por Fictiorama | Jul 30, 2013 | English, Project
Everytime we are asked about the pacing of «Dead Synchronicity – 1» (please bear in mind that the » – 1″ in the title is provisional) our answer goes the same: «slowly but surely…». We keep progressing, though slower than we would like. Good...
por Fictiorama | Jul 10, 2013 | English, Review
TellTale Games, 2010 WHAT WE LOVE 1. The «nostalgia» effect: yes, it may be a hackneyed trick… but let’s be honest: it works! Playing Guybrush again is a superb starting point. And furthermore, meeting Elaine, LeChuck, the Voodoo Lady… makes the...
por Fictiorama | Jun 4, 2013 | English, Review
Wadjet Eye Games, 2013 WHAT WE LOVE 1. The… bravery?: when released for PC, Gemini Rue was almost a one-person work. Joshua Nuernberger spent a few years, all alone, making Gemini Rue. He wanted to make the game he would love to play; we share the same goal. At...
por Fictiorama | May 16, 2013 | English, Project
We have been using Nevigo’s articy:draft a few months now, and all we can say is that we can’t think of a better tool for our workflow. The ability of having all the elements of our game together in one single software, featuring one single interface is...
por Fictiorama | May 8, 2013 | English, Project
Since we are a «delocalized» team, one of our goals, when we started developing «Dead Synchronicity» was to design a perfectly functional collaborative workflow. It is our first game, so we were not «attached» in any way to any specific tool or software. That was...
por Fictiorama | Abr 17, 2013 | English, Review
Harvester Games (2012) WHAT WE LOVE 1. The risk: «The Cat Lady» is not a conventional point and click adventure at all. It could even be described as a narrative experiment; an experiment that is constantly playing with the player’s prospects, and talks about...