Title: Sine Requie: Snake Eyes
Genre: Adventure, Indie, RPG
Developer:
We Were UV
Publisher:
We Were UV
Release Date: To Be Announced
English,Italian
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Dev Blog: Choices and Consequences:
Greetings, Inquisitors! In our past dev-blog we introduced a new subject: the way we handled consequences stemming from player choices within Sine Requie Snake Eyes's story.
Not all narrative games are the same: indeed, while many titles reinforce the dramatic tension of a choice, such as Life is Strange (Dontnod) or Bioshock Infinite (Irrational), others prefer to focus on the long-term consequences of a choice. The Witcher 3 (CD Projekt Red) presents the player with options that will reveal unexpected plot twists in the overarching story; that's why there's no "right choice" but a series of equally interesting paths.
Sine Requie Snake Eyes is similar to The Witcher 3 in its approach, heavily shifting the focus on consequences. You won't always be able to know which course of action is the best, or at least the less wicked. This choice was made to strengthen the horrific tones of the game: will you be able to survive your choices?
. Dev Blog: If you're here, give me a sign:
Greetings Hunters!
The Inquisition reports have been missing for a long time, but fear not:
our faith in the project is still as strong as before!
In this dev-blog, we will discuss the future of Sine Requie: Snake Eyes.
As you may have noticed, our development schedule had slowed down, and we are planning to release SR: SE in 2019 first months.
Truth to be told, this delay is due to the failed Kickstarter: we refused to cut anything from our most loved title. Therefore, we focused on other projects to sustain the studio and maintain the game quality up to our standards.
We are still working on the first video-game adaptation of the brutal Italian tabletop RPG, and, in the next few months, we will resume with our regular updates to show the exciting work done.
The Snake Eyes are not yet closed and the Inquisition has work to do!
. Dev-Blog: Encounters on your Journey:
We are currently working on adding random encounters! While encounters at key locations will be strictly tied to your choices, some adventures (or misadventures) may take place at non-predetermined moments anywhere on the map.
Be it a providential encounter with an herbalist monk, a sudden storm across the mountains or a brigand ambush, you'll not be left without surprises on your journey. Each game will change depending on your choices and the whims of fate!
. Dev Blog: Traits:
Each character in "Sine Requie: Snake Eyes" is defined among other things by a series of Traits that may help or hinder them depending on the context. Traits and personality are determined by the character's role and by a tarot card, called its Dominant Tarot. Each trait is part of a larger category, allowing you to replace a fallen comrade with another character that, while being a different person, possesses similar abilities.
Furthermore, these larger categories are useful when determining how a character's traits can influence a test: having several traits belonging to an applicable category will increase your chances!
. Dev Blog: Combat Fix:
After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo.
It will now be possible for you to skip combat animations through a simple left-click, allowing battles to flow faster.
Needless to say, by doing so you won't be able to enjoy the good times when a Dead chews off bits of your flesh, but hey, getting to the part where these demons-on-earth wipe the entire group will now take WAY less time.
Happy now?
. Dev Blog: If you're here, give me a sign:
Greetings Hunters!
The Inquisition reports have been missing for a long time, but fear not:
our faith in the project is still as strong as before!
In this dev-blog, we will discuss the future of Sine Requie: Snake Eyes.
As you may have noticed, our development schedule had slowed down, and we are planning to release SR: SE in 2019 first months.
Truth to be told, this delay is due to the failed Kickstarter: we refused to cut anything from our most loved title. Therefore, we focused on other projects to sustain the studio and maintain the game quality up to our standards.
We are still working on the first video-game adaptation of the brutal Italian tabletop RPG, and, in the next few months, we will resume with our regular updates to show the exciting work done.
The Snake Eyes are not yet closed and the Inquisition has work to do!
. Dev Blog: Magic Realism:
Greetings Inquisitors, this will be the first in a series of Dev-Blogs aimed at discussing how we managed the choices-and-consequences aspect within "Sine Requie: Snake Eyes"'s story.
This series will be named "Mistakes in Interactive Narration".
The main element all Sine Requie books have in common is "fantarealism": an unlikely or fantastic tale is described in a vivid, believable way. While this horror game includes many fantastic elements (it is, after all, set within an alternate timeline starting from when the Dead awakened during D-Day) it does keep a heavy coat of realism in order to make its unsettling tales all the more tangible.
In order to stay true to the games' core concepts, in "Sine Requie: Snake Eyes" we chose to use mechanics that reduce the boundary between gameplay and story.
Our goal is to closely tie together the narration of events and setting elements with the actual gameplay.
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