NO TRUCE WITH THE FURIES is a story-driven isometric role playing game about being a total failure. An almost irreversible, unmitigated failure. Both as a human being and an officer of the law.
Inspired by “Planescape: Torment”, “Call of Duty: Infinite Warfare” and “Kentucky Route Zero”.
After our press release, I’m hearing questions – and I want to answer them.
1) IS THIS A JOKE?
No. This is a real game. We’re making it.
Last edited by lolozaur on Wed, 9th Oct 2019 22:30; edited 1 time in total
To avoid confusion: there's a difference between furies and furries.
Ah ok, because I thought there was something missing in the OP after that title
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
I love everything about this really: the genre, the premise, the humor, the look, but especially the "inspired by Torment and Kentucky Route Zero" part.
Just read the thread on the codex about it sounds very interesting and i like the setting and writing a lot, what's even more interesting is it doesn't have a traditional combat system:
Q. I’ve seen interesting pitches about the game as an exploration of failure, which helps set it apart from the usual “Be an awesome hero!” sort of game. Did “reversing the epic RPG” drive this anti-hero approach?
A. Yes, but I wouldn't call it an anti-hero approach. The anti-hero is still a hero, only cool. Most of us would actually like to be that, and not a Dirk Squarejaw straight up hero type. Instead of what we are, which is, let's face it – varying degrees of failure. The person you wake up as in No Truce is not a cool, deranged anti-hero. He's a failure.
Like you and I. Like the Soviet Union, or your first love. This person is catastrophic. Ruin is his rest state, it's hard to steer him anywhere but. We expect actually solving the case and not ending up as an insane drunk to be the non-standard ending.
It's about being a man, really.
"We're in many ways trying to reverse the tradition of epic RPGs. Where they have global, we have personal; where they have mass, we have detail; where they have guns, we have thoughts; where they have commas, we have semicolons."
Q. What tools and engine are you using to build the game?
A
. We're using Unity as the framework to build upon, but we've ripped out and replaced large chunks of it. We've had to completely discard the standard physics based lighting model and write our own character shader to achieve the painterly look we want. On the technical side we're doing some interesting stuff. Such as using hand painted normal maps to make the character models appear more like brushwork and less like 3D.
We use Articy to write the labyrinth of nodes that make up the text body of the game.
All in all, we're laying down the groundwork for a modified Unity engine and assorted pipelines for our future role playing games.
Q. When is your game expected to launch, and where?
A. For PC, on Steam. And every other place we can get it to. The game’s set to launch at the end of 2016.
As an Estonian here's an obligatory reminder that this game is made by Estonians. Yay!
Besides that though looks really good. I'm feeling confident about the story and presentation, hopefully it has some decent gameplay mechanics to carry them.
Most of this is missing from non-combat skill use. Talking and exploring gets a simplified, non-competitive version of the combat rules. Usually this comes in the form of passive dialogue options: have this much of that required skill and you’ll be able to say this thing. Even the games we truly admire – Planescape: Torment, Mask of the Betrayer, Fallout – have little going on in the rules department when it comes to dialogue. Ditto for most tabletop pen-and-paper role playing systems. The tactical depth of using arguments, employing logic, original thinking, empathy – the skill use that covers 95% of our actual lives – makes up 5% of the rule system. Yet my experience tells me thinking is the ultimate game. It’s nerve-wrecking, conversations are filled with hidden doubts; we struggle to trust each other, manipulate each other, stay sane. There is great strategic depth and tactical tension that goes into talking that games haven’t really – for me – begun to represent yet
Quote:
When designing our skill checks in dialogue, we had two goals:
- Make dialogue more like literature – rethink passive checks
- Make dialogue more like a game – add active checks
So that’s the first thing we set out to create: a truly in depth non-combat skill system. We have four stats and under each stat there are 6 skills. That gives us 24 skills – all 24 have critical non-combat use.
So this is how we’ve re-thought passive checks. The versatility of this simple system – let me just repeat it one more time: YOUR SKILLS TALK TO YOU – is pretty incredible. It is hard for us to imagine writing the game without it already. We can do really weird stuff. Like Half Light – the skill that controls your adrenaline gland and your prey drive – can railroad you into a rage spiral where you hound an innocent suspect on something they clearly didn’t do. And it takes another skill’s intervention for you to get out of it. The next moment a skill can wildly expand the options you have avalable, for example: Drama whispers insane method acting ideas into your ear. Or your Pain Threshold tells you to stab yourself in the hand to make a point. Whatever you do – don’t. Pain Threshold is an unstable masochist. It will only leave you screaming with your hand nailed to the table. And then – while screaming with your hand nailed to the table – Rhetoric to the rescue! Make a political point out of this. Tell them you’re a victim of your own macho mentality. Tell them (with your hand still nailed to the table) that years of chauvinism have led you to this low point in your life.
Feast your eyes on a brand new title trailer for DISCO ELYSIUM! Yeah, the previous title wasn't crazy enough. It's still a groundbreaking blend of isometric RPG and hardboiled cop show - and still just as awesome!
Feast your eyes on a brand new title trailer for DISCO ELYSIUM! Yeah, the previous title wasn't crazy enough. It's still a groundbreaking blend of isometric RPG and hardboiled cop show - and still just as awesome!
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