Tacoma, the long-awaited second recreation from Gone Home devs The Fullbright Company, was delayed for being an excessive amount of like their debut.
Jordan went hands-on with Tacoma a number of months in the past.
That’s in keeping with Steve Gaynor, designer and author, in a brand new interview with SE7EN.WS. Asked what was the reasoning behind last year’s delay, Gaynor says:
“We started building a first demo, and it was much closer in structure and progression to Gome Home than what we ended up doing. That meant you were following this breadcrumb trail of narrative pieces.”
The workers of Tacoma’s area station setting present up in augmented actuality due to the station’s AI. They’re key to the storytelling within the present model of the sport, however had been “more like an isolated video-audio diary,” on this earlier construct.
“When we put it in entrance of individuals, the general response was constructive, however there wasn’t a lot that made it completely different from Gone Home. They had been like ‘How are you differentiating yourselves?’ The entire level of setting ourselves within the far future on the area station, all that stuff was meant to push us to make the sport completely different. The common response was that we weren’t taking the concepts far sufficient.
“We went again and stated ‘How can we structure the space station differently? How can we structure progression differently? Most importantly, how can we make the AR characters the core mechanic of the game?’ That took lots of re-examination, however on the finish of the day, we’re all glad that we had been capable of see that the primary model had some issues that had been attention-grabbing, and we had been capable of make them dwell as much as the potential that they’d.”
Almost 4 years after Gone Home, Tacoma is lastly releasing on August 2. You can get it for 10% off its buy worth of £14.99 ($17.99) for those who purchase it earlier than then – here is the Steam page.
Gone Home revolutionised narrative design in videogames when it launched again in 2013, telling the story behind an empty home in an ingenious, player-centric manner.
Source