It is indeed, every monster in our game means something, you going to learn about each one of them, why they are there, what they means to the characters and their role in the game. They don't spawn in waves and they are hard to kill (every interaction with them is also very unique). Think as of, every enemy as a mini-boss and every boss as a Titan-boss. Also the variety/types of enemies is pretty well balanced. Regarding music, in a previous post I've mentioned all the people who influenced (directly/indirectly) our work on FM, including Akira Yamaoka, a master of dark, grotesque and disturbing themes.
Big reason, we dont' think it's ready yet for people to see. Second we are trying to avoid spoiling too many details about the game. We possibly going to wait a bit more and then reveal the final trailer of the game (which include the critical information that you need to know) and spot some images, some bits of information in between while the game is being finalized. Warm regards from Psychoz Team.
sorry if this question is already asked but i want to know how many people work on this project?thanks
Six full-time, 4 part-time. Plus our part-time band and external outsourcing friends. Our core team is small.
Hard to say with a % but let me explain a bit how it's partitioned. You got a lot of exploration and findings to do, some part of the game progress, some part of your own personal progress and discoveries (lot of hidden stuff, side-quests, etc). We also have lots of unique combats/enemies (with Unique behaviors) but it's well balanced. The whole input/control system is divided in two modes: exploration and combat mode. Every element in the game have a main purpose (besides informing the player about the whole Universe), their primary goal is to make the player feels an emotion, specially fear.
if i were a developer i would name some dates that are after actual release dates so it would like "haha we're releasing it even earlier" but that would be what was planned
Enemies have their story too, meaning and are unique in their way, not a bunch of clones just for you to shoot at.. Well, that is how to make a good game X)
Hey guys, Not long ago, I was talking about the guys that influenced our work. Well this week, some of our crew was in vacation at Venice, they took lot of pictures of the "Venice Carnival". But something got our attention, I will let you discover in the attached images. We uses masks in our game but i can't tell you why now.
Medieval doctor mask,they believed it would shield them from Black death, of course it didn't help much (or at all to be precise ).Definetly wouldn't want to meet a person with that mask in a dark alley, scary as hell, nor could I imagine how a dying person felt with that mask staring at him as his last sight.
Indeed. They believed the odor was what caused the illness, so they made these masks with the long noses because they thought that would effectively filter out the dangerous odors, and I believe they placed spices and herbs inside at the end of the nose to help alleviate the smells. Could be wrong, of course, but that's what I heard. What I love about the above photos is that the one on the right says that Stanley Kubrick got the masks for Eyes Wide Shut from this shop! That's awesome! Such a good movie. Strange, but good. Like all of Kubrick's films <3
New video "sixth sense in action": Subscribe to the TouchArcade YouTube channel Sorry for the video quality. In my next video I'll be showcasing new areas, monsters and one boss fight. No ETA folks, it will be posted when we think it's ready.