This month its me, Hannah, here to shout and jump up and down and wave my arms in the air because we have a new trailer for Mask of the Rose and I love it like I love - I was going to say my children, but today one of them punched me on the leg and told me I was bad, so. What Im saying is Im fond of the trailer. Here it is: [previewyoutube=Wamhz5iLRAE;full][trailer][/previewyoutube] This trailer was made by Derek Lieu, game trailer maestro. His YouTube and Tiktok are masterclasses in what makes a good game trailer, fascinating even if it isnt your job! Here'd Derek talking about how the Mask of the Rose gameplay trailer came together. Which parts of Mask of the Rose made you go, oh, that bit has to go in the trailer? The line from Mr. Pages wanting to know about the taste of the hearts was one which immediately stood out. It made me laugh and inspired so many questions. The line permanent murder is also utterly fantastic. When searching for good trailer dialogue I look for something which says a lot about the world and the characters, in as few words as possible. Permanent murder is probably the shortest and most evocative two words Ive ever had in a trailer. This is why I used both of these moments in the opening of the trailer to hopefully hook the audience. I think Mask of the Rose is full of this sort of dialogue which feels like it could only belong to this world. I typically go for games with either spoken dialogue or action, but the writing drew me to the game despite the difficulty of making visual novel trailers. When you're making a trailer for a narrative game, is there anything you approach differently than for eg a platformer? For narrative games I always start with dialogue. I play as much of the game as I can and then I ask for either the voice files, screenplay, or more typically, a MASSIVE spreadsheet of dialogue. In this case it was the Ink files with their mix of code and text. Then I delve into the dialogue, find the parts I think could work best, and try to create a story which illustrates a mix of the world, the characters situations, and the game mechanics. The dialogue I select and edit together is the backbone of the trailer which creates the dramatic structure. I liken making a story trailer to being given a several thousand piece jigsaw puzzle, which I then have to select maybe a couple dozen pieces and make a picture which feels representative of the complete image. Or at the very least, representative of one section. Aside from starting with dialogue there are still fundamentals of trailer structure which I always follow for every trailer I make. This is based on the information necessary to answer basic questions, and subsequent questions that come after. For example: What is this? What is happening? Why is that interesting? What makes this unique? How big is the scope? What are the challenges of making a visual novel trailer? The main challenge with visual novels is that text is the primary content, but using a video to deliver text can be terribly dull. Even though social media video and apps like TikTok show people are ok with reading a lot of text in videos, its still hard to make text engaging in a trailer. Some visual novels strategy is to make trailers which use flashy motion graphics to add motion and visual flare to the game art. I understand this approach, but I feel like this focus on the visuals is to the detriment of the novel portion. When relying on the words, the challenge of making a trailer is saying and showing a lot as quickly as possible. Thankfully, I had the Failbetter writers available to take my selections and tighten them up where necessary. It makes a huge difference if I can make a line shorter by even one word, while retaining the core message. Something that I think would surprise people is the extent to which we've had to reconstitute bits of the game in different configurations to make them make sense in a trailer. Is this typical to your work across genres? Yes, absolutely! Im always looking for ways to make ideas and visuals clearer and easier to digest for the trailer audience. Whether this means removing HUD/UI elements in shots where they dont contribute to the idea currently being shown or removing text which distracts from what I want the audience to read. Im always doing the squint test where you squint your eyes to blur your vision, and check whether or not the thing you want people to look at is the first thing you see. For example, if youre in a room with a light source, with blurry vision, the light will be the first thing you see, the second thing will either be the next brightest, biggest, or most colorful thing, and so forth. This means some of the shots have less text in them than you'll see in the finished game, but you're more likely to have finished reading any text I did show in the trailer. For narratives I often have to put dialogue out of order to tell the story, because sometimes a line later in the story provides exposition which helps explain things at the beginning. Is there a bit of the Mask trailer that you're particularly pleased with? I love how the backgrounds blur out in the shots Paul [Arendt, art director for Mask of the Rose] created for the sexy montage. Combined with the music and the dialogue, I think that section creates a great feeling. If we did our job well, people should be reaching for those GIFs of sweaty people fanning themselves when they see it, haha. I was especially satisfied when my wife laughed at the funny parts of the trailer. Seeing someone react with the emotions I intended to elicit is always very gratifying. This was a fun one to work on! Most of my work is usually in capture and editing, so it was nice to play in such a richly realized world where the images are created mostly through text. I hope it pleases fans of the Fallen London games who might not play visual novels, and intrigues visual novel fans who aren't familiar with the series.
[ 2022-09-14 13:29:54 CET ] [ Original post ]
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Welcome to Fallen London: a darkly hilarious gothic underworld where death is a temporary inconvenience, the rats talk, and Hell is only a stone's throw away.
Thanks to an unknown bargain, London now resides in a vast cavern under the earth. Down here, the sun doesn't shine, and Parliament has sunk into the Thames. Queen Victoria never emerges from her palace. Cats spy on their owners and whisper their secrets abroad. The fabric of strait-laced Victorian society has begun to fray.
