Posts Tagged ‘Somewhere’

Surreal Sneaking: Sample Somewhere With Rituals

By Alice O'Connor on September 9th, 2014.

Taking the ritual of brushing your teeth before bed a bit too far.

A first-person explore-a-stealth-o-chat game about stepping into books and other people’s heads to see different sides of a story sounds right up oh so many of my alleys, so I’ve been keeping an eye on Somewhere. I cooed and gushed about how pretty it was looking in July, and today I heartily enjoyed poking around that surreal house myself. Developers Oleomingus have released a free “early alpha” build under the name Rituals, showing a separate area to their earlier “pre-alpha” standalone Fictions. It is a game to be curious about and toy with. It is pleasant.

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First-person Stealth-o-Metafiction: Somewhere

By Alice O'Connor on July 17th, 2014.

What a somewhere that is!

If I could be anywhere right now, it’d be Somewhere. Look at this video game! Now listen to the song which plays on that radio. Now listen to that song while continuing to look at Somewhere.

It’s a first-person “exploration and stealth” game (with leaning and everything) about different perspectives and incomplete understanding, possessing people to see the world through their eyes and turning the world around. We cast our eye over it in March but oh my, two-man team Oleomingus have been very busy since then. Look at all these wonderful things.

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DevLog Watch: Kaiju Panic, Somewhere, CrossCode, More

By Graham Smith on March 17th, 2014.

Reason to do this column #1: making these header images is fun.

When I was first following along with videogames on the internet, there were these things called .plan files. They were essentially blogs, or Twitter before Twitter, but they were updated by game developers like John Carmack, Cliff Bleszinski, Randy Pitchford and more before everyone grew too busy, too old, or too ensconced in the PR machine to speak so openly and frequently.

They were great, because they were a glimpse both into the development process (“Post Q3A, I plan on doing a research engine that is fully dynamically lit and shadowed instead of using lightmaps,” writes Carmack in one 1999 post, marking the moment he worked out how to make Doom 3), but also into the people making those games (I only understand half of everything Carmack writes; he must be very smart).

It’s a good thing that indie development and Kickstarter have brought back regularly updated development blogs, then. It’s a sensible thing, then, that I write this still-not-sure-it’ll-be-a-regular column charting some recent updates from those devlogs.

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