybody’s Gone to the Rapture, our new game, is our attempt to answer that question, and I want to tell you a little about it. It was one of the breakout indie hits of 2012, gathering up a whole bag of international awards and shifting over three quarters of a million copies. It was all about immersion and emotion, rather than having lots of complex gameplay, and was slow and poetic, with a really strong emphasis on the quality of the production – music, art, writing, voice-over.
#REAL MYST RYME PC#
We made a game called Dear Esther for PC last year that was a first-person story-driven exploration and mystery title. We’re based in Brighton, on the south coast of the UK. Continued abuse of our services will cause your IP address to be blocked indefinitely.Hi there, we’re Dan and Jessica, Co-Directors of The Chinese Room. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior. Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.
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