Ian Fisher writes: The team at Precursor Games are striving to adapt the core elements of the horror/suspense genre for modern times utilizing the tools available these days; ultimately resulting in a game that picks off right where Silicon Knights left off with Eternal Darkness back in 2002.
Precursor Games Chief Creative Officer Denis Dyack discusses some of the key goals and elements that Shadow of the Eternals is striving for in this interview with Shogun Gamer.
An Eternal Darkness: Sanity's Requiem remaster would certainly "resonate with fans," according to director Denis Dyack.
I have been asking for a remake for Nintendo's next console launch. The sanity system was a very nice touch.
One of the best horror games ever. Nintendo should have capitalized on this. It's still not too late.
Even not being an owner of a current Nintendo console, I for one would love to see this. Preferably a remake, though.
Denis Dyack, who's currently working on Deadhaus Sonata, said that interactive streaming is a much more provocative opportunity than next-gen consoles, despite their impressive technological leaps.
Cool concept.
Well the base game needs to be pretty good for users to be invested in and participate in the interaction.
Anything can be provocative if it's done right. The consoles are just a means to an end, but it's the software on those consoles, hopefully using that technology, that will make it provocative.
Interactive streaming, as it's being talked about here, is an interesting concept, but provocative is not really the right word to use. I'd call it interesting, because it is something kind of new. What I feel however, is that the implementation will likely not be that compelling, as things that are new, usually are very superficial, and if it's not successful, it either dies, or slows down adoption. Asynchronous cloud compute was that thing this gen. Lots of potential. Had a viable proof of concept released by MS(even though people don't recognize this). Failed to impress. Now, no one cares.....even MS. It was irrelevant, and now it's practically forgotten except for what used the same principals before MS decided to make it into a marketing catchphrase.
Wccftech talked to Denis Dyack to learn how he plans to bring narrative to the F2P online space in Deadhaus Sonata, thanks to Genvid's interactive streaming technology and Amazon's Lumberyard engine and Web Services in the cloud.
This game looks incredible, i am so excited for it.
I am very excited for this game. It sounds like quite an ambitious project to develope.
I really hope it succeeds cuz
There's a huge possiblity it won't reach it's goal and sit somewhere at 340k