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Deadlight

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48 replies to this topic

#1
ScrewyAurum

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Developer: Tequila Works
Publisher: Microsoft Studios
Platform: XBLA
ETA: Aug 1st 2012




Teaser
http://www.youtube.com/watch?v=iBX4Z3wucGc




"Surviving is much more than a daily routine in the original cinematic puzzle platformer Deadlight, where players cross the American west coast in an apocalyptic world where there is no reason to exist but no alternatives for those who cling to hope."


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Edited by ScrewyAurum, 29 July 2012 - 07:51 AM.

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#2
ScrewyAurum

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Looks pretty awesome.. cant wait for the first gameplay trailer.

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#3
ScrewyAurum

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Indie studio Tequila Works has announced that its debut game, Deadlight, will be published by Microsoft Studios exclusively on Xbox Live.

Taking place on the American west coast in 1986, Deadlight is a post-apocalyptic survival horror puzzle platformer (that's a mouthful), with you taking control of the wonderfully-named Randall Wayne. You won't find many heroes called that!

"Being published by Microsoft Studios, one of the world's largest publishers, is a true reward for all the team's hard work," said Raúl Rubio, CEO and Creative Director at Tequila Works. "The opportunity to work with first-party publisher Microsoft Studios is a dream come true, and shows their commitment in the talent of small independent studios."

Tequila Works is a Madrid-based studio comprised of veterans from such titles as Commandos, Motorstorm, Castlevania: Lords of Shadow, Diablo III, Heavy Rain, and Overlord II.



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#4
Aftrunner

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Shadow Complex with Zombies?


OH. MY. GOD.

TAKE MY MONEY. ALL OF IT. TAKE IT NOW!!

Perhaps the world is not made. Perhaps nothing is made. A clock without a craftsman. It's too late. Always has been, always will be.....too late.


#5
Big Boss

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Looks fantastic :majesty:

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#6
Udham

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Interesting.
Looks like they are using Unreal engine, awesome lighting there.

#7
MarketTantrik

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That looks sweeeeet ! :D

#8
Zeehunter

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Looks like Alan Wake :P

#9
ScrewyAurum

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#10
ScrewyAurum

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Many horror games attempt to create an atmosphere that screams hopelessness, loneliness, and despair. Some succeed better than others. Deadlight establishes an unsettling tone immediately without any big tricks or fancy hooks. From moment one, you enter a zombie-filled, apocalyptic city so consistently bleak and miserable that there's little left to live for.

That's Seattle for you.

The use of bright light is often more evocative than Deadlight's darkness.

The 1980s urban setting really helps reinforce the notion that you are alone and stuck with yourself. The Seattle streets are filled with abandoned cars, buildings are boarded up, and electricity is -- except for the odd lethal live wire -- nowhere to be found. News about how or why the world ended isn't accessible on the internet. Technology hasn't reached the point where the solution to all problems sits in your pocket. Deadlight delivers explanation via discovery. Digging someone's ID out of their wallet, for instance, or stumbling upon a piece of poetry scribbled on scrap paper. These minor events help ground everything to make Deadlight more relatable.

As you make your way through the 2D environments, you'll take in what's left of the world and try not to let madmen eat your brain. Bashing the undead with a fireman's axe slows you down and puts you at risk of being tackled to the ground, and firing a gun attracts more attention than it eliminates. Flight is almost always better than flight, and Deadlight always stacks the odds against you.

The limited odds of surviving an attack (and the short supply of weaponry) encourages you to run, jump, climb, and do whatever you can to get away from the omnipresent enemy. That's fine. Mobility is fun.

Necessary? Nah, but it looks rad.

For the most part, Deadlight is slow. Navigation and traversal look inelegant, but speed and precision aid in your struggle to fight against the world that's out to kill you. Oftentimes, though, moving through empty areas is about letting the universe sink in before you take action against it. The smooth pacing and sharp, shadowy aesthetic give Deadlight a distinct identity on Xbox Live Arcade and beyond. It focuses on its brooding tone, glum music, and the emptiness of Seattle's streets and structures. Because of this, action amplifies tension in an extraordinary way when everything implodes.

After a few minutes of hopping off ledges and leaping over fences, setting off a car alarm can make you jump in a different kind of way. Seeing a zombie horde swarm the new sound inspires a fierce panic. So you run.

This particular chase scene leaves a lasting impression because the world is designed to keep the main character from looking like a badass. He really is a struggling survivor stuck in the aftermath. He'll trip over hazards and narrowly evade grabby hands. He's only barely nimble enough to kick off walls, grab a ledge, and climb his way out of one situation and into the next.

Stop firing that gun! Don't you know anything about the zombocalypse?

This is a character who is more desperate than capable, and it's one of the largest reasons Deadlight leaves such an excellent first impression. It's a survival horror game in the truest sense, a 2D reinterpretation of the genre's early days. The scares don't come from the monsters, necessarily, but because of what you can and can't do.

This is the kind of intriguing, under-the-radar game that's destined to attract a huge cult following. With any luck, it'll find itself standing front and center in the Summer of Arcade spotlight.


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#11
Grimlock

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Holy crap this looks good....



#12
Aftrunner

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Man it looks good. And that preview makes it sound great too. God I hope there is a PC version there somewhere.

Perhaps the world is not made. Perhaps nothing is made. A clock without a craftsman. It's too late. Always has been, always will be.....too late.


