New Spanish developer Protocol Games just announced the arrival of Song of Horror on Kickstarter and Steam Greenlight. Presented as the heir of the iconic Alone in the Dark, their game won't be released before November 2016 if all goes according to plan. It leaves the team quite a bit of time to polish the animations and controls which seem to be a bit on the stiff side, much like in Alone in the Dark or the old Resident Evil games. Trailer and gameplay video inside.
A few details
• 16 Playable Characters: Play as Daniel Noyer, the protagonist, but not only as him. 15 other unfortunate souls will share the dark road his life has become.
• Automated Cinematic Cameras: True to its old school heritage, Song of Horror's views are fully automated. The cameras will adopt all kinds of perspectives to maintain the tension levels sky-high.
• Permanent Death: Barring Daniel, characters in Song of Horror have one single chance. If they fail, they are permanently removed from the story.
• The Presence: There are no combats in Song of Horror. Instead, you will be haunted by twisted manifestations of an eldritch, primeval horror known only as "the Presence". In order to survive, you will need to adopt all kind of desperate measures, including (but not limited to) running and hiding.
EA announced today that a Battlefront II story trailer for the single player campaign trailer is coming tomorrow.. nice timing (5 minutes ago)
And while there may be a nugget of truth in there, people are DEFINITELY jumping to conclusions. (30 minutes ago)
@Melmoth: Yea.. but what's not as obvious to people is that their PR wasn't for the benefit of consumers. It was spinning this for their shareholders. (30 minutes ago)
@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. (3 Hours ago)
And as usual.. our analysis is dreadfully misinformed anyway (taking this back to Visceral): [url] (3 Hours 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. (3 Hours 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. (3 Hours ago)