Schlagwort: armature studio

  • Surreal narrative adventure Where the Heart Leads hits PS4, PS5 on July 13

    Surreal narrative adventure Where the Heart Leads hits PS4, PS5 on July 13

    Reading Time: 4 minutes

    When husband and father Whit Anderson descends into a sinkhole to save the family dog, he unwittingly tumbles into a journey through time. Suddenly enveloped by visions of his past, present, and future, Whit discovers he can change them, altering the course of his and others’ lives forever.

    Surreal narrative adventure Where the Heart Leads hits PS4, PS5 on July 13

    Memories to make

    Hi everyone! Thanks for checking out Where the Heart Leads, our game about relationships spanning a lifetime of interactions where you, the player, make choices that change your world.

    From the jump, our focus was to create a narrative experience that wraps its arms around you—like a well-worn, comfortable couch, or your favorite sweater, or a luxurious van. You get the idea. We’ve built a narrative framework and a subtle incentive, but it’s all to support your journey forward. The decisions are yours to make.

    And there are lots of decisions. You’ll guide family man Whit Anderson through his past, present, and future as he reflects on his life and the pivotal moments where one choice or another made him who he is. With thousands of choices and dozens of endings, the story is very much yours to write. Along the way, maybe we can learn something about each other.

    Meaningful moments create a mark on us which we can easily recall at a later time.

    Our own families and the people we admire provide endless inspiration when making a game like this. And while not directly related, games like Heavy Rain, Oxenfree, Xenogears, and Vagrant Story all contributed to the game’s functionality. We are big action/narrative/puzzle gamers, but also avid filmgoers. Keen-eyed cinephiles may notice influences from the likes of David Lynch, Wes Anderson, and Nicolas Winding Refn.

    Throughout our careers (shout-out to Metroid Prime fans!), we’ve strived to create worlds that tell their own story, but which you discover by playing. We have been fortunate to connect and collaborate with so many gamers over the years, many of whom have found something emotionally resonant in these worlds. You inspired us to build this game just for you. The result is our first narrative adventure.

    Paths

    We have created a huge number of branching paths you could be on, but the order in which you do things, for the most part, is up to you. For instance, in our new trailer, we show an interaction between you and your spouse with two choices, before showing you a tiny glimpse at how those choices create outcomes in the future.

    In this particular situation, you’ve just had an argument with your landlord. Your rental home has been destroyed by a storm and rather than repair it, your landlord is going to collect insurance money and sell it down the road, forcing you out on your ear. Your spouse Rene owns some land as part of an inheritance but you have your own ideas for how you could live in the meantime…

    When picking the choice “Sell Your Land” the result is:

    Going into this choice, your relationship with your wife Rene was pretty good. Jobs were stable, so you agreed that selling Rene’s inherited land makes the most sense. Plus, it gets you and your family out of harm’s way fairly quickly. Although you never saw yourself as part of the upper class, things have worked out well. You moved into an affluent area of West Carthage and began a new chapter of your life.

    If you had picked the other choice “Get Creative” the result would be this:

    As a burgeoning artist, you have ideas for how Rene’s land could be used.

    Looks like living in the woods suits you… and, maybe, only you.

    The choices you make directly affect the path you and your family are on. Those choices also create new paths to walk down, opening different narrative threads across decades of options.

    What you will and won’t see, I do not know. Even in testing the game, many of us ask each other, “How did you end up there?” Creatively, it’s been a huge challenge. The game has expanded almost of its own accord, past our original 5-hour goal to now over twice that. Each player might only see a fraction of the game on their original playthrough, and that’s okay, because it’s your story. The differences span chapters, so while not immediately apparent, small things could lead up to huge deviations.

    Currently over 600,000 words, Where The Heart Leads is narratively larger than “The Lord of the Rings” trilogy by J.R.R. Tolkien, or “Infinite Jest” by David Foster Wallace, or “The Stand” by Stephen King.  What you uncover will be as much a surprise to us as it hopefully is to you.

    Finding home takes a lifetime…

    This game evolved from a desire to let players tell their own story. Along the way, we realized we were sharing bits and pieces of ourselves during this difficult time period for everyone. In the end, I believe our goal has changed—Where the Heart Leads is now more about finding each other than the homes we once knew. Our game is definitely not for everyone, and we never wanted it to be. It walks its own path, and we deliver it to you with the very best of hopes for you and your loved ones this year.

    Website: LINK

  • Where the Heart Is: A narrative adventure between truth and fiction, coming winter 2020 to PS4

    Where the Heart Is: A narrative adventure between truth and fiction, coming winter 2020 to PS4

    Reading Time: 4 minutes

    When I was a kid, I was fascinated with this idea — that a world you never knew existed was hidden in and around the world we live in. It was a common thread in the books and movies I grew up with. Some of these stories were more fantasy, some more science fiction, but they all shared the thought that right around the corner, there could be something unexpected and new. I always liked that.