New Masters are in charge. Why are they so… tall? And always cloaked? And why are they so interested in love stories?
The possibilities for personal connection in London are different now. Thrown together in crisis, you might befriend or romance many of the characters you meet, from Griz, your assertive housemate for whom the Fall was a chance to break free of Victorian societal norms, to the infernally well-dressed gentleman at the Brass Consulate with the amber eyes.
Even death itself has a twist here: the first murder victim since the Fall is feeling much better, and keen to see justice done. Unfortunately, as the doctor who treated him immediately before he expired, your housemate Archie is the prime suspect...
- (Re)invent yourself: who were you before the Fall? Who will you be now?
- Create outfits from a selection of clothing and unusual accessories to unlock different story options
- Fall in love with a cast of diverse Londoners, each with their own secrets
- Matchmake among your friends, or seek love for yourself (by any definition you like)
- Write love stories in a delightful minigame, and use them to impress the new Masters
- Pick up odd jobs to earn money and gather resources. How are you at rat catching?
- Solve the first murder since the Fall, with the assistance of the victim
- Discover cosy, mysterious and magnificent locations in a dark and delicious version of Victorian London
- Seek deeper and deeper secrets over multiple playthroughs
Will you be a brilliant matchmaker, connecting friends and rivals while remaining unattached? Or are you looking for lasting love? Perhaps you're open to whatever comes your way? Every major storyline is accessible regardless of whether your approach to love is romantic or platonic.
Use an elaborate, dynamic story-crafting system to create love stories – and murder theories. Are the twists in the tale not to your taste? Then change the motive, the location, even the victim, and see how the stories adapt!
Your past will open different doors for you in London. What was your life on the Surface like? Were your family landed gentry? Or did they own a tailor’s shop, or dabble in the occult?
Your clothing will also make people think differently of you. Your outfits open new possibilities in conversation: be bolder, more commanding, more flirtatious. Ingratiate yourself with London's inhabitants by changing your style of dress – they won't be able to resist you in that hat!
You'll also work odd jobs and collect resources which will open new avenues in social situations. Your housemate Griz has found you work as census-taker for those curious new Masters. Fill your census-taker's notebook with intimate details about your fellow citizens and you'll find you can pursue deeper relationships with them, romantic or otherwise.
Griz
For your fellow lodger Griz, the Fall of London has been a liberation – the chance to throw off her corsets, dump the dresses and be taken seriously in a position that would have been forbidden to her when she was 'Miss Griselda'.
Archie
For your other housemate Archie, the change is terrifying. What is a medical student supposed to believe in when even the laws of death no longer apply?
Harjit
When the Fall struck, Harjit stepped up to help anyone who needed it. Now he’s settling into his role as a man in uniform, but the territory is unfamiliar – and, secretly, he has a missing person of his own to find.
Milton
Milton is the amber-eyed host of a literary parlour with a scalding handshake and a prior address in Hell. He’s an excellent listener, but does he only want you for your soul?
Rachel
Rachel was halfway through her serialised novel when London fell and everything she was writing about was turned upside-down. Her publisher grows impatient. Fortunately (?) meeting Milton has rekindled her passion – for more than just writing.
David
Rachel’s brother, and no fan of Milton, David is also destined to be Fallen London’s first murder victim. When he returns from the dead, you can ask him all about it.
Horatia
For a decade, Horatia has taken in lodgers and turned them into family. Since London fell, people need the security she offers more than ever. So when a man made entirely of clay knocks at the door, offering to pay handsomely for lodgings, she can hardly refuse.
Mr Pages
One of London's new, mysterious “Masters”, Mr Pages has embarked on the titanic endeavour of conducting London’s first post-Fall census! But why are its questions so concerned with the love-lives of London’s citizens? How do people declare their affection, in this fair city? How lasting are their attachments? Might a Londoner take an interest in a very tall, broad-shouldered, cloaked personage that leans towards the chiropterous, hypothetically speaking?
Explore this unique city in glorious, richly rendered 2D. Experience London through three seasons: the season of Confessions, the season of Yule, and the season of Love. Help establish the first Feast of the Rose, a festival of romance that will be celebrated in London for decades to come!
For players of Sunless Sea and Sunless Skies, Mask of the Rose offers a chance to immerse yourselves in the city that founded this deep, dark, and marvellous universe. And for veteran players of the Fallen London browser game, it marks your first opportunity to visit the city just after it fell. But fear not: Mask of the Rose is an excellent introduction to the universe we’ve been building for more than a decade, and you don’t need to have played our other games first. Come on in. Most things won’t bite, unless you want them to.
Explore the locales, lives, and loves of an impossible city. Exchange bon-mots with devils. Investigate the first murder where the victim can testify at the murderer’s trial. Dive into the sunken ruins of poor drowned Parliament. And if you’re truly reckless, fall in love.
- OS: Ubuntu 20.04+. ArchLinux
- Processor: Intel Pentium 2GHZ or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+. Vulkan capable
- Storage: <8 GB available space
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