![]() Sawyer is careful to clarify that these systems have limits: "There are no meters. During a large meal in the middle of town, the choice of who you sit with not only impacts who you gain intel from but also may affect anyone you do not sit with or you may make conversational choices in the middle of town that others may overhear and keep track of. He suggests that decisions big and small accumulate in the course of the game's many years, and players also have to be mindful that they can only take so much time with village denizens along the way. You can use your best judgment or pick the person you want to see go!" he adds with a laugh. "And you eventually have to pin each murder on somebody, but it's never going to be clear if that's really the person. "There's lots of ambiguity," Sawyer says. Sawyer makes clear that Andreas has finite resources available as a detective in an era that didn't really have detectives, let alone forensics or, really, much in the way of formal crime investigations. The same system can remind you of what a named character looks like, which might spur your memory about prior interactions. "Whatever ideas I had about maybe doing something like this, they didn't seem achievable until Microsoft acquired us." Advertisement "I will say, it wasn't until Microsoft was going to acquire us that I thought, we can do this now"-he pauses with a nervous laugh-"for two reasons." Those being, Microsoft had suggested in the acquisition that the studio could explore "unusual and experimental" fare, and Microsoft's subscription-driven Game Pass platform might be a better fit than traditional retail for a game like Pentiment: an accessible, non-combat, decision-driven murder mystery set in the wake of the tumultuous Protestant Reformation. "I've wanted to make a historical game for a long time, but I can't remember the exact moment where I said, 'What if it was a narrative adventure and very small?'" Sawyer says in a video conference. Game director Josh Sawyer doesn't mince words about this peculiar game's budget and scope-nor about its corporate handlers finding the right place to put it.
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