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Do you love being the spider in the web? Are you driven by a desire to help others and make sure things happen as they are supposed to?

Read on, this might be for you! Read more. Building the worlds our games take place in requires someone to first design them. In This Article. Soma is a a sci-fi horror game played from a first person perspective. Release Date. IGN Logo Recommends. Jackson as Nick Fury, sans eye-patch. Secret Invasion Adele Ankers Grip also explains that the studio was looking to make two projects simultaneously after the launch of its other survival horror game, Soma , with one of those projects of course being Amnesia: Rebirth.

That upcoming sequel to Amnesia was first announced earlier this year after a series of cryptic found footage videos and audio files were released to tease the announcement. Set in the same world as Amnesia: The Dark Descent, Rebirth is set to take you to the desolate Algerian desert as Tasi Trianon, who goes on a journey that will "explore the limits of human resilience. Grip also talks about the studio's approach to returning to the Amnesia series, its part in the Let's Play phenomenon, and so much more in the latest issue of Edge, and you can read all about it by picking up a copy from MyFavouriteMagazine or subscribing down below.

All of this came out of what I just discussed: our focus on making games that leaves a mark on the player. I'm not sure we would have gone down this route if we hadn't explicitly stated that goal, which makes me confident it's a really good way of thinking," the studio wrote.

Details, including a possible release date, aren't being shared yet, but it will be "horrific in nature. The second project is also coming along well, but it's been delayed a bit by the need to develop new technology for it. But that's enabled Frictional to keep it in pre-production for longer than any of its past projects, "and allowing it to all to brew for a bit has meant many of the basic aspects are clearer for us. This can, as we know from working on SOMA, be quite tricky to get right and requires a slightly different approach than when working on a more direct horror game.



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