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{ITEM-100%-1-1}Randomly generated maps with different Cities connected with roads, Random Events and multiple biomes like Deserts, Dunes, Canyons, Plateaus and Grasslands. Weiter Keine Nachricht erhalten? Aus 34 aggregierten Wertungen erzielt Sunset auf Metacritic einen Score von Einfach und unkompliziert mit Ihrem Social Media Account anmelden. Unsere wöchentlichen Aufgaben lassen sich an einer Hand abzählen. Durch die Nutzung dieser Website erklären Sie sich mit den Nutzungsbedingungen und der Datenschutzrichtlinie einverstanden. Kombiniere 3 oder mehr Monster um die Geheimnisse des Tempels freizuspielen! In this dangerous world, you will need powerful guns, which are random too. Leider gibt es auch sonst wenig im Spiel, das wirklich interessant zu tun wäre. Der immer wieder mit neuen Möbeln und Bildern überrascht. Juni begann und einen Monat andauerte. Wir erledigen sie entweder schnell und ohne grosse Aufregung oder gar nicht — weil wir die dazu nötigen Utensilien im grossflächigen Penthouse nicht finden, bevor unsere Schicht bei Sonnenuntergang zu Ende geht. Lord Scarnex 5 Feb, Welche Geheimnisse sind im Schatten der untergehenden Sonne verborgen?{/ITEM}

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So we go way back. In Sunset they undertake the significant effort of keeping us on the straight and narrow, making sure that our game does in fact reach the people we are creating it for.

Not just with the words but also with the invention of the world in which the events take place. Sunset is our first game based on an original story.

Strangely, X desires to remain anonymous. But we bet you would be surprised if you knew who it was!

We're doing the same in Sunset where she builds the penthouse in which you will spend such interesting times. She is assisted by Niklas Roth who focuses on the city outside.

She does all sorts of voice work announcing the awards at the Game Developers Conference, for instance , next to regular acting in movies such Mango Kiss and Black August in which she plays the role of revolutionary intellectual Angela Davis, whom the player character in Sunset was named after.

So far we have financed the production of our games with a combination of government art grants and income generated by sales.

Subsidies have been available to us here in Belgium mostly via the Flanders Audiovisual Fund whose main focus is film. Recently, however, a dedicated Game Fund has been created.

Ironically, this fund has much less favorable conditions than the film fund. So we turn to Kickstarter for help.

This is a new rule. We can come up with part of the remainder but we need your help with the rest. Studio costs include things like hardware, software, servers, heating, insurance and accounting.

We have also reserved some money for consulting and promotion. That includes participation in game events, for instance.

And the last part of the budget goes to our collaborators for concept art, modeling, texturing, sound, music and voice.

We had been thinking small. But now, with your help, we can make this game one of our greatest! You will see Angela in the game! Sunset is a first person experience, you fill her shoes, but you will also get glimpses of her: You will feel her presence, in beautiful ways which will make the world of Sunset ring true.

We will realize Angela more fully as a character with weight and presence in Sunset's world. Your pledges towards the stretch goal mean that we can hire the de facto third member of Tale of Tales: Laura has animated the characters in all Tale of Tales games.

Thanks to you, we will be able to work with her again on Sunset! Laura's expertise will add that extra bit of pizazz to each and every animation in the game.

From Angela's movements, to the explosions! Working with Jurie will ensure that Sunset is a rock solid piece of software!

In addition, we will use your pledges to expand on the narrative aspects of Angela's character. They are all freelancers. The biggest challenge is to launch Sunset by our tentative release date of March So far we have always delivered our games on time, simply because art subsidy budgets have been incredibly tight: If the amount raised by this Kickstarter campaign would significantly exceed our goal, we may take more time, simply to make the game as good as it can be.

We are collaborating remotely with freelancers in several countries. But this is what we always do. We're used to it.

Also the people we are working with are professionals. And we've already successfully collaborated with several of them.

It's a small team. But we believe that's exactly what allows us to focus more, make the game better, more special. We could be wrong: We do have a lot of experience with atmospheric story-based games.

And we are using certain proven conventions in this one such as first person navigation. We also develop the game in public, so to speak, with a myriad of opportunities to get feedback from the audience, to ensure that Sunset is appealing and engaging.

A risk that should not be underestimated is quality of life. To prevent sickness, accidents, depression or lovers' quarrels, we will take care of ourselves and try to lead a healthy, loving life.

Questions about this project? Check out the FAQ. Plus a digital copy of the soundtrack. PLUS a Kickstarter-exclusive digital art book with sketches, concept art, illustrations, development screenshots and so on.

Next to this book, you also get the digital art book and the music book. And of course a digital copy of the game and the soundtrack.

Additionally you will receive exclusive email updates on the musical process. You will also receive a copy of the game, the soundtrack, the digital art book and the digital music book.

This reward is ideally suited to those looking to learn more about making music for games be they student, professional, or simply passionate about VGM!

Or on the sleeve of a record. And you will get a copy of Sunset to admire it, of course. And the soundtrack, and the digital art book.

Included in the package is a custom Sunset-themed USB thumb drive loaded with a digital copy of the entire diary, the art book and the music book.

And, of course, the game and the soundtrack. Your name will be used as the artist on the cover of a virtual vinyl record in the penthouse of Gabriel Ortega.

Your song will be played at a crucial moment in the game for all to hear! And of course you get a copy of Sunset to admire it.

And the soundtrack, the digital art book, and the digital music book too. You can add a short text that Angela will think about in the game when she looks at this object.

And of course you get a digital copy of Sunset, the soundtrack and the art book too. They will hide messages so you can play Sunset for real.

Jun 17, - Jul 17, 30 days. Share this project Done. Tweet Share Pin Email. Explore a luxurious penthouse apartment against the backdrop of violent revolution in a fictional South American metropolis.

Follow Sunset on the