Press Roundup

Last week we released our first official trailer and the response has been hugely positive! People seem genuinely interested in the game and it leaves us inspired as it does flattered. In addition to discussion on a multitude of forums, we received coverage from a number of news sites. While I can’t track them all at this point, I will attempt to gather them in this press roundup list for my own personal records, and for you all to check out if you want. I tried to include only unique articles, and exclude reblogs.

English coverage:

Non-English coverage:

Not a Walking Simulator

Not a Walking Simulator

I want to clear the air about something. I’ve done a terrible job explaining what Eastshade is like to play. Part of that is because this project has been evolving over these two years, but the bigger reason is that my familiarity with the game makes me forget to talk about important points that nobody could possibly know. Jaclyn and I have concocted a concise explanation of what the game is:

“You are a traveling painter, exploring the island of Eastshade. Capture the world on canvas using your artist’s easel. Talk to the inhabitants to learn about their lives. Make friends and help those in need. Discover mysteries and uncover secrets about the land. Surmount natural impasses to reach forgotten places. Experience how your actions impact the world around you.”

Eastshade is a non-violent game; however, it’s not a game without mechanics, progression or goals. To me, a walking sim is a game that forgoes these things and focuses solely on atmosphere. Mechanically, Eastshade is a game that gives players the space to wander. We’ve made an effort to make the world feel alive and responsive as players explore. But there is also a clear sense of direction and progression. Here is a condensed description of the things you can do in Eastshade:

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Meet the Inhabitants – Interact with the locals through dynamic conversations with discoverable topics and branching dialogue.

 

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Capture Your Surroundings – Compose paintings anywhere in the world and offer them to characters to gain items, knowledge, and unlock secrets

 

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Find and Craft – Acquire materials and schematics to surmount obstacles.

 

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Interweaving Micro-Stories – Actions and dialogue decisions affect future interactions and outcomes as you meet new characters.

 

Story wise, Eastshade is not one particular tale that we were burning to tell. In order to allow the player to live the experiences we let go of orchestrating a controlled storyline and focused on building the world at large. To that end, Eastshade is filled with many little stories; each with their own effects and consequences on the state of the world. If you love the distilled sense of place that some walking sims have, Eastshade has it for you. However, if you weren’t a fan of Dear Esther or Gone Home, it doesn’t necessarily mean you will dislike Eastshade.

Hopefully that clears things up a bit, and hopefully the new landing page does a better job of giving newcomers the gist of what the game actually is.

A First Look at Painting

A First Look at Painting

 

We haven’t talked about it much in previous blog posts, but you play as an artist who can paint anything you see. Painting is core to the game. Inhabitants will commission paintings of certain objects, locations, at certain times, or weather conditions. Some puzzles are solved by making paintings with particular compositions. Painting in the game is kind of like taking a photo. Its a mechanic that rewards players for paying attention to the world they’re in.

The Wide World – Building a Foundation

The Wide World – Building a Foundation

The vertical slice, effectively a third of the game’s total content, is now at a point where it can be completed without console cheats (most of the time). Some testers have managed to finish everything there is to do (so far), without needing any direction or explanation. There is a game here, and it reportedly doesn’t suck. This is a joyous and momentous milestone!

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There are still some placeholder assets and usability things to iterate on, and it will inevitably regress as we continue to make game-wide changes, but at this point the vertical slice is beta level, and we are ready to move on to the broader world of Eastshade! The great part about having polished one section is that we’ve worked out the design and built the framework which will carry us throughout the rest of development. As we were careful not to tangle ourselves in a tapestry of story dependencies, we will have a lot of freedom moving forward. Fresh starts are exciting! Especially when you feel you can attack with a honed strategy.

Unity 5.3’s new multi-scene features could not have come at a more perfect time. Everything now streams in as you walk around. There is only one quick loading screen when you start the game, and from there the world is completely seamless. The player can walk into new areas, caves, cities, and interiors without a hitch. Its also much easier to work in the world from an authorship side, because you can unload things you don’t need to see at the moment, and the editor stays light.

Content development is moving faster than ever at the moment. We have specialized and mature tools for authoring conversations and quests. We’ve settled on the game’s systems; they are implemented and working and we won’t add more.  We’ve cut things that didn’t work, and revamped things that had potential. We’ve refitted content multiple times as we struggled to find the game’s center. The volatility is settling down now. All of the rest of the game’s content will manifest through the verbs we’ve established, enabling efficiency and better quest design. I’m excited to finally capitalize on the foundation we’ve been building for two years!