Posts Tagged ‘postmortem’

Death’s Doorkeeper: Postmortem

By Jim Rossignol on August 5th, 2013.


Postmortem, a strange looking adventure-cum-death-consequence analysis game, is just a couple of weeks from release. It’s a what now? It’s a “free narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation.” The idea being that you see what consequences the life you choose to take has on the game world. Or something like that. It’s a fascinating proposition: what if you kill the wrong person? The devs explain that the idea has deep potential: “Anonymous aggregate stats of everyone’s playthroughs will let you see how your own choices compare! Are you one of the good guys?”

I am probably not one of the good guys. Trailer already buried below.
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Culture Of Clash: Zeno Clash Postmortem

By Kieron Gillen on October 9th, 2009.

The Gamasutra postmortem on previous RPS-fave Zeno Clash caught my eye. They’re almost always a good read, but from a game coming from a very different place than most of the industry (both literally and figuratively), there’s much to learn. Choice details include how it emerged from a previous failed project – the Lithtech-2 based Zenozoik – and how the experience of that made them focus as tightly as they did: “Many years after this failed attempt we gathered around our original concept and re-thought the game in a manner that would focus on few but solid elements, those that we would be able to produce as a small team”. With a team of seven, you have to or risk disaster. Lots more in the full piece.

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