Friday, March 3, 2017

News:: Try to wrap your head around The Sexy Brutale's temporal metroidvania approach

I don't understand The Sexy Brutale. I played for an hour while chitchatting with design director Charles Griffiths. After that hour, I felt like I was almost there, like everything had almost clicked. But then the demo ended and I was left to wonder if my intuition was accurate. There's a lot to process.

The quick pitch on The Sexy Brutale is that it's a Groundhog Day-type approach to an eccentric murder mystery. Over the course of one day (nine real-life minutes), ten guests are offed in increasingly unpredictable ways. The first one was simply shot; the third was killed by a giant spider.

Replaying that fateful day over and over is key to saving them because before you can save them, you have to understand them. So there's a voyeuristic aspect -- staring through keyholes, listening through walls -- to it all. You need to learn their routines in order to intervene. There's a certain amount of tinkering that's necessary because almost everything (objects and interactions) has some eventual use. It just may not be the use you immediately need.

Try to wrap your head around The Sexy Brutale's temporal metroidvania approach screenshot

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