Hello there, internet. You’re looking particularly lovely this morning. Perhaps it’s because we’re announcing The Fall Part 2, or, as we’re calling it, The Fall Part 2: Unbound.
If you’ve been following the game, you know it’s been a long time coming. We’re putting a lot of love into Part 2, and I like to think it shows. However, you should see for yourself! How’s about a teaser, and a few screen shots?
After the unhinging events of part 1, ARID’s very existence is threatened when she is ejected from her body and projected onto a vast global network. In a desperate attempt to save herself, ARID invades and attempts to control several other robots she finds there, each with different personalities and gameplay styles. Will ARID successfully enlist their help before it’s too late? One thing’s for certain – the process will change her.
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We’ve brought a few things forward in Part 2. Firstly, on a high level, we’re kicking our story integration game up a level or two, as that’s the primary goal of the studio. We’ve put an extra intense effort on making sure that all of the gameplay elements, or the doingness of the player is meaningful, and integrates very, very smoothly with the told, explicit narrative elements. Each character that ARID encounters will have their own personality, with quirks and limitations. ARID will have to deal with those limitations, and of course, so too will players; puzzles in The Fall Part 2: Unbound will require a unique style of thinking, tailor made to the given character that the player inhabits.
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Secondly, on a more base level, we’ve made the lower level gameplay systems more fun, simple and accessible. For example, some people had problems with the controls in Part 1. Controls have been vastly improved (in my opinion) in part 2. Some people thought the combat was mediocre or difficult. We’ve got a few different systems in part 2 that are fun, easy, but with layers for challenge, and most importantly, mean something when considered with the game’s narrative. We’ve even brought traditional metroidvania elements closer into the foreground, in a friendly nod to games of my childhood past.
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Thirdly, on the most guttural level, we’ve got a collection of werid shit for you (is that a technical term?) We believe thought provoking content should be exciting and at times bizarre, unexpected, or even perhaps make players slightly uncomfortable. One of the main project goals was to put players in perspectives they haven’t had before.
The Fall Part 2 has been a long time coming, and we’ve got a little ways to go still, but we’re full steam ahead. I’ve never been happier with the project, and I expect that to only increase as we move forward. Until next time, thank you so much for your continued support. Onwards!
John
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