After your plane crash-lands in Antarctica, you find yourself stranded and alone at an abandoned research facility in the midst of a deadly blizzard. Plunged into utter darkness, temperatures 100 degrees below zero, and conditions far too harsh to allow for rescue, you must explore Sutro Station and and use the tools at your disposal in hopes of escaping and finding your way home.
Not a survival game, but instead a game about surviving, Near Death pits you against an incredibly cruel opponent: Antarctica. Never more than a few minutes from freezing to death in the darkness of polar night, you must reclaim the station from the elements and fight for your life in a terrifying environment that’s more like another planet than the world you know.
Features
A fully explorable Antarctic research station with seamless open world navigation over an unforgiving landscape.
Unique gameplay and innovative player tools suited to the harsh realities of a frigid, dark continent. Mark your way with light trails in zero-visibility storms, melt frozen obstacles to explore the base in search of much-needed supplies, create pockets of warmth with a personal heater, and more.
A dynamic weather system that utilizes snow, wind, temperature, and lighting to create a multitude of Antarctic conditions ranging from blinding whiteouts to brief moments of calm.
A real-time temperature simulation that freezes and thaws the environment room by room based on exposure to the elements, building layouts, the base’s power system, and your own ability to establish safe areas with makeshift repairs.
Discoverable blueprints and upgrades that enhance your capabilities and increase your ability to withstand the cold.
An original score of haunting ambient music that amplifies the isolation of Sutro Station.
Much closer to Cryostasis than to Long Dark:
Quote:
Near Death isn’t a survival simulator. It has a story w/ a beginning, middle, and end. No meters/fatigue/thirst/etc.
graphically looks a little meh, but if theres interesting story snippets to find (and/or interpret from the layout/design of the environments) it could be quite a neat little survival game worth playing
kinda, this seems to have a mechanic built around surviving long enough to escape (and possibly.. hopefully.. a story about what happened to the place?)
long dark is elemental survival, but its about finding a rhythm to survive indefinitely.
also getting fucked by bears.
also long dark is about traveling the wilderness mostly. this one is about being inside a frozen base (which, if they use the setting well, could make for a fundamentally different experience)
from what I understood Long Dark is the typical open wildrness survival SP-oriented game, this seems to be more storybased horror survival when you try to escape the station while staying alive
.... will try to find some journo's articles
We are very consciously not trying to create a survival game, despite some of the parallels that exist. For Near Death we’re really trying to stay away from many of the tropes of the survival genre. No long-term meters like fatigue or hunger or thirst. No enemies or wildlife. In fact, we joked before announcing the game that we would do everything possible never to mention « the s-word. »
The only enemy in the game is the weather. You are constantly trying to stay alive in an environment that would like nothing more than to see you freeze. The temperature can get as low as 100 below zero, which can kill you in sixty seconds. So you’re constantly having to think about how to stay warm, whether that’s moving outside between buildings, or repairing a building you’re in by patching up windows and getting heat running through it again.
And the game has a narrative through line as well. It isn’t an endlessly replayable game, but rather an experience with a story and a beginning, middle, and end. From the moment you arrive at Sutro Station you have a single goal: to escape and make your way back home.
Quote:
The moment-to-moment gameplay is about staying alive in the face of a blizzard growing stronger and stronger. You’ve got to find ways to stay warm and sheltered as you make your way through the research station. You’ll repair broken parts of the base, like sealing a broken window in a room, and then bringing back power to that part of the building so the room will heat up.
You’ll collect supplies along your way, either to help you repair things, or to create tools you can use while you’re braving the blizzard outdoors, like the light poles I mentioned earlier. You’ll also be able to manipulate the power grid of the station and reclaim destroyed areas of the base to create safe spaces for yourself. And during this time you’ll also be completing custom objectives in one of the many unique locations in the base that move you closer to your ultimate goal of escape.
Quote:
In short, our goal is to make a game that doesn’t fall into any existing framework and isn’t bound by the limitations of a genre, either.
Instead, we want to make a game with features that are unique to our location and the story we want to tell. So while we don’t have the long-term meters common to the survival genre, we have the ability for the player to lay down rope trails that help them navigate the blinding whiteouts and keep from being blown over by the wind. We have a detailed temperature simulation that interacts with the weather and allows the cold to move from room to room, shaped by the player’s repairs and decisions. Our crafting system is in service of location-specific repairs and exploration, not weapons or first aid.
Ultimately, we want to make something that feels like nothing else and captures the unique location and challenges of Antarctica, an environment we’re endlessly fascinated by.
Oh hey, I didn't know they were making a sequel to Silent Hill: Shattered Memories..
In other words: It looks like a Wii game
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