REVILL: Unterschied zwischen den Versionen

1.236 Bytes hinzugefügt ,  23. April 2022
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== Game Mechanics ==
== Game Mechanics ==


The game REVILL is a first person walking simulator. The main game mechanics consist of searching for story hints and usable items inside the game world. The player can move with W A S D, can sneak with SHIFT to reach low places and for example look underneath a table. By pressing SPACE all interactable items light up, so that the player knows where to find the objects. Items with which the player has already interacted with, don't light up and can’t be interacted with anymore.
The game REVILL is a first person walking simulator. The main game mechanics consist of searching for story hints and usable items inside the game world. The player can move with '''W A S D''', can sneak with '''SHIFT''' to reach low places and for example look underneath a table. The player is also able to run with '''STRG'''. By pressing '''SPACE''' all interactable items light up, so that the player knows where to find the objects. Items with which the player has already interacted with, don't light up and can’t be interacted with anymore. The player can select an item to interact with by pressing '''LMB'''.
The player can select an item to interact with by pressing LMB.


There are two outcomes after clicking something interactable, the item can either be picked up or trigger a short text monologue. The first option results in picking the item up. The player then can look at a 3D version of this item which can be rotated with LMB to inspect it further and to find more clues. There is no such thing as an inventory. Items the player picks up are shown at the top of the screen as a little simplified icon. After using an item it disappears from the screen.
There are two outcomes after clicking something interactable, the item can either be picked up or trigger a short text monologue. The first option results in picking the item up. The player then can look at a 3D version of this item which can be rotated with '''LMB''' to inspect it further and to find more clues. There is no such thing as an inventory. Items the player picks up are shown at the top of the screen as a little simplified icon. After using an item it disappears from the screen. The other option after clicking at something is to get a short text on screen from Arthur describing how he feels or giving an anecdote about the item. The player can trigger this monologue only once and it can’t be skipped.
The other option after clicking at something is to get a short text on screen from Arthur describing how he feels or giving an anecdote about the item. The player can trigger this monologue only once and it can’t be skipped.


Doors have a special mechanic and serve as transition portals between the diner and the research facility. Many times the player opens a door or exits a room the environment changes between the research facility and the diner. Every time the player comes back to the diner, the arrangement of furniture and room structure changes and the crash test dummies sitting there take different poses. The lighting is also different and gets consequently creepier and darker. However, the arrangement of rooms in the research facility doesn’t change.
Doors have a special mechanic and serve as transition portals between the diner and the research facility. Many times the player opens a door or exits a room the environment changes between the research facility and the diner. Every time the player comes back to the diner, the arrangement of furniture and room structure changes and the crash test dummies sitting there take different poses. The lighting is also different and gets consequently creepier and darker. However, the arrangement of rooms in the research facility doesn’t change. The goal in REVILL is to explore the story and to fire the nuclear bomb at the end. There are no possibilities of dying.
The goal in REVILL is to explore the story and to fire the nuclear bomb at the end. There are no possibilities of dying.


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'''Diner 1'''
'''Diner 1'''


[[Datei:Diner 1.jpg|380px]]<br>This is the first area the player gets to see. The ambience is lively and there are many people eating there. All doors are locked at this state in the game.
[[Datei:Diner 1.jpg|380px]]
 
<br>This is the first area the player gets to see. The ambience is lively and there are many people eating there. All doors are locked at this state in the game.


The first objective is to find the key to the toilet which hangs behind the counter and then need to be used at the WC door.  
The first objective is to find the key to the toilet which hangs behind the counter and then need to be used at the WC door.  
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Inside the toilet aren't any important items. However, when exiting the WC the dining area is really weird: There are puppets instead of real people and there are subtile uncanny differences in the furniture arrangement.  
Inside the toilet aren't any important items. However, when exiting the WC the dining area is really weird: There are puppets instead of real people and there are subtile uncanny differences in the furniture arrangement.  


After this event all the doors are open and the player can explore the kitchen. When opening the door to the hallway the player stands inside a big hall of a research facility. (see below)
After this event all the doors are open and the player can explore the kitchen. There are many little things to find revealing more of the story, the circumstances or the time period.
 
When opening the door to the hallway the player stands inside a big hall of a research facility. (see below)
 




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'''Diner 2'''
'''Diner 2'''


[[Datei:Diner 2.jpg|550px]]<br>
[[Datei:Diner 2.jpg|550px]]<br>After picking up the clipboard inside the research hall the player gets teleported inside the research facility again.
 
The layout of the diner changed again - it repeats itself many times to both sides. While exploring the diner the player hears sounds from Clara that seem to follow them whereever they go.
 
The next important item can be found inside the office. It's the first set of coordinates where the nuclear bomb should be fired to.
 
When opening the door to the hallway the player stands inside the research facility again.
 




'''Diner 3'''
'''Diner 3'''


[[Datei:Diner 3.jpg|350px]]<br>
[[Datei:Diner 3.jpg|350px]]<br>After the player picked up the second set of coordinates they get teleoported to the diner where the layout changed again.
 
The layout is very streamlined now and the only option is to walk straight ahead. The first time the player looks behind them they see a silhouette of Clara standing there - she's laughing. After looking at her for more than two seconds the lights in the room go out and the player needs to run away from Clara. The lights always go out after exiting a room and sounds and shadows pursue the player.
 




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[[Datei:Image10.jpg|400px]]
[[Datei:Image10.jpg|400px]]


There are two stories, which are told in alteration. The first one is slowly  
There are two stories, which are told in alteration. The first one is slowly uncovered in the diner. A failed nuclear test destroyed the place and a nearby town. Arthur finds hints, newspaper articles and maybe radio recordings that slowly tell the tale of his horrible mistake, while being haunted by the Ghost of Clara, which represents his bad conscience. The second story is his memory of the day from his point of view. We change locations back and forth from the diner to the military research facility where he worked. The research facility does not look normal though. It is a hellish place overgrown with stretches of mutated flesh and muck. It represents his own purgatory in which he is forced to redo his terrible mistake.<br>
uncovered in the diner. A failed nuclear test destroyed the place and a nearby  
town. Arthur finds hints, newspaper articles and maybe radio recordings that  
slowly tell the tale of his horrible mistake, while being haunted by the Ghost of  
Clara, which represents his bad conscience. The second story is his memory  
of the day from his point of view. We change locations back and forth from the  
diner to the military research facility where he worked. The research facility  
does not look normal though. It is a hellish place overgrown with stretches of  
mutated flesh and muck. It represents his own purgatory in which he is forced  
to redo his terrible mistake.<br>


It is not possible to “win” the game. You can not prevent the catastrophe from  
It is not possible to “win” the game. You can not prevent the catastrophe from happening. You complete the game by uncovering the story and once more reliving Arthurs mistake.
happening. You complete the game by uncovering the story and once more
reliving Arthurs mistake.


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