В настоящее время на платформах PC и Xbox Разработчики Создали увлекательный мир научно-фантастических Хорроров

Discuss (1 Comment) Out today on PC and Xbox, Routine is a sci-fi horror game built around a 1980s vision of the future that takes place on our moon. Routine was made with a particular kind of game experience in mind for players, so we'd love to take this opportunity to talk about a few key elements that form the foundation of its art and design. Relatable Science Fiction When we started making Routine, we realised that creating a sci-fi world can sometimes conflict with immersion and horror. That is mainly because it is surprisingly easy to fall into the trap of building fantastical environments that end up losing a sense of relatability. We didn't let that stop us from exploring more creative ideas, but it did force us to think carefully about what actually needed to be redesigned, and what didn't. A chair is still a chair; it doesn't need to look "sci-fi" if its purpose is straightforward. And unless it's specifically meant to be visually appealing, it should be cost-effective to produce and probably durable before anything else. Because of that approach, you will often see familiar, relatable objects throughout our more sci-fi spaces. These touches help ground the environment in a believable way—one we hope players will get completely lost in. 1980s Vision of the Future As a child of the '80s and '90s, I grew up tinkering with all kinds of analogue equipment: cameras, VCRs, CRTs, and more. Their tactility, weight, smell, and even the way dirt collects in the recesses of their chunky designs all carry a sense of character and time. Modern technology is sleek, lightweight, clean, and unobtrusive. It's convenient and pleasant to use, but as an artist, it can start to feel like it lacks character and soul. However, it usually doesn't tell much of a story to me and I really miss that aspect. That's one reason why we wanted to build a world inspired by that era. Another came from our desire to imagine how people from the 1980s might envision a believable moon base. And naturally, it would include a holiday resort, with a mall, of course. Immersive Game Design There are many aspects of Routine's design that we could talk about, but I want to highlight one that doesn't get as much attention as the others, which is our deliberate lack of UI and waypoint markers that guide the player. We wanted Routine to feel genuinely immersive, and part of that meant stripping away UI elements that distract you from the environment you're standing in. This was a challenging design choice, because many players have grown comfortable with strong guidance in modern games. And while that approach works well for many titles, with Routine we wanted players to find their own way forward. There is still plenty of environmental storytelling and subtle design guidance, but we often encourage players to take their time, not rush, and pay attention to the world around them. By doing so, you will usually find that the path ahead is actually more straightforward than initially thought. You'll also have access to a PDA (Personal Data Assistant) when you encounter Wireless Access Points throughout the world. The PDA stores various types of information, including Tasks, which help keep you on track with your current goals. On paper, this direction might seem like a small part of the overall design, but in practice it fundamentally changes how you navigate each area, something we had to refine through many, many playtests. New Horrors Await Routine doesn't rely on jump scares. Instead, we focus on gradually building tension and subverting expectations to keep players on edge. While the robotic threat from our previous trailers is ever present, there is something darker and creepier, something that we've only hinted at before. If you watch our new launch trailer you will see a small glimpse of what you will encounter, if you persevere long enough. Available Now From grounding our world in a familiar, tactile design, to imagining an '80s vision of our future on the moon, while also stripping away common UI elements to make exploration really immersive—every art and design pillar of Routine was formed by our desire to create a believable and atmospheric horror experience. And from today you can experience it for yourselves on PC and Xbox, including Xbox Game Pass. We can't wait for you to explore the halls of Routine's moon base and lose yourself in the immersive world we've crafted. Aaron Foster, Art and Design Lead, Lunar Software P.S: After an incredibly long journey, we would like to officially say that ROUTINE is OUT NOW! We first announced the project 13 years ago as a small team of 3. Now, after 5 years of trying hard to re-build the project with RawFury, it is ready. We've shared a timeline below that details the journey we've been on but, through everything, the one thing that has helped us going is you, the players. It is hard to put into words how much we appreciate all the emails, messages, love, and, most of all, the patience you have given us. We hope that each and every one of you enjoys ROUTINE and gets immersed, lost, and terrified in the world we have created. Source: https://www.techpowerup.com/343690/routine-out-now-on-pc-xbox-platforms-devs-have-crafted-a-relatable-sci-fi-horror-world