You, as Frank Gilman, open your eyes inside a room filled with strange, pulsating noises. Patterns of lights executing a Danse Macabre on the walls is presented by a queer device on the table. Having recalled nothing other than that you’re in Upuaut, an Antarctic base located near south pole, you find the place deserted and have a distinct feeling of something being terribly wrong.
Of course, the most important element of any Lovecraftian tale is the plot itself. The gameplay indicates that the developers are aiming for a non-linear narrative, with flashbacks (or possibly hallucinations) featuring prominently as the protagonist goes from the belly of a steampunk one-man submarine to a cabin aboard a small sea vessel, then to the wasted ruins of a long-gone civilization. In my quest to know more (so often the doom of Lovecraftian protagonists), I was also able to dig up an interview with the game's 3D artist, Onur Samli, which sadly spoiled some of my hopes regarding the game's inclusion of certain features. On the subject of a sanity mechanic in the vein of Amnesia, he had the following to say.
Actually, I can’t say the concept of perception exceeds the storytelling to become a major mechanic of the game. We’re strongly limited to the narrative design. We tried to incorporate such elements as a main mechanic but we quickly realized, being a team of three comes with its limitations.
That being said, I'm still excited. Onur's statement about the Zoetrope team's goal about telling a story is more than enough for me to go off of, provided it's a good one.
Our sole desire is to convey a Lovecraftian story that players can immerse into and feel as if they are exploring secrets spanning from the modern world of 1950’s to what remains of an unfathomable antediluvian epoch when civilizations unknown to men arose and fell to ruin.
Original Article @ Gatekeeper Reviews