Multi The Flame in The Flood (The Molasses Flood, ex-BioShock/Halo devs) (PC; Xbox One)

Jack-O-Lantern

Moderador
Staff
The Flame in The Flood

Plataformas: Xbox One; PC
Lançamento: 2015 (?)
Projeto Kickstarter: https://www.kickstarter.com/projects/molassesflood/the-flame-in-the-flood/?ref=kicktraq


From the Art Director of BioShock and a team of veterans of the BioShock, Halo, Guitar Hero and Rock Band series comes The Flame in the Flood.

A rogue-lite river journey through the backwaters of a forgotten post-societal America. Forage, craft, evade predators.


Trailer:


Screenshoots:

fmRHMQT.jpg


rbVEE1O.jpg


v3Dbnak.jpg


Artigo da Game Informer, mais completo aqui: http://www.gameinformer.com/b/featu...r-irrational-with-the-flame-in-the-flood.aspx

Mais info:
Travel by foot and by raft down a procedurally-generated river as you scrounge for resources, craft tools, remedy afflictions, evade the vicious wildlife, and most importantly, stay ahead of the coming rains.

Featuring an original full length soundtrack by acclaimed Alt-Country rocker Chuck Ragan featuring The Camaraderie, The Fearless Kin and other special guests.

For in-depth coverage on the team and the project, check out the November issue of Game Informer.

9d95803e17b399ca5e0019d6cfd3dbca_large.png

1e496bfdbf4c0a4fa091ebc02c2e6d5c_large.png

Journey Down the River: Travel down a long, winding and completely unique procedurally-generated river, through environments inspired by the Everglades, Mississippi Delta, Louisiana Bayou, and other quintessentially American places. Your journey has an end. Will you survive long enough to reach it?

8a995179be77239ba17dbf2f71b9f9c4_large.png

Authentic Survival: With survival tactics and wilderness dangers based on real-life references, staying alive until the end will mean staying warm, staying dry, staying healthy, and avoiding the ravenous wildlife that wants to eat you.

b40b7a9bde791560cb30bed49ba4ad71_large.png

A unique world inspired by backwater America: Post-Apocalypse or just Post-Society? Did it all end with a bang or a whimper? The world of The Flame in the Flood explores what happens on the fringes when civilization gives up the ghost.

568e0b5def1a6aabc055761d33f14fc8_large.png

Music from Chuck Ragan: Featuring an original full length soundtrack by acclaimed Alt-Country rocker Chuck Ragan featuring The Camaraderie, The Fearless Kin and other special guests.

8966da0fa7ce41e72123ce1d0a52bb97_large.jpg

57e49df775fe29b2a89e6c780b98a868_large.png

Surviving the hostile post-societal wilderness is no picnic. Scrounge for food and supplies, evade the ravenous wild-life, seek out shelter, maintain your raft, and stay healthy. And most important of all, make sure you’re gone when the rains arrive.

948cdeed0eb15278bee35f286d18de0e_large.png

Looting and Crafting

The land is dangerous but bountiful, and if you know what you’re looking for, you might just live. And if you can’t find what you’re looking for, perhaps you can make it, if you have the pieces.

7029725e6aac2606910f5e145f400fdf_large.gif

Afflictions and Remedies

Snake bites, fatigue, hypothermia, open wounds, and infection are just some of the ways the world will try to kill you. Happily every affliction has its remedies, whether traditional herbal cures, wound-dressings, or simply a solid night’s sleep. Knowing which remedies slow or stop which afflictions is what separates a babe in the woods from a master survivalist.

One piece of advice: address your afflictions in a timely manner, before they develop into something worse.

AI Ecology

Everything needs to eat to survive, and to your predators, you’re just a sack of food wrapped in a buckskin parka and cute hat. Like the river itself, our AI encounters are procedurally generated, and the NPCs behave according to rules governing hunger, fear, aggression, and territory. You’ll need to use stealth, traps, distractions, timing, and your wits to avoid becoming a feast for scavengers.

9cb31834253bc992663a5bea595f59bb_large.gif

Permadeath

When you’re done, you’re done, and if you don’t make it, you go back to the head of the river to try again.

