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- Jan 28, 2011
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Tags: AER; Amplitude Studios; Anuman Interactive; Artefacts Studio; Bounty Train; Chaos Chronicles; Corbie Games; Daedalic Entertainment; Demons Age; Divinity: Original Sin; Dungeon of Naheulbeuk; ELEX; Endless Space 2; Forgotten Key; Funatics Software; Gamescom 2015; GolemLabs; Grimlore Games; Larian Studios; Mandragora; Microids; Nordic Games; Pendulo Studios; Peter Ohlmann; Piranha Bytes; Silence: The Whispered World 2; Skyhill; Spellforce 3; Swen Vincke; Syberia 3; The ABC Murders; The Guild 3; Valhalla Hills; Yesterday Origins
The lion's share of the latest chapter of Bubbles' celebrated Gamescom chronicle is dedicated to Grimlore Games' SpellForce 3, the latest installment in the semi-obscure German RTS/RPG series, and an interview with its technical director, Codexer and former Chaos Chronicles lead Peter "Hobgoblin42" Ohlmann. Indeed, at one point it was supposed to be its own article. However, Bubbles decided that he had enough room left (and also that he wanted to get this shit over with already) and so he plumbed the depths of his Gamescom experience to give you, dear reader, our most extensive Gamescom writeup yet.
And I do mean "plumbed the depths". Starting from decent games such as Larian Studios' Divinity: Original Sin Enhanced Edition and Amplitude Studios' Endless Space 2, Bubbles worked his way through Piranha Bytes' ELEX, GolemLabs' The Guild 3, all the way down into the piles of shovelware from publishers Anuman Interactive and Daedalic Entertainment. But it's within Daedalic itself that he discovered the true heart of darkness, in a game called Silence: The Whispered World 2, sequel to 2009's The Whispered World. I quote:
The lion's share of the latest chapter of Bubbles' celebrated Gamescom chronicle is dedicated to Grimlore Games' SpellForce 3, the latest installment in the semi-obscure German RTS/RPG series, and an interview with its technical director, Codexer and former Chaos Chronicles lead Peter "Hobgoblin42" Ohlmann. Indeed, at one point it was supposed to be its own article. However, Bubbles decided that he had enough room left (and also that he wanted to get this shit over with already) and so he plumbed the depths of his Gamescom experience to give you, dear reader, our most extensive Gamescom writeup yet.
And I do mean "plumbed the depths". Starting from decent games such as Larian Studios' Divinity: Original Sin Enhanced Edition and Amplitude Studios' Endless Space 2, Bubbles worked his way through Piranha Bytes' ELEX, GolemLabs' The Guild 3, all the way down into the piles of shovelware from publishers Anuman Interactive and Daedalic Entertainment. But it's within Daedalic itself that he discovered the true heart of darkness, in a game called Silence: The Whispered World 2, sequel to 2009's The Whispered World. I quote:
“You know this from the cinema.”
“There's no inventory; we want to make something simpler this time.”
“There will be puzzles, but they will be easy and streamlined.”
“It's trial without error; you can't do anything 'wrong'.”
“Experience the story!”
“Not everybody will like this.”
Silence is the sequel of The Whispered World, a charming little point and click adventure from a time when Daedalic were still capable of producing good and complex games on a small budget. And they didn't just make good games then, they also made them quickly: Chains of Satinav, a fine, well-crafted game with an impeccable sense of atmosphere, was released in June 2012, and its sequel Memoria came out just 14 months later in August 2013. Memoria had good gameplay and a great story; it's one of my favourite adventure games of all time. As recently as 2013, Daedalic seemed to be doing everything right. And then, they changed. It's hard to shake the feeling that something horrible and traumatic must have happened to these people, warping their company philosophy into something unrecognisable. Is this what going mainstream looks like? Daedalic is certainly not suffering from a lack of funding: Uli proudly declared that Silence was the developer's “biggest project to date”, having already spent four years in development and needing at least another half year to come out just right. For comparison: Broken Age took roughly three years to develop. Book of Unwritten Tales 2 took two and a half years and was 20 hours long. Four and a half years is an utterly absurd amount of development time for an adventure game from a large studio, especially from one that used to pride itself on quickly and cheaply producing very good games just two short years ago.
Where have all the money and effort gone? Into “the most beautiful trailer we've ever made at Daedalic... at least so far!” And into the in-game graphics, of course. Uli was not shy to point out how stunningly gorgeous the game was in every aspect of its existence: it was “on a whole different level of quality from [their] previous games, really detailed,” with “fantastic looking” 3D backgrounds (more precisely, projection mapped 2D images) “offering the perfect scenery to capture the characters and their emotions” by means of “emotional close-ups,” “fast cuts,” and “unique hand crafted animations,” with “seamless transitions between cutscenes and in-game scenes.” Of course the story will also be “so, so complex”, but this complexity is only made possible because the game just looks so damn gorgeous. With these brain meltingly beautiful graphics, Daedalic can emotionally engage the player on a whole new level, and truly immerse them in the action. All distracting and disruptive elements – otherwise referred to as "gameplay" – have been filed down to a minimum.
Read the full article: RPG Codex Report: Gamescom 2015 - SpellForce 3, ELEX, D:OS EE, The Guild 3, Daedalic, and more“There's no inventory; we want to make something simpler this time.”
“There will be puzzles, but they will be easy and streamlined.”
“It's trial without error; you can't do anything 'wrong'.”
“Experience the story!”
“Not everybody will like this.”
Silence is the sequel of The Whispered World, a charming little point and click adventure from a time when Daedalic were still capable of producing good and complex games on a small budget. And they didn't just make good games then, they also made them quickly: Chains of Satinav, a fine, well-crafted game with an impeccable sense of atmosphere, was released in June 2012, and its sequel Memoria came out just 14 months later in August 2013. Memoria had good gameplay and a great story; it's one of my favourite adventure games of all time. As recently as 2013, Daedalic seemed to be doing everything right. And then, they changed. It's hard to shake the feeling that something horrible and traumatic must have happened to these people, warping their company philosophy into something unrecognisable. Is this what going mainstream looks like? Daedalic is certainly not suffering from a lack of funding: Uli proudly declared that Silence was the developer's “biggest project to date”, having already spent four years in development and needing at least another half year to come out just right. For comparison: Broken Age took roughly three years to develop. Book of Unwritten Tales 2 took two and a half years and was 20 hours long. Four and a half years is an utterly absurd amount of development time for an adventure game from a large studio, especially from one that used to pride itself on quickly and cheaply producing very good games just two short years ago.
Where have all the money and effort gone? Into “the most beautiful trailer we've ever made at Daedalic... at least so far!” And into the in-game graphics, of course. Uli was not shy to point out how stunningly gorgeous the game was in every aspect of its existence: it was “on a whole different level of quality from [their] previous games, really detailed,” with “fantastic looking” 3D backgrounds (more precisely, projection mapped 2D images) “offering the perfect scenery to capture the characters and their emotions” by means of “emotional close-ups,” “fast cuts,” and “unique hand crafted animations,” with “seamless transitions between cutscenes and in-game scenes.” Of course the story will also be “so, so complex”, but this complexity is only made possible because the game just looks so damn gorgeous. With these brain meltingly beautiful graphics, Daedalic can emotionally engage the player on a whole new level, and truly immerse them in the action. All distracting and disruptive elements – otherwise referred to as "gameplay" – have been filed down to a minimum.