    These days, more and more of the art and design I do is influenced by my everyday conflicts, experiences, and relationships. I find myself always intertwining reality with creativity, through music, games, or both. So, when I was developing the concept for Where the Heart Is, I kept coming back to that intersection of ideas. But what was most important to me was how to present those ideas to players. How can I place real-world choices on the shoulders of surreal incidents and present those choices in a different light than what’s been seen before?

    Life is a dream

    Where the Heart Is reminds you constantly of this interplay between the grounded and the ethereal. We take the player from surroundings like this…

    …to surroundings like this, in the space of seconds.

    When our main character, Whit, gets lost in a cave and can’t find a way out…

    …memories of his father create a new space to explore.

    The lines between the concrete and the imagined blur together as you explore Whit’s past and future. This reflects how we live through our experiences — in the real world and in our minds, simultaneously.

    Choice and consequence

    Part of making choices that feel tangible, like the ones we make daily, is the sense of finality, of not going back. In this game, decisions big and small add up over time to create entirely different gameplay paths and outcomes for the characters, and it won’t be possible to see them all in a single playthrough. Like in life, the path you’re currently on might not have clear resolutions at the start, but the more you travel down it, the more your actions are reflected in your overall story.

    For example, the main character’s brother, Sege, struggles as a teenager between his passion for art and pressure from his parents to finish his education. He has a place where he goes to escape this conflict; you can confront him here. Your history up to that point is reflected in your conversation.

    You get to choose how Whit responds to his brother. Do you support his choices and tell him to risk everything? Do you tell him to get his act together? Ultimately, your responses help determine if you later find him living here…

    …or here…

    …and each of those places represents a very different version of the man he becomes.

    My emotional connection to the game comes down to a simple thought: “If I had to do it all over again, what would I change? Could I be better?” Better is negotiable, maybe, but still something to think about.

    Moments and milestones

    It was important to us that we show characters throughout all stages of their lives. You’ll follow Whit from childhood…

    …through adulthood… into middle age and eventually, his twilight years.

    You’ll also see what becomes of Whit’s children, as they grow into their own…

    …and experience all the moments that add up to make a life — tragic, joyful, funny, and just plain strange.

    Characters in the game are represented by forms that symbolize past and future. They show emotion, move through the level, engage in dialogue, and react. They are your tangible connection to the unfolding story.

    See you on the other side

    Most of my career, I’ve worked on action titles, so this was an opportunity to do something character focused, a slow burn that reveals itself in bits and pieces. With Where the Heart Is, we’re combining reality and imagination in order to present something that I hope is engaging and endearing.

    There is a lot of reading throughout the experience, but the pacing can be your own. The game can be saved at any point, picked up and put down like a well worn book.

    Thank you for taking this first look into Where the Heart Is. Take care!

    We’ll be showing off more materials covering the characters and the game’s setting as we get closer to release, so please come find us at the following links:

    Website: LINK

  • Where the Heart Is: Ein narratives Abenteuer zwischen Wahrheit und Fiktion, das im Winter 2020 für PS4 erscheint

    Where the Heart Is: Ein narratives Abenteuer zwischen Wahrheit und Fiktion, das im Winter 2020 für PS4 erscheint

    Reading Time: 4 minutes

    Als ich noch ein Kind war, war ich fasziniert von der Idee, dass es in und um unsere Welt herum eine weitere, versteckte Welt gibt, von deren Existenz keiner weiß. In den Büchern und Filmen, mit denen ich aufgewachsen bin, war das ein häufig wiederkehrendes Thema. Einige dieser Geschichten stammten eher aus dem Fantasy-Genre, andere aus der Science-Fiction, aber sie alle hatten etwas gemeinsam: den Gedanken, dass direkt um die Ecke etwas Unerwartetes und Neues warten könnte. Das hat mich immer fasziniert.

    Heute werden meine Kunst und meine Designs zunehmend von meinen täglichen Konflikten, Erfahrungen und Beziehungen beeinflusst. Ich erwische mich immer wieder dabei, wie ich die Realität über Musik, Spiele oder beides mit der Kreativität vermische. Als ich also das Konzept für Where the Heart Is entwickelte, kehrte ich immer wieder zum Schnittpunkt dieser Ideen zurück. Am wichtigsten war mir jedoch, wie ich diese Ideen Spielern präsentieren kann. Wie kann ich reale Entscheidungen auf surreale Vorfälle zurückführen und diese Entscheidungen in einem völlig neuen Licht darstellen?

