Wii - Sadness : New details

by Steven Williamson on 31 July 2006, 10:09

Tags: Action Game Sadness for Wii , Action/Adventure

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Further details on Sadness



Nibris based in Cracow, Poland have released some new information about one of the mostly mysterious and awaited Nintendo Wii titles – Sadness. Due to the scale of the project Nibris invited some recognized development teams to cooperate.

FRONTLINE Studios Inc. will be responsible for programming – a team of 30 people with large experience in Nintendo platforms. Digital Amigos will take care for the visual side of the game; it is a company specialised in graphics of games (e.g. Painkiller) and movies. Many psychologists and creators of horrors were invited to the making of the game.

Once it is chosen, the publisher will inform about this fact on his website. So far, adds Nibris, all the names of alleged publishers which appear on the internet are nothing but rumours. For the time being, no screens or playable demos are going to be published. The publisher will decide about the time of visual presentation of the game.

Nibris also is not going to provide any closer information on the scenario:“Sadness is a novelty on the video games market. Both the story and the presentation of the game is going to be a surprise for a player. You must forgive us the fact that we present so scarce information about Sadness, but we hope that once you play it you will understand our circumspection. We do not want to spoil the fun” – says Adam Artur Antolski, one of the scriptwriters.

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Despite reluctance to reveal the plot Nibris gave examples of games which had come influence on concept design of Sadness. Eternal Darkness, Silent Hill, Resident Evil, Planetscape: Torment, ICO, Phantasmagoria – these titles had some influence on the way of thinking about Sadness.

Currently presented artworks show a number of monsters from Slavic legends. What is interesting Nibris says we might not encounter all of them in te game – everything will depend on the way of playing and choices of the player.

The information presented so far give a foretaste of a title unique not only in Nintendo games portfolio, but games in general. Let us remind that Sadness is to be a gothic horror in a convention of noir movie. The game is going to be completely black and white! The style goes towards photorealism which is to increase the realism of the game atmosphere. The plot is going to cover the events from before the outbreak of World War I. The location of the events is mostly Ukraine.

Nibris adds another significant detail – Sadness is not going to have any Menu. “We aim at completely intuitive behaviour of the player – just as in life. Every choice a player makes is essential – if you experience traumatic events in your life, they are in you all the time. The same is going to be with Sadness. We want the player feel he participates in events, not only a game” . The game will also have a saving system which is going to be invisible for a player. Operations by Wii controller are going to be completely intuitive.

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We will have to wait patiently for this one of the best promising Wii titles – the game will not appear sooner than in the 4th quarter of 2007.

Werewolves

Appearance:

Usually born as normal people; until full adolescence there are no differences between them and children fortunate enough to be born humans. Only at certain age, at full moon, they gain their dangerous identity. They still move on two legs but look like a cross-breed of a human and a wolf. The whole body is covered with wolf’s hair, the head changes into wolf’s face, instead of arms they have paws with claws. The next day they return to their human identity not remembering anything from the night’s events; during the transformation they lose human consciousness and behave like hungry wolves. It can be explained by the fact hat a sudden increase in body build demands large amounts of food, and the werewolf, according to its instinct, tears apart into pieces everything which can serve as a source of proteins. All werewolves stem from an ancient tribe of Neur, which were already described by a Roman chronicler Herodot. This tribe used to change into wolves every day but it happened more rarely once they started to mix with other tribes and people.

Behaviour

These monsters behave similarly to hungry wolves. They attack suddenly and their sole purpose is finding food, therefore they attack not only people but also animals. When they have no choice they just attack the closest victim. Usually, however, they come back to their homes and stat with their families. The next day, such person can even look for alleged murderers of their parents, and when a werewolf gets to know the truth it usually commits a suicide.

Level of danger

One should not forget that werewolves are not monsters just by a mere affection for evil. Simply a sudden body build makes them need a lot of food. They want nothing but satisfy their hunger. The danger of meeting a hungry wolf is obvious. A werewolf is just more dangerous because it is bigger and more hungry.

Defeating tactics

A recognised means of defeating a werewolf is a silver ball; just as vampires are afraid of Bible verses and garlic. Moreover, one do not have to cut off a head of a killed werewolf because they do not have the power of revival.

Likho, liho (Russian: Лихо, Belarusian: лі́ха, Polish: licho) is an embodiment of evil fate and misfortune in Slavic mythology, a creature with one eye, usually depicted as an old person.


HEXUS Forums :: 3 Comments

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http://img.hexus.net/v2/gaming/screenshots/sad1_small.jpg

Well if it looks anything like that ^^ then doubts I have over it's grunt seem to have been relieved :>

nice report ta.
Gibb0N
http://img.hexus.net/v2/gaming/screenshots/sad1_small.jpg

Well if it looks anything like that ^^ then doubts I have over it's grunt seem to have been relieved :>

nice report ta.

Those images are concept art, haven't seen any real screenshots yet. I like the idea though!
arr. :< hate concept art. reminds me of the ff series every time :/

The game does sound as if it may have something new to offer, but when you consider the factors of the game individually it leaves something to be desired imo. Black and white game, automated menu and saving system, concentration on immersing the player into the game. They've all been done before, it's just down to the developers to do it properly.
I've got a lot of hope on their strategy to employ psychologists. Hopefully they'll put a good angle on the game and upset a lot of kids :p