But remember: Aesop your faithful hound, will be back with whatever he was carrying at the time of your last death. A small mercy from an otherwise cruel fate.

e945af50df554d5895b0e6097196ae1e_large.png

It was clear the time to move had come when the first rain fell and the cloud mass that spoke of the coming flood rolled south. Scout lashed her few belongings to her raft and set out for higher ground as the water drowned her cook fire. Her only companion the dog whom she had raised from a pup after finding it tangled in a muddy old sack in a river eddy. Her journey would take her through unfamiliar lands of crumbling relics from long ago. It would be a hungry trek, with scarce supplies, cold winds and rain always chasing and weakening her. She would have to build her own supplies from the pieces of scrap she could scrounge, conserve her food for long tracts of barren scrubland, ration what clean water she could find for the days ahead.

“Salvation lies at the end of the river” people say. Scout and her old dog have a long and terrifying journey ahead of them.
01c51e53f862f403266d40dcd90b5c58_large.png

Scout You play as Scout, a lone wanderer schooled in the art of wilderness survival. She's seen a bit of everything as she's come of age, and knows how to deal with the challenges of staying alive in a land that isn't interested in helping.

c59d398a9045d107a0631d8b221339b5_large.png

Aesop "It was not my fault, master; my spirit was as good as ever, but I could not help mine infirmities. I rather deserve to be praised for what I have been, than to be blamed for what I am." - from Aesop’s Old Hound

Aesop is Scout's companion and beast of burden. He's been by her side for years, and though he’s not much use in a scrap, he can carry supplies, call out clues and warnings, and generally help you navigate the wilderness.

0f0334c7267de2ad00b171d8dc6a360b_large.png

The Raft Your "piece of ship", a lashed together junk pile that can take a beating and keep floating. You’ll need to take care of it on your journey, fixing it up if you have a hard crash, but if you do it’ll get you where you’re headed. If you don’t, you’ll take a swim and it’s game over.

60081c893130c6646deb09fe06a34e5b_large.png

83f38a9cff914c3e55247e00db5923f1_large.png

“I do not know much about gods; but I think that the river Is a strong brown god—sullen, untamed and intractable” ~ T.S. Eliot

The river journey is a story that stretches from mythology, through classic literature (Huckleberry Finn, Life on the Mississippi, Heart of Darkness) to the film and television of today (Mud, Beasts of the Southern Wild). In The Flame in the Flood, we want to translate all of the poetry, adventure, quirkiness, and melancholy of those works into video game form.

a8e31d06351563b5cde1534a84246799_large.png

The River is the central character of the game. It is the road that sweeps you ahead of the coming storm. It is a place of rest and calm when it slows and of frantic action and danger when you hit the rapids.

River Tech The Flame in the Flood might not look like your typical roguelike, but it does have one important aspect in common with that genre -- the use of procedural generation algorithms to pseudo-randomly create the world as you move through it. Why “pseudo” random? Because driving the randomness are a set of rules for making rivers that are fun and challenging to navigate, and provide for the many interesting choices you, the player, will face: risk the rapids to get ahead of the coming rain? Hit the store on the eastern bank or the gas station on the western? If I miss that gas station, when will the next one be?

Our river creation process is divided into a number of steps, including layout, island packing, flow generation, decoration, and rendering. More on all of this in an update soon!

54ccc3e1c4affd61947134c5eca2d97d_large.gif

f8d5a42a77933ef2852e8ee418233b10_large.png

The music for the game is being created by Chuck Ragan featuring The Camaraderie, The Fearless Kin and other special guests. You may know Chuck Ragan for his solo work, his time with post-hardcore trailblazers Hot Water Music, or as founder of The Revival Tour. He's writing an original full length album to accompany the release of the game.

Chuck is releasing “The Flame in the Flood” on iTunes. This is the song used in our video. Go pick it up! Additionally, check out his upcoming tour dates. If you drop by his show in Cambridge, MA, on December 11th, you may just run into one of us.

If you are only interested in the soundtrack, it will be available for purchase at a later date.


d567daaa788f301d182ec6d8dd7aa7ee_large.png


c6c7f6c4777f96ae642977f333a6ccac_large.png

374a3056ca703b3f9e7cd57cb6cd723f_large.jpg

Sound design is being handled by Pat Balthrop, founder of Interactive Sound & Fury. He is an audio director and sound designer with multiple BAFTA nominations, two best audio awards at the Game Developer’s Conference, Outstanding Achievement in Sound Design by the Academy of Interactive Arts and Sciences, and nine awards from the Game Audio Network Guild.

His work has been heard in BioShock Infinite, The Beatles: Rock Band, BioShock, Rock Band 2, Dance Central, Rock Band 3, and more.

