![]() ![]() ![]() I ask why we're playing the pronoun game. After a while it dawns on me that no one has told me the name of this upcoming endeavor. The three of us discuss game design, crowd-sourced funding, and how the two companies, Frictional Games and thechineseroom, came to work together. This is how I was introduced to Amnesia: A Machine for Pigs.ĭear Esther writer Dan Pinchbeck of thechineseroom joins the call, his voice also brimming with glee. ![]() ![]() This is the first time his team can talk about his upcoming project. His voice booms in my headset he's obviously excited. It's serene and peaceful all around me, until I call Frictional Games designer Thomas Grip. It takes place sixty years after Amnesia: The Dark Descent at the turn of the twentieth century, yet the next game to carry the franchise's moniker will feel like familiar territory in one major respect: it is built to scare you senseless.
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