Submissions by ZacWatson tagged history

Overview

Charon. The legendary 'boatman of the dead'. The one who ferries those who have passed across the river Styx, to the underworld below. This game tells his story. As Charon, the player journeys through the depths of the underworld, looking for a soul that refused to pay the toll. Equipped only with his trusty pole, Charon ventures down into Hades, in search of those who defied his will.

Core Mechanics

Players control Charon from a 3rd person perspective, guiding him through the levels of underworld via his means of transportation - his ferry of the undead. The game, presented as largely open world, offers a wide variety of areas within Hades itself to explore, and countless members of Ancient Greek mythology to be encountered within these areas. As Charon ventures further and further into the underworld, he gains access to items and tools that affect the way his ferry works. The ferry being the core representation of Charon is key to the game, and as players grow and enhance the ferry, they feel a sense of progression and fulfillment through the game. The interactions with Charon and his signature pole also change and evolve, as Charon is able to use it as a climbing tool and a fighting tool. As the game progresses, the Pole can be altered and customised for particular uses, including signalling where items are or having unique properties that help with navigation or combat. Making Charon's signature equipment core to the gameplay is a goal.

Environment

The underworld, Hades, is a dark and unforgiving place. Within it, players encounter all manner of demons and monstrous creatures, as well as countless ghosts and apparitions of ancient warriors, both famous and forgettable. Creatures like Cerberus and the Hydra are also encountered by the player, as well as the Ancient Greek heroes that fought and captured or killed them. Charon, due to his nature as the ferryman, also has his ferry at his disposal. The ferry is used to navigate around the world and is a crucial component of travel within the game. With the ferry, Charon can move quickly around the game world, and also to the limit of the underworld itself. Tasks to carry souls across the river Styx can also take players to unique and varied areas within the underworld itself, providing variation and variety to the environments that players encounter within the game world.


One of many depictions of Charon, the legendary ferryman of the Greek Underworld.

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Overview

Missing Pieces concerns the player solving a centuries-old mystery within a giant museum. As players roam through this wide open space, they come across clues and hints as to a sinister, overarching mystery. Presented from a first person perspectives, players take control of a guest trapped in the museum after closing, and what begins as an attempt to get out spirals out of control as events unfold. The key mechanic of this game hinges on the earlier visit that the player paid to the museum - which forms the prologue of the game.

Core Mechanics

Because the game is presented in a museum, there are a large amount of exhibits containing clues and information regarding the mystery. Players have to analyse exhibits, determining what is different with the exhibit since the last time they viewed it. Players are able to access these 'memories' by looking at images they took as well as their own memory of the exhibit. Some changes will be minor, while other changes (such as a moved component or new writing) are quite noticeable.

Narrative

Because Missing Pieces is hugely narratively focused, it relies on an interesting and deep narrative to carry the game. Players have to balance their knowledge of the environments and story thus far with what they are continually encountering. The player's knowledge forms a key component of the narrative - as players collect notes and information, they are able to form a more complete picture of how the story will progress. However, players may also use things they notice as hints, following trails for more information. These trails may be more obscure or harder to notice than other pieces of information.

Players keep information in a notebook similar to L.A. Noire.

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