A few weeks ago, indie studio The Deep End Games, composed of former BioShock and Dead Space devs, announced Perception. It is a horror adventure game where you control a blind woman who must solve mysteries and escape the Presence in Echo Bluff, the house from her nightmares. You navigate through echolocation and hold only a cane and a smartphone. The Kickstarter campaign seems well underway to reach its goal. The developer expects to release it next year on Steam.
The Deep End Games announces Perception, a 1st person narrative horror adventure about a blind woman investigating a haunted mansion, coming to Steam in 2016.
Boston-based indie dev debuts Kickstarter of its echolocation based adventure with unique visual style and hide-and-seek gameplay.
Boston, 26 May 2015: Perception is a first person narrative horror adventure that puts players in the shoes of a blind woman who must use her extraordinary hearing and razor-sharp wits to solve mysteries and escape a deadly presence, all without sight. Crafted by a team of veteran PC and console developers (BioShock, BioShock Infinite, Dead Space), Perception offers a bold and fresh take on first person narrative games.
After months of research seeking the house from her nightmares, Cassie discovers an abandoned mansion in Gloucester MA, the Estate at Echo Bluff. Once there, Cassie finds that Echo Bluff is worse than she dreamed. A ghastly Presence has tormented its inhabitants over generations, and it now hunts Cassie. She must solve the estate’s mysteries or become one of its victims.
While Cassie doesn’t have an arsenal of weapons, she does have her wit, her cane and her smart phone. Armed with these tools, she’ll search for clues to unravel history as she navigates her way through the home via echolocation. But the house and its deadly Presence go to great lengths to prevent her from deciphering its secrets. And yet, they won’t let her leave either.
Surviving this deadly game of cat and mouse with the Presence proves especially perilous when your only way of seeing is by means of sound, and so you must carefully weigh the risk of making too much noise against the possibility of being discovered by the terrifying Presence. Once spotted, your only hope is to run, hide, and pray that it doesn’t find you. Cassie uses ambient sounds of the house as well, such as taking advantage of when the grandfather clock rings, or when a loud pipe whistles. She can throw objects and use items like alarms to create “sound bombs” to distract her enemies.
Cassie uses her smartphone to examine evidence left behind. And as she puts the pieces together, she’ll find herself jumping back in time.
Perception takes place over many different eras. You get to see the house retreat back to its origins and witness how it evolved over time. Through the decades and across generations, the house and its inhabitants change significantly. Architecture and décor evolve, entire wings and buildings come and go and alter your relationship with the space. Once you’ve discovered the source of evil in each generation, it’s your job to right the wrong.
@GriftGFX: that's a pretty obvious thing he says. If visceral were doing great progress at a single player game, EA would probably just ask them to change the direction, not fire them. (54 minutes ago)
And as usual.. our analysis is dreadfully misinformed anyway (taking this back to Visceral): [url] (1 Hour ago)
I'm not as pessimistic about where things are headed. I think a lot of stuff is better in regards to this problem vs. a decade ago. (1 Hour ago)
@MrWhite: Time for what? People are noticing stuff that impacts game design more than ever. That's not a new problem. Add-on content of any flavor has presented this problem through decades now. (1 Hour ago)
@GriftGFX: Yeah, give it time. (2 Hours ago)
Loading taking too long? Why not buy a shorter loading bar!! (3 Hours ago)
And plenty of those examples are online PVP games too. Quake Champions probably isn't one of them :D (9 Hours ago)