#13
ScrewyAurum

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#14
SRINI87

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Awesome

#15
ScrewyAurum

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#16
ScrewyAurum

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#17
Zeehunter

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f**k ... :O

#18
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XBLA :thumbsup:
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#19
devil_angel

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:thumbsup:

Edited by devil_angel, 07 March 2012 - 01:26 PM.

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#20
ScrewyAurum

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nvm..

Edited by ScrewyAurum, 23 March 2012 - 01:30 PM.

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#21
ScrewyAurum

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This is shaping up to be an epic game! Posted Image

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#22
ScrewyAurum

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The world is over, pretty much. It's 1986 and some sort of cataclysmic infection has wiped out most of North America. Now an everyman survivor must reach a safe house in a bleak, crumbling Seattle as zombie-like victims emerge from the rubble and armageddon looms.

This is the grimly nihilistic pitch behind Deadlight, a scrolling 2D adventure that counts First Blood, The Road and The Walking Dead among its major influences. For Raul Rubio, the CEO and creative director at developer, Tequila Works, the premise is a simple one: "We wanted to ask ourselves, if I, a normal person, were to wake up tomorrow in the apocalypse, what would I do?"

At the centre of it all is Randall Wayne, a fire warden from British Columbia. "Randall is not a hero or a solder," says Rubio. "This story is not about what happened, it's not about saving the world, it's not about conspiracies. It's about a regular guy who's trying to survive a holocaust."

Although Rubio talks about capturing the old school gameplay of 2D adventures like Flashback and Another World, there are clear nods to the original Resident Evil titles as well.Randall will usually find himself without weapons, and even if he does pick up a pistol or shotgun, ammo is always scarce, and firing a gun in a city of silence is like ringing the dinner bell for the ravenous undead.

So Deadlight is a game about intelligence and evasion, working out how to use the many objects scattered around the densely detailed maps. In the demo section I'm shown, Randall is scrabbling through an industrial sector of the city, looking for the mythical safe house. There are abandoned factories with torn plastic window covers flapping in the wind; there are dank sewers and underpasses covered in apocalyptic graffiti. And there are the dead, wandering sullenly about the place, waiting for a human lunch buffet to pass.

The key is in using their stupidity against them. At one point we come to a downed power line that's electrified a pool of stagnant water. You can leap onto a platform above the site, then whistle to attract a group of nearby zombies - they stumble toward you and are instantly incinerated. Inside buildings, there are metal lifts that can be lowered onto enemies, or heavy boxes that can just be flung down onto rotten zombie heads. Players just need to work out the deadly purpose of every moveable item.. "We define Deadlight as a puzzle game with zombies, rather than a zombie game" says Rubio.

The game has the classic mechanics of a cinematic platformer. Randall can jump, and also grab on to things, often having to climb up ladders of pull levers to progress. He can also set up barricades to halt the blood-thirsty killing machines patrolling the wastelands. That's if they really exist of course...

Here we come to one of the most intriguing elements of Deadlight - its use of an unreliable narrator. "The story is told by Randall himself," explains Rubio. "The narration is not a tool for the player - it's quite the opposite: Randall is using you to remain sane and alive. He has been alone for so long, living in this stressful situation, that he's getting paranoid. So he's telling his own story, but as everyone knowns, when you tell your own story you're the hero - you'll always try to justify your actions. Randall is trying to convince you, but we wanted you to question for yourselves the things that you usually take for granted in zombie game."

There's an important example of this just before the section we're playing. Randall has been deserted by a pack of survivors because he shot a woman. The narration says it's because she was infected, but the others don't believe it – and it seems there will be points in the game where we might not believe Randall either. It also turns out there's no solid explanation for the zombie virus; Randall thinks its a strain of rabies from Alaska, but others are blaming the Russians – it's 1986, remember; the cold war has yet to defrost. It's a fascinating set up.

The story is the work of renowned dramatist Antonio Rojano, whose work has been shown at the Royal Court in London. Although there is dialogue, the team has also sought to tell stories through the scenery – at times you'll walk through nightmarish scenes of destruction, like an immense fractured road bridge, with burned out cars and buses strewn across its charred tarmac or hanging over the shattered safety barriers. There are elements of Stephen King's The Stand in these grim tableaus of urban panic.

Created by a team of just 12 in-house developers over the course of two years, this seven-hour narrative experience looks to be a truly dark, highly subjective experience. And with its unreliable lead character, it's sort of The Walking Dead, with Alan Wake in the lead role – indeed, you can uncover missing diary pages as you explore, lending more detail to the back story.

There is something poetic about the game, something akin to The Road and its imagery of life being snuffed out like the onset of some cold glaucoma dimming away the Earth. This is the sort of territory the Silent Hill series once occupied, and which gaming has shied away from in recent years.

"The world is dying," says Rubio matter-of-factly. "Everything is in shadows: Randall is a shadow, the zombies are shadows of their former selves... Civilisation is fading away – like a shadow erased by light."


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#23
SRINI87

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:O

Edited by SRINI87, 05 April 2012 - 07:37 PM.


#24
ScrewyAurum

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This is gonna be awesome! Posted Image

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#25
Zeehunter

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Awesome :O

#26
MarketTantrik

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Fantastic trailer!

#27
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most realistic looking 2d game ? :bigyellowgrin:


Can't wait..... :gunsmilie:
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#28
SRINI87

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#29
ScrewyAurum

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Posted Image Can't wait!

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#30
SRINI87

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