Jack is the only character you’ll see in real time. The team worked to make movements and gameplay feel seamless, like it’s taking place in one long camera shot. The corridors feel small, and there are no readily apparent windows. The player is positioned just over Jack’s shoulder, so his frame takes up most of the screen in walking shots. Its third-person perspective helps to create a sense of claustrophobia, even if the demo isn’t physically dark or gloomy. Image used with permission by copyright holder The developer running my demo also said the team is working on improving interactions in the environment. There are a few screen elements, like highlighting an object you can interact with, but it’s bare for the most part. Like in Dead Space, the game places menus on parts of your body, such as a multitool on your wrist or computer screens. It also leans into a more real-world look by removing the HUD. It’s extremely impressive considering the game isn’t finished yet and the demo I played was a few months old. Wyatt has a lot of subtle facial expressions in his videos you can see the exhaustion and grim acceptance. He walks with an emphasis on his shoulders, bending over slightly when putting something in his back pocket. The game uses a third-person perspective, giving a good view of how Jack moves. The team relied heavily on motion capture, especially for Clark’s performance as Jack. What’s immediately striking about Fort Solis is its character animation, which is some of the most realistic I’ve seen in a video game - a claim I typically hate making. After traversing through a tunnel and emerging outside the station, I discover it’s somehow raining. Next, I start searching around to find a key to start a cart and then manually open some heavy steel doors. If I didn’t pull it off, Jack would develop a limp. Players will be able to explore the isolated stormy surface, the creepy service tunnels absent of light, or the multiple departments that help Fort Solis function on a day-to-day basis such as Engineering, Medical, and Communications.Īs the story unfolds, locations can easily be revisited for additional story context or continue to serve as a backdrop to the fate that awaits Jack with each passing hour.The Quarry is a teen horror slasher-turned-video gameĪt one point, a platform falls over and nearly crushes Jack, so I had to succeed on a quick-time event to dodge. The base contains a variety of locations each with their own surface and sub-surface levels. The skeleton of Fort Solis is built above and below ground. With the help of Unreal Engine 5.2, Fort Solis’ realistic universe is brought to life! Accompanying those are video logs recorded by the crew detailing the events before and after that night the alarm was triggered at Fort Solis…įort Solis brings players the next level of details and facial and body animations. Supporting the core story are additional narrative instances such as audio logs, surveillance footage, and parts of the past that lead to present events. With performances from Roger Clark, Troy Baker, and Julia Brown, Fort Solis looks to deliver emotion, fear, empathy, and much more with every chapter. The storm is approaching, limiting Jack’s escape as he looks to hold out until morning arrives.įort Solis looks to deliver a high-fidelity experience designed to completely immerse the player in the cast and their long night. As the night grows longer, events escalate, spiral out of control, and the mystery of what happened to the crew begins to reveal itself. With storm warnings imminent, he heads inside to make desperate contact. Responding to an unusual emergency call from a remote mining base, Jack arrives at the dark and desolate Fort Solis. Like a Netflix series, Fort Solis can be binged in one intense session, or played chapter by chapter like an episodic TV show. Fort Solis is a riveting story-driven thriller on the Red PlanetĪn experience envisioned by the developers:Ī uniquely singular cinematic experience! The story is told across four chapters.
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