VOY­AGER PROJECT

PCPOWERPLAY - - Inside Dev -

DE­VEL­OPER DIS­AS­TER FISH • RE­LEASE PLAY IT AT BAR SK, MEL­BOURNE • PRICE TBA

https://voy­agergame.net/

I’ll be hon­est with you, I love a good el­e­va­tor pitch at PAX. Given the money and time de­vel­op­ers in­vest into show­ing their games, you’d be sur­prised how few have a con­cise, use­ful way to de­scribe them to press. Cre­ative direc­tor/pro­ducer, Felix Stran­gio, sim­ply told me that Voy­ager Project was about, “be­ing alone, to­gether, in space,” and that wasn’t a bad ini­tial hook, es­pe­cially be­cause this asym­met­ri­cal co-op­er­a­tive ex­pe­ri­ence com­bines ex­plo­ration with hacking. One player is ‘on the ground’, the other is ‘in con­trol’ from afar, in a sim­i­lar way to in Keep Talk­ing and No­body Ex­plodes.

There’s also the ar­gu­ment that a great game will sell it­self but, un­less you’re Stardew Val­ley, great games with­out great mar­ket­ing do tend to re­main in­vis­i­ble. Voy­ager Project’s team had a reper­toire of lit­tle hooks, how­ever. On nar­ra­tive, Stran­gio said, “A frag­mented story chal­lenges play­ers to as­sem­ble a shared in­ter­pre­ta­tion of their res­cue mis­sion to Pluto.” The web­site adds in­for­ma­tion about a “cold­war era science-fan­tasy fa­cil­ity”, a “dis­tress bea­con” and ar­riv­ing “ten years too late.” This was one of the few games I was un­able to play at home but, please, tell me more...

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