Bouncing off my discussion on here a bit ago about Deus Ex: Invisible War, here’s the first of the articles I ended up writing for other places instead of posting here. It’s over at Gamasutra, and features words such as these:
Consider your favourite example of an atmospheric game. Mine, at present, would be something like BioShock, but I could just as easily pick Half-Life and its sequel, both System Shocks, Silent Hill, Vampire: Bloodlines or a whole host of others. Heck, even something as seemingly innocuous as World of Goo has heaps of the stuff. And the one thing these atmospheric games have in common, always, is a convincingly crafted, tangible, flowing world.
…and discusses all this sort of stuff in relation to Invisible War. Would be interested to hear what people thought of all this. I might tap into some more specific design stuff on here in the future, though probably not yet. In a month or so, I’ll be talking more lengthily and generally about the game, its developmental decisions and the ensuing backlash over at Eurogamer. Keep eyes peeled for that, and let’s hear what you reckon about the game in the meantime.
**Oh, meanwhile, one of the features I mentioned a couple of posts back is on hold, which has irritated me plenty. Certain people didn’t take kindly to being reported on, and naturally, what with Simon Parkin’s excellent piece and the ensuing (inevitable) threats from Langdell, things are a bit heated in the old investigative-games-journalism-world at the moment. A shame, but hopefully there’ll be a position where this is runnable in the future.
Better news on the other feature front, though: first draft complete, tidying up tomorrow and hopefully online at Faceoff Games later in the week. Woop woop!