Explore The Papery Theatre Of The Collage Atlas

Yesterday was RPS at EGX day so I spent part of my early afternoon hunkering down in the Leftfield Collection, cooing over the handdrawn loveliness of The Collage Atlas [official site].

I should probably confess that it wasn’t until I finished playing that I realised that I’d been erroneously calling it The College Atlas and was confused about the game’s role in the education system. Collage makes far more sense when you consider that the objects in the game appear as these hand drawn papery flat planes positioned in the three dimensional space like scenery on a stage.

You move past these flat, theatrical trees and lanterns, pinwheels and gates, undersea wrecks and little bubbles. The world is mostly monochrome but you get flashes of colour as you interact.

I’d say the art style and the dreamy vaguely puzzle-solvyness of moving around so letters line up into phrases are the strongest parts of it at the moment. It’s still very much in development though so I assume it may well change a bit over time.

I’m particularly interested in seeing how the game guides you might develop as I got really lost several times in the demo and had to press the button to become unlost as I couldn’t even find my way back to where I’d been! Maybe that will become part of the point? Also, y’know, there is always the unlost button.

Its developer, John Evelyn, has let me know that it’s ABSOLUTELY DEFINITELY for PC as I realised none of the material I’ve seen has explicitly confirmed that. Hooray!

Oh, and one last thing – he also posts pictures of the illustrations-in-progress and snippets from development on Instagram which are lovely if you’re looking for people to follow on that.

From this site

2 Comments

  1. RaoulDuke says:

    I want to enjoy this but the crustiness of the art, when it approaches the camera, takes me out of it. I don’t think they could use vectors, because of detail required/processing power to render them, so is the best solution to just draw the images at insanely-high resolutions?

    These types of games always seem to suffer from this problem, altering a game from its original vision [Which is almost inevitable when creating anything] will mean using art in a way you didn’t intend initially [eg blowing it up] and is expected.

    I’ve been getting bothered by the level of aliasing at 1080p in modern games, I think 1440p should be embraced as the new default res [AC:Unity & B:AK were particularly egregious].

    Plus, I only have a 1080p TV and 1440p+ downsampling looks amazing on it, I don’t think I’ll need a 4K TV for a while.

  2. Psychomorph says:

    Emo seems strong with this one.