If you follow game devs and the games press on Twitter, the chances are that you're already well aware
that Lucas Pope, the guy behind Papers, Please , released an early build of his next game earlier this week. There are several reasons for this.
On that incredible demo from the maker of Papers, Please ...
The game is called Return of the Obra Dinn , and quite honestly, it's one of the most exciting 10 minutes of video game that I've played all year.
There are several reasons for this. First is the incredible visual style that Pope describes as "1-bit rendering" -- essentially, everything you see in this 3D game is made of white dotted pixels across a black background.
"My family's first computer back in the 80s was a Mac Plus, so I've always been partial to that high resolution (at the time) black and white look," explains Pope. "Games like Beyond Dark Castle and Shadowgate felt so perfectly vivid to me."
Pope wanted to see whether he could take that retro style and apply it to a 3D first-person puzzler, using modern rendering tech. Anyone who has tried the Obra Dinn demo can clearly see that he's on the right track.
"The biggest problems have been related to maintaining the legibility of a 3D scene," he notes. "The 1-bit part isn't so bad on its own but when combined with the relatively low resolution (640x360) it gets a lot harder to parse."
"This is gonna sound way indie, but so many games are about killing things that I thought, why not make a game where the basic action is dying?" "My solution is to reduce the dithering and to use wireframes to define shapes and structures - almost more CAD-like than naturalistic. On the flip side, this style has been a huge win for my workload. With just two colors to worry about, and a low output resolution, creating the textures and models is a lot more manageable."
So the game looks fantastically unique, but its mechanics are arguably even more intriguing. Without spoiling the demo for anyone who hasn't tried it yet, you are in possession of a watch that can take you back to the moment that a person died, and see a snapshot of that scene.
"My original plan was to have you replay the last minute of someone's life in first-person," Pope says. "This is gonna sound way indie, but so many games are about killing things that I thought, why not make a game where the basic action is dying?"
"So you'd start out in one area and have to make your way to the place where the person died; setting up a situation along the way so you could actually perish at the exact right moment."
While he saw great potential in this angle, he soon realized that this would be a hefty amount of work, and rather impossible for a single developer.
"So instead of considering a bigger team, I changed the mechanic to be about identification instead of reenactment," he continues. "Moving the action to an audio-only preroll plays well into the identification mechanic and makes production actually feasible."
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