    Where the Heart Is erinnert Spieler ständig an dieses Zusammenspiel zwischen der Realität und einer Astralwelt. Wir entführen Spieler aus einer Umgebung wie dieser …

    … in Sekundenschnelle in eine Umgebung wie diese.

    Wenn unser Hauptcharakter Whit sich in einer Höhle verirrt und keinen Ausweg finden kann, …

    … schaffen Erinnerungen an seinen Vater einen neuen Ort, den es zu erkunden gilt.

    Die Linien zwischen dem Konkreten und der Vorstellung verschwimmen, während ihr Whits Vergangenheit und Zukunft erkundet. Dies spiegelt wider, wie wir durch unsere Erfahrungen leben – in der realen Welt und gleichzeitig in unseren Köpfen.

    Entscheidungen, die sich greifbar anfühlen, wie die, die wir täglich treffen, haben etwas Finales an sich. Es gibt keinen Weg zurück. In diesem Spiel summieren sich große und kleine Entscheidungen im Laufe der Zeit, um völlig unterschiedliche Gameplay-Pfade und Ergebnisse für die Charaktere zu schaffen. In einem Spieldurchlauf ist es nicht möglich, sie alle zu erleben. Wie im Leben liefert der Weg, auf dem ihr euch gerade befindet, zu Beginn möglicherweise keine klaren Lösungen. Aber je weiter ihr ihn entlanggeht, desto mehr spiegeln sich eure Handlungen in eurer gesamten Geschichte wider.

    So hat beispielsweise der Bruder der Hauptfigur, Sege, als Teenager Probleme, einen Kompromiss zwischen seiner Leidenschaft für Kunst und dem Druck seiner Eltern, seine Ausbildung abzuschließen, zu finden. Er hat einen Ort, an den er sich zurückzieht, um diesem Konflikt zu entkommen. Dort könnt ihr mit ihm interagieren. Eure bisherige Geschichte spiegelt sich in euren Gesprächen wider.

    Ihr könnt entscheiden, wie Whit auf seinen Bruder reagiert. Unterstützt ihr seine Entscheidungen und ratet ihm, alles zu riskieren? Sagt ihr ihm, dass er sich zusammenreißen soll? Eure Antworten bestimmen letztendlich, ob ihr ihn später hier wiederfinden werdet …

    … oder hier …

    … und jeder dieser Orte steht für eine ganz andere Version des Mannes, zu dem er wird.

    Meine emotionale Verbindung zu dem Spiel beruht auf einem einfachen Gedanken: „Wenn ich alles noch einmal tun müsste, was würde ich ändern? Könnte ich es besser machen?“ Was „besser“ ist, ist natürlich subjektiv, aber dennoch etwas, über das man sinnieren kann.

    Es war uns wichtig, dass wir die Charaktere in allen Phasen ihres Lebens zeigen. Ihr folgt Whit von seiner Kindheit …

    … über seine Jugend … bis ins Erwachsenenalter und schließlich an seinen Lebensabend.

    Ihr werdet auch sehen, was aus Whits Kindern wird, wenn sie heranwachsen …

    …  und ihr werdet all die Momente erleben, die ein Leben ausmachen, ob tragisch, fröhlich, lustig und einfach nur seltsam.

    Die Charaktere des Spiels werden durch Formen repräsentiert, die Vergangenheit und Zukunft symbolisieren. Sie zeigen Emotionen, bewegen sich durch das Level, interagieren über Dialoge und reagieren. Sie sind eure greifbare Verbindung zur sich langsam entfaltenden Geschichte.

    Ich habe im Laufe meines Berufslebens hauptsächlich an Action-Titeln gearbeitet. Mit diesem Spiel bekam ich die Gelegenheit, etwas Charakterorientiertes zu schaffen – eine langsame Geschichte, die sich nach und nach offenbart. Bei Where the Heart Is kombinieren wir Realität und Fantasie, um etwas zu schaffen, das ihr hoffentlich mitreißend und ansprechend findet.

    Während des gesamten Spielerlebnisses gibt es viel zu lesen, aber ihr könnt das Tempo selbst bestimmen. Das Spiel kann jederzeit gespeichert, fortgesetzt und beiseitegelegt werden, wie ein liebgewonnenes Buch.

    Vielen Dank, dass ihr diesen ersten Blick auf Where the Heart Is geworfen habt. Passt auf euch auf!

    Wir zeigen euch weitere Materialien zu den Charakteren und dem Setting des Spiels, wenn wir uns der Veröffentlichung nähern. Besucht uns also unter den folgenden Links:

    Instagram: https://www.instagram.com/wheretheheartisgame/

    Bandcamp: https://wthi.bandcamp.com/releases

    Gfycat: https://gfycat.com/@Motorraccoon

    Youtube: https://www.youtube.com/channel/UCS715p6PBnnQw_wxYqduBpg/

    Website: LINK