After more than two years of silence I have decided to continue my blog. It will be conducted in the same way like the last post, though the range of discussed subjects will be broadened.
The first thing I want to tell you after the break is extraordinary game called "Ghost of a Tale". Indie project that gained money from sponsors using platforms like Indiegogo. Many people, who wrote reviews on it, mostly emphasized good graphics, lovely concept of speaking animals and catchy setting.
Though, all these things are brought to gamers because of several other features we need to outline further. Firstly, let me tell you about the story. In the world, where Rats fought the Great Green Flame, you wake up as a mouse-bard called Tillo in one of the rats' prisones. You have lost your wife and have to find the way to find her.
Narrative in Ghost of a Tale is told to us through small dialogs, remarks and descriptions of items just like in Dark Souls games. Actually, many gameplay mechanics here also repeat ones in Dark Souls. For example, you cannot pause game using inventory, can collect armor sets with the same bonus system as in DS and etc. Though, the main difference lies in the absence of fights during the game, because you need to finish all quests being sneaky.
Narrative and attention to the details are two key features of this game and they are connected a lot. Even though, territory for playing is rather small, you can spend dozen of hours exploring it for the secrets and riddles that reveal you complex nature of storyline. Details focusing allows player to choose the way you want to play. At some point, you can just wear guards' armor and play in it till the end of the game, because you don't want to confront with rats. Even such a small element of gameplay like necessity of filling the lamp with gas makes you believe the story in this game.
Despite the quite simple narrative in its essence, form of its delivery to the player and referring to details gives players an opportunity to explore the whole universe of this game, being just on an island of it. Hope, this approach will be taken by other developers as clever example of dialog with players.

The first thing I want to tell you after the break is extraordinary game called "Ghost of a Tale". Indie project that gained money from sponsors using platforms like Indiegogo. Many people, who wrote reviews on it, mostly emphasized good graphics, lovely concept of speaking animals and catchy setting.
Though, all these things are brought to gamers because of several other features we need to outline further. Firstly, let me tell you about the story. In the world, where Rats fought the Great Green Flame, you wake up as a mouse-bard called Tillo in one of the rats' prisones. You have lost your wife and have to find the way to find her.
Narrative in Ghost of a Tale is told to us through small dialogs, remarks and descriptions of items just like in Dark Souls games. Actually, many gameplay mechanics here also repeat ones in Dark Souls. For example, you cannot pause game using inventory, can collect armor sets with the same bonus system as in DS and etc. Though, the main difference lies in the absence of fights during the game, because you need to finish all quests being sneaky.
Narrative and attention to the details are two key features of this game and they are connected a lot. Even though, territory for playing is rather small, you can spend dozen of hours exploring it for the secrets and riddles that reveal you complex nature of storyline. Details focusing allows player to choose the way you want to play. At some point, you can just wear guards' armor and play in it till the end of the game, because you don't want to confront with rats. Even such a small element of gameplay like necessity of filling the lamp with gas makes you believe the story in this game.
Despite the quite simple narrative in its essence, form of its delivery to the player and referring to details gives players an opportunity to explore the whole universe of this game, being just on an island of it. Hope, this approach will be taken by other developers as clever example of dialog with players.