Pat is an all around great person, and we’re really excited to work with him again on this project.

83d66b79e3ea0ffc7a6a5e4b5457c70e_large.png

a1ecf8b989e148a12fe7289b55bb8bc0_large.png

Gwen Frey, Chad LaClair, Forrest Dowling, Scott Sinclair, Damian Isla, Bryn Bennett. Photo by Dan Perez de la Garza
For such a small outfit, The Molasses Flood features an astounding assortment of talent. We are a company of AAA refugees, with veterans of places like Irrational, Harmonix, and Bungie. We’ve contributed to massive critical and commercial successes like the BioShock Series, Rock Band, Guitar Hero, and the Halo series. And now, for something completely different...

Scott Sinclair Director/Art/Founder instagram.com/sincstudio
Sinc is a director and artist. His previous experience includes Art Director for BioShock and BioShock Infinite, Primary Artist for Guitar Hero, Eyetoy Anti-Grav, Rock Band 2, as well as Art Lead on Freedom Force vs. the Third Reich. He’s also the resident survival and wilderness living expert, having grown up in a swamp in Florida (as he tells it).

Forrest Dowling Ceo/Design/Founder @stuckbug
Forrest is a director and designer whose previous work includes Lead Level Designer on BioShock Infinite and Designer on Homefront. Prior to his career in games, he was a hobbyist mod maker, and is pret-ty psyched to be working with a small team again.

Bryn Bennett Mathrock/Tech/Founder
Bryn is an engineer who was previously Tech Director on Freedom Force 2, Lead Engineer on Titan Quest, and Engineer on numerous iterations of Rock Band. He’s also a legit rock star, having fronted Bang Camaro on national tours, and played on stage on Conan O’Brien.

Chad LaClair Art/Design/Founder @ChadLaClair
Chad is an artist and designer, previously credited as Senior Level Builder on BioShock Infinite and Designer on Medal of Honor: Airborne. Although a Vermont native, he has confessed that if he were left alone in the woods, he would die of something (anything) within minutes.

Damian Isla Mastermind/Tech/Founder @damian_isla
Damian is an engineer whose prior credits include Co-Founder and President of indie studio Moonshot Games, Creative Director on Third Eye Crime, AI Lead on Halo 2 and 3, and Senior AI Engineer on BioShock Infinite. The best way to motivate him is to tell him that a task is impossible, which he takes as a personal affront to his capabilities.

Gwen Frey Risky Business/Art/Founder @diregoldfish
Gwen is an animator, technical artist, and producer. Her previous titles were Senior Technical Animator on BioShock Infinite and Marvel Heroes. She’s all business, so there will be no screwing around with this bio.
 
Que aspecto soberbo!
Não sei se gosto muito do permandeath mas a ver vamos como vai ser.
Gosto do facto de o cão manter o que tem no inventário depois de morrermos.
 
Este jogo é um must, o grande problema, ou não, é que é um jogo difícil. Alguém que o tenha, que possa dar umas dicas de como se manter vivo por mais tempo?
 
Ando a jogar a isto mas acho muito difícil. Sinceramente não esperava tanta dificuldade.

A parte boa (ou má, dependendo do ponto de vista), é que gosto bastante do jogo. Assim estou constantemente a frustrar-me, por um lado porque morro mais do que queria, e por outro porque nao consigo largá-lo.

Mesmo assim acho que já estou perto do fim. A mais de metade já estou de certeza. Mas é como se sentisse que nunca conseguirei ser suficientemente bom a jogar a isto, sinto sempre que a sorte conta mais do que qualquer outra coisa.
 
Última edição:
O objectivo em survival games é mesmo esse, ser dificil. Se não morresses por diversas vezes e chegasses ao fim em 2 ou 3 tentativas o jogo não tinha piada nenhuma.
 
Concordo, e eu gosto de dificuldade. O que digo é que nao sei até que ponto nao existe aqui mais influencia da sorte do que propriamente o factor habilidade da parte do jogador.

Sinto que tenho que morrer várias vezes até que a aleatoriedade coloque no meu caminho uma ilha com as objectos de que necessito (principalmente comida).

Mas o ambiente e a banda sonora deste jogo são qualquer coisa de especial. A propria jogabilidade agrada-me muito. Tenho é que perceber se não haverá algo a descobrir sobre ela que possa colocar-me em maior vantagem do que tenho estado.
 
Back
Topo