This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Tacoma [official site].
Fullbright is running out of things to steal from the Shock series. “Like, we made a game that is basically about audio diaries for Gone Home, and now we’ve made a game that’s basically about the ghost sequences in System Shock 2 and BioShock with Tacoma,” co-founder Steve Gaynor tells me. “We’re running out of things to rip! What are we doing next?”
He’s laughing about it, but it’s only half true, since Tacoma is really about taking audio diaries and making them into a game. You don’t find and passively listen to them, you’re an active observer of augmented reality recordings of the crew members of a now-deserted space station. The distinction makes a huge difference, and had a profound effect on the way Tacoma’s story was written, because it posed complex puzzles of fitting dialogue and direction into both space and time. All because in Tacoma you can:
THE MECHANIC: Pause, fast-forward and rewind ghosts (more…)
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