JayVe
10-10-2008, 11:40 AM
A fan of solving mysteries by clicking? The dev team behind recent adventure games such as Trace Memory and Hotel Dusk are working with Tecmo to produce Again: Eye of Providence for the Nintendo DS (http://www.joystiq.com/2008/10/10/tgs-08-hotel-dusk-devs-reveal-again-for-the-first-time/).
Again: Eye of Providence follows FBI special agent Jonathan Weaver as he investigates his family's death and its connection with a series of murders that occurred 18 years earlier. Again's title is derived from Jonathan's ability to see into the past and experience crimes -- you know, again.
Producer Koichi Yamaguchi walked us through a very early build of the game, demonstrating how this helpful hindsight would help us piece together the events that occurred in a given crime scene. In what is essentially a game of spot-the-difference, you'll view the environment in a first-person perspective on both DS screens (in book orientation). The touch screen allows you to interact with the scene, while the screen to your left displays the same area, but as it was in the past. As Yamaguchi noted, it makes sense to confine history to the non-interactive screen. You can't change the past, you can only learn from it.
Big fan of adventure games here. Even though Hotel Dusk didn't 'click' with me, I'm looking forward to more from CING
Again: Eye of Providence follows FBI special agent Jonathan Weaver as he investigates his family's death and its connection with a series of murders that occurred 18 years earlier. Again's title is derived from Jonathan's ability to see into the past and experience crimes -- you know, again.
Producer Koichi Yamaguchi walked us through a very early build of the game, demonstrating how this helpful hindsight would help us piece together the events that occurred in a given crime scene. In what is essentially a game of spot-the-difference, you'll view the environment in a first-person perspective on both DS screens (in book orientation). The touch screen allows you to interact with the scene, while the screen to your left displays the same area, but as it was in the past. As Yamaguchi noted, it makes sense to confine history to the non-interactive screen. You can't change the past, you can only learn from it.
Big fan of adventure games here. Even though Hotel Dusk didn't 'click' with me, I'm looking forward to more from CING