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Why we've changed the art style of Irony Curtain?
The before screenshots weve shown are undoubtedly the ones that look brilliant detailed backgrounds, vibrant colours and original characters. And thats the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations and unfortunately, the previous style caused a lot of it. One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version
The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that youve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent. BEFORE:
AFTER:
When Evan first arrives at the Leaders Heart Hotel, hes overwhelmed by its monumentality and splendor. The location should reflect that, so weve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didnt change that much though (e.g., Evans bathroom in the hotel room), weve only adjusted them to the current style of the game. BEFORE:
AFTER:
In the next episode of Behind Irony Curtain, well show you the creative process behind creating the locations in Irony Curtain. Stay tuned!
[ 2018-12-28 15:09:28 CET ] [ Original post ]
Comrades!
Some time ago we showed you how Irony Curtain looked in the early prototype phase and how it looks like now.
Today wed like to talk a little bit more about the reasons behind the change and the whole creative process. Its no doubt that Irony Curtain came a long way from the times when it was just a prototype called simply Matryoshka.
There are three main reasons why weve decided to simplify the art style:
1. The previous style looked great but it didnt play well
The before screenshots weve shown are undoubtedly the ones that look brilliant detailed backgrounds, vibrant colours and original characters. And thats the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations and unfortunately, the previous style caused a lot of it. One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version
2. Weve changed the way we animate characters
The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that youve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent. BEFORE:
AFTER:
3. We want the art style to be a part of how we tell the story
When Evan first arrives at the Leaders Heart Hotel, hes overwhelmed by its monumentality and splendor. The location should reflect that, so weve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didnt change that much though (e.g., Evans bathroom in the hotel room), weve only adjusted them to the current style of the game. BEFORE:
AFTER:
In the next episode of Behind Irony Curtain, well show you the creative process behind creating the locations in Irony Curtain. Stay tuned!
[ 2018-12-28 15:09:28 CET ] [ Original post ]
Nightmares from the Deep 2: The Siren`s Call
Artifex Mundi
Developer
Artifex Mundi
Publisher
2014-05-15
Release
Game News Posts:
84
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(852 reviews)
The Game includes VR Support
Public Linux Depots:
- Nightmares from the Deep: The Siren`s Call Linux Depot [1.07 G]
Nightmares from the Deep: The Siren`s Call is the sequel to the smash hit Nightmares from the Deep: The Cursed Heart.This epic adventure features an exciting plot full of outstanding puzzles and unforeseeable twists and turns.
When Sarah Black, curator at the Caribbean Naval Museum, receives a package from a mysterious messenger, she is unwittingly drawn into an ancient conflict. Inside the package she finds an artifact, and instantly assailants descend on the museum to rob her. The artifact is stolen. Sarah lowers her head in disbelief as she realizes that again she is falling headfirst into a nightmare from the deep.
Next Sarah finds herself on the shores of Kingsmouth, a forgotten fishing town which holds an incredible secret. A would-be messenger reveals the sad truth: he and the rest of the town’s denizens are suffering from a curse that is gradually turning them into ghoulish, mutated ocean creatures… a curse that was cast by none other than the mayor, Murray, and the old sea-devil himself, Davy Jones.
When Sarah Black, curator at the Caribbean Naval Museum, receives a package from a mysterious messenger, she is unwittingly drawn into an ancient conflict. Inside the package she finds an artifact, and instantly assailants descend on the museum to rob her. The artifact is stolen. Sarah lowers her head in disbelief as she realizes that again she is falling headfirst into a nightmare from the deep.
Next Sarah finds herself on the shores of Kingsmouth, a forgotten fishing town which holds an incredible secret. A would-be messenger reveals the sad truth: he and the rest of the town’s denizens are suffering from a curse that is gradually turning them into ghoulish, mutated ocean creatures… a curse that was cast by none other than the mayor, Murray, and the old sea-devil himself, Davy Jones.
Features
- Thrilling storyline with complex plot based on a dark mystery
- Unusual depth of character for the Hidden Object genre
- AAA-quality cinematics
- A plethora of majestic locations
- Varied gameplay: interactive hidden-object scenes, mahjong, and many others
- Three different types of collectible objects
- The sequel to the smash hit Nightmares from the Deep: The Cursed Heart, building on the first game’s story
- Bonus gameplay: an additional adventure, telling the story of the praetorians who seek redemption after decades of serving Major Murray
- Additional materials: concept art, wallpapers and a stunning soundtrack
- Replayable minigames and HO scenes
MINIMAL SETUP
- OS: Ubuntu 12.04 (32/64bit)Memory: 512 MB RAMGraphics: 128 MB VRAMStorage: 1 GB available space
- Memory: 512 MB RAM
- Graphics: 128 MB VRAM
- Storage: 1 GB available space
- OS: Ubuntu 12.04 (32/64bit)Memory: 1 GB RAMGraphics: 256 MB VRAMStorage: 1 GB available space
- Memory: 1 GB RAM
- Graphics: 256 MB VRAM
- Storage: 1 GB available space
GAMEBILLET
[ 6102 ]
GAMERSGATE
[ 842 ]
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