![]() Playing these tapes sets up the deeper levels where bigger threats are encountered. Players will find tapes in the “hub” area building, which is a relatively peaceful exploration area. Ido : This pacing sets the precedent for the rest of the gameplay flow. It is unlike other horror games of recent years, and we hope that fits into what players are looking for!ĭXP: Was it a conscious decision to purposefully make the first hour or so of the game combat-free and contemplative before moving into a more intense gameplay style? So you can expect a unique horror game, with an amazingly composed soundtrack, brilliant cast, old-school intriguing puzzles, and an immersive story. It was never as easy as saying, “It’s like Resident Evil 2” or “It’s like Amnesia” because it isn’t quite like any of those games, but it does draw inspiration from many of the mover the years. #In sound mind gameplay how toIdo : When we just started out, one of the things I had a hard time figuring out was how to pitch In Sound Mind. #In sound mind gameplay fullThere’s my cat Prince, who looks nothing like her, but he carries a similar personality.ĭXP: What can we expect in the full In Sound Mind experience come September? She has a furry white and black sassy look. Ido : Tonia is inspired by our love of pets! To name a few, there’s Mayflower (or Maymay), originally TLT’s cat who ended up adopting Orko (who works with TLT in music and SFX) in recent years. Once the highlight mechanism was established, when we were looking for ways to make the combat a little more interesting, we figured why not use the mirror to highlight weak points in enemy inkblots and bosses? And so it evolved to complement more classic game mechanics like gunplay and sneaking as well.ĭXP: Is the cat based off of any of your actual pets? We ended up expanding this mechanic to help you highlight puzzle items and collectibles around the entire game, because it was so natural to pick it up and look around with it. You can use it to look behind you and interact with the boss in the level. To give one example, we built the Mirror Shard to work as a puzzle tool, central to The Watcher level and her story, which you can play in the demo. So we believe there’s room for both established mechanics and experimenting with new ones. But at the same time, you’ll find playing the game has its old-school moments, action bits, and classic first-person combat sequences alongside the puzzles. Ido : It’s interesting because in one way, In Sound Mind brings such unique mechanics, like the Mirror Shard. The mechanics in the game are interesting, like using a mirror to ward off sneaky enemies.ĭXP: Do you feel that breaking the established mechanics of horror games is the way to go moving forward? Fast forward to a few years ago, it was an obvious matchup for us to create together again, especially with the TLT community and the type of game we wanted to make, which together evolved into In Sound Mind and its OST. Tombstone, prior to him being famously called The Living Tombstone, was fiddling with sound effects and music back then, and he’d been part of a few of the games. #In sound mind gameplay modsStarting with Flash and moving onto Source Mods and soon. We didn’t all grow up together, but we found each other online, ended up playing games together, and eventually creating games together. Ido : Honestly, I can’t remember the exact time – it was probably at a LAN party around over a decade ago! Yoav (TLT), Hen, Orko, and I have known each other since we were kids. Luckily, we’re communicating (and venting) with one another enough to keep up with the pace!ĭXP: When did the idea come about to partner with The Living Tombstone for music? You have to balance your ambition, and create something that really stands out, with reasonable timelines – or else you’ll end up in game dev limbo and perhaps never release. But game productions are naturally unpredictable because creating a fun and immersive experience is such a hard target to hit. But even though we have a history together as a team, and we have an established approach to our games, doing a “full-on” game is quite a challenging step! Unlike mods, to get bigger games to come to fruition, you need a budget and partners in crime to help get your ideas over the finish line. In Sound Mind carries a lot of the same spirit from Nightmare House, being the same team, same “fun horror” experience. Ido : We always knew that at some point, we would gather again to create a more ambitious game. ![]() We’ve spoken with them before, but as the release of the game approaches in September, I figured I’d check-in.ĭXP: Was moving from Nightmare House 2, a mod, into a full-on game production a bit of a shock? ![]() I recently got the chance to interview the co-founder of We Create Stuff, and producer of In Sound Mind, Ido Tal. It’s got puzzles, scares, gunplay, and a story that will completely knock your socks off. ![]() In Sound Mind looks to be an absolute banger. ![]() Where is my Mind? Ido Tal Talks In Sound Mind ![]()
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