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Скачать игру That Day We Left [Alpha] - торрент, игра на стадии разработки

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Игру добавил Defuser222 [3625|10] | 2016-08-02 | Я ищу, квесты, приключения (6023) | Просмотров: 2268

That Day We Left [Alpha]

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• Разработчик / Developer: Инди-игра (14535) от InnerVoid (1) и InnerVoid Interactive (1)
• Жанр / Genre: Я ищу, квесты, приключения (6023)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 160.74 Мб.

That Day We Left - 3D адвенчура с акцентом на осмысленные выборы и захватывающий рассказ. Разработчики старались создать реалистичное представление политической и гуманитарной проблемы с точки зрения беженцев. События, которые происходят в игре основаны на реальных ситуациях, обнаруженных в рассказах зарегистрированных беженцев.

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Язык интерфейса: Английский
Движок: Unity 5

Overview
That Day We Left is a 3D adventure game that focuses on meaningful choices and immersive narrative. The game aims to provide a realistic picture of the political and humanitarian issue that is the refugee crisis – from a refugee’s point of view.

Combined with resource management akin to survival games, That Day We Left offers a healthy balance of gameplay and storytelling. We’re on Kickstarter because we need your help to create a better game and fully flesh out its concept.

To assure the greatest degree of realism, we base the events that happen in the game on actual situations found in stories reported by refugees. Due to the nature of the topic, we want to present the human aspect of the crisis and depict characters that are fleshed out and believable.

The game allows the player to experience the journey from a refugee’s perspective. You will assume the role of Rashid, the head of a family escaping the horrors of war to seek refuge in Europe. A journey of fears and dreams, regrets and hopes, a devastating experience of pain which often ends in premature death. How far will you go to assure the safety of your family and yourself?

Please note that due to the project’s themes and nature we decided to devote part of our profits from That Day We Left to charity. Our project is indepedent and we have funded its development ourselves until now, but we feel that donating a part of our profits is the right thing to do. We’re currently in contact with several non-profit organizations and searching for the best option.

Key Features
• Realistic portrayal of a journey of a group of refugees.
• Highly believable and fleshed-out characters.
• Meaningful choices that challenge your resolve.
• Survival-style resource management combined with adventure gameplay.
• Neutral representation of the crisis that refuses to preach or take sides.

Realistic portrayal of a journey of a group of refugees
Our main focus is to merge different stories together in order to create a compelling experience capable of delivering a meaningful narrative and constituting a reliable source of information concerning the fate of the refugees.

The player will assume the role of Rashid, the head of his family, and will have to lead a group of people from their home country, ravaged by civil war, to a new home in Europe. We will present the whole journey, starting from the early phases in which the player will have to gather money and supplies, then progressing through all the steps necessary to reach the European continent, enter a foreign country and acquire asylum.

Highly believable and fleshed-out characters
That Day We Left is a game about the human side of the crisis, which necessitates believable and fleshed out characters. Humans are, by definition, a mix of different qualities, and our cast won’t be an exception. To create a believable context and give meaning to the player’s choices, we need interesting characters whose motives are sensible and whose personalities are complex.

We believe that this is the best way to do justice to the issue of the refugees and deliver a satisfying experience. In fact, we think that it’s the only way that will allow us to tell a story without getting involved in matters of politics.

One of the most interesting features in the game will be the character evolution of the family members. The player's actions and choices will not only lead to seeing them injured, sick or dying, but the journey itself will also deeply affect their psyche, distinctly altering their personalities and philosophies. Be careful, because their physical well-being will not be enough if they end up completely shattered on the inside.

Meaningful choices that challenge your resolve
As stated above, giving proper meaning to the player’s decisions is one of our design pillars. Placing choices in a game is not that hard, but framing them within a coherent context and assuring their real impact is quite challenging.

We found a lot of material to work with, and we crafted the story with the specific aim of representing both the hardships of the journey, and the behavior that can be born out of the desperation that accompanies it. The player will experience a slow descent into despair, as the family’s survival will be harder to guarantee with each passing day. This framework will force the player to take hard decisions and walk through a moral grey zone that no longer offers a clear distinction between good and evil.

Survival-style resource management combined with adventure gameplay
That Day We Left is a narrative game, but this doesn’t mean that the player’s agency will be limited to reading endless dialogue. We’ve designed a complex and interesting gameplay layer to support the experience and made sure it merged smoothly with the narrative. The player will not only be able to explore levels and interact with them in a way similar to most graphic adventures, there will also be a survival-style resource management system with profound influence on the entire storyline.

Neutral representation of the crisis that refuses to preach or take sides
That Day We Left is not a game about politics. We won’t represent the refugees as invaders or heroes, we will present them as desperate people fleeing from their country, leaving it to the player to draw her/his own conclusions about the subject matter.

Our characters are neither saints nor villains, just people. And as we all know, a dualistic ethical approach is not enough to fully describe someone. A person is not good or evil. A person is a complex set of emotions, aims, memories and qualities. The player will find characters she/he could gladly befriend in real life, as well as scumbags she/he will only despise, although most of it will depend on the player’s own ethical and political views. But that’s ok, this is how things work for our kind. We do believe in relativism and that is why we aim to shape our story from a neutral point of view.



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