Posts Tagged ‘Tangiers’

Down In The Burroughs: Tangiers

By Adam Smith on May 28th, 2014.

If Tangiers were an art project, a slice of multimedia world-building rather than a game, it would have my full attention. For some time now, I’ve been constructing collages in my mind based on the sinister screenshots that have been released but today sees the release of a new video, the first since the successful close of last year’s Kickstarter. Drawing inspiration from the 20th century avant garde, including Dada, Burroughs and Ballard, Tangiers sits alongside Kentucky Route Zero as a fascinating diversion from decades of accumulated gaming canon fodder. It’s a gathering of unusual suspects and that’s exciting but – hold onto your trousers – it’s also an immersive stealth game, based around simulation rather than tightly scripted puzzles. Drink this in.

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Bug Powder Lust: Destination Tangiers

By Duncan Harris on March 5th, 2014.

This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

It’s not every day you find yourself nodding to every comment under a news story, to the point of trolling yourself. But if we pretend for a minute that my buddy’s mother does indeed make $68 an hour on ‘the internet’, that’s precisely what happened when Adam raved about the latest screenshots of Tangiers on Monday. Much as it does look like a stealth game dialed into the furious dystopian frequencies of Lynch, Burroughs, and Cabaret Voltaire, it also kinda looks like a bunch of Dutch angles and Instagram filters slapped on a load of warehouses. Then again, what else should the videogame Videodrome look like?

Maybe Tangiers will be this year’s answer to The Void. Maybe [twirls moustache] it’ll be this year’s answer to Thief, eh?? And maybe you’ll grow a controller-shaped tumour about two months after you’ve finished it that unlocks the DLC. For answers to none of these questions and more, here’s Andalusian lead Alex Harvey. Read the rest of this entry »

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Pictures Of Stealth: Tangiers

By Adam Smith on March 3rd, 2014.

I haven’t played enough of new Thief to judge it fully one way or the other, but I can’t imagine many people disagreeing with the sentiment that The City has seen better days. With the creative guidance of Looking Glass, The City was one of the weirdest and most distinct environments in fiction, embroidered with lore that gave it spiritual, social and political character. The new Thief’s City is predictable and comparatively barren.

While Garrett makes a new home in steampunk Gotham, the latest screenshots of immersive stealth sim Tangiers show evidence of a greater visual imagination than the hours of Thief that I’ve played. These are astonishing landscapes and I insist that you click on every single one to see the full size versions.

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Wealthy Shadows: Tangiers A-Thieves KS Success

By Nathan Grayson on August 14th, 2013.

I want to be the scariest thing in a world of horrors

It is a very good day. The week is half-over, birds are chirping delightful sunshine songs, and a broken world of shadow, chaos, and deceit has successfully sloughed its way out of Kickstarter’s collective womb. These facts are joyously skipping hand-in-hand – as you’d expect – but the third is especially thrilling. Tangiers, whose principle influences include Thief (far more so than the new Thief, based on what I’ve seen) and surrealism spiked with potent hits of the Dada Movement and David Lynch, looks utterly magnificent. Its Kickstarter was looking a little touch-and-go there for a bit, but I’m happy to report that it crossed the finish line £7,000 above its goal.

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Tangiers Would Like To Burroughs Some Money

By Craig Pearson on August 5th, 2013.

Apple.
It’s not often we’re presented with a game that doesn’t just rip off Aliens, though I do enjoy a good bughunt, so I am not surprised to see the William Burroughs inspired Tangiers struggle a little as its Kickstarter ends. It’s so close but it could be closer! The surrealist stealth game’s odd world doesn’t have many hooks for anyone not into “a little chain of 20th-century avant garde following Dada, William Burroughs, and so on.” To be honest, I’m not as familiar with them as I should be (I’m still waiting for a Sirens Of Titans MMO). But look at it. Even without knowing what shoulders its standing on, there’s a lot to admire in the mechanics and style. The team have been updating the Kickstarter page pretty regularly, so there’s some new footage below, and a few things I’ve yanked that I found interesting.
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Tangiers Mixes With The Kickstarter Crowd

By Jim Rossignol on July 17th, 2013.


Of all the weird outliers gaming is set to produce in 2013, Tangiers has to be the one I am most excited about: a surreal stealth game set in a world cut from the uneasy modernist fringes of the 20th century. I previously had a chat with it creator, Alex Harvey, and that revealed a dark and ambitious project of stealth, shadow, Thief-like game mechanics, and an open world filled with strange imagery and dynamic, remixing environments. The two man team want a mere £35k.

So go take a look at their pitch, or gander at the first gameplay video, below.
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Modernish Modernist: Tangiers

By Jim Rossignol on June 25th, 2013.


When I saw the first video of Tangiers, a stealth game set in a bizarre world lifted from the vision of modernist writers such as William Burroughs, I felt a sudden flash of synchronicity. I too had wanted a game that took something from these kinds of fictions, and it was actually this idle blog post that first launched me into making videogames rather than simply writing about them. Because he was now making something I had only previously imagined, I knew I had to meet Tangiers’ creator, Alex Harvey.

Conveniently, he turned out to live just down the road.

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The Composite City: Tangiers

By Jim Rossignol on May 17th, 2013.


Odd story: it was the response to my suggestion that someone should make a game with elements of the literature of William Burroughs that got me into commercial game development back in 2010. It resulted in both Fallen City and Sir. It’s with some pleasure, then, that I see that Bristol-based Alex Harvey and Michael Wright, calling themselves Andalusian, have done precisely that with Tangiers, taking the Burroughsian themes of words and weirdness in the North African city as their central motif: “Expressing the fractured, surrealist reality of the world, the game rebuilds itself in response to your actions. In an adaptation of William Burrough’s cut-up technique, fragments of previously visited areas will become mixed with undiscovered areas, building an experience unique to each play-through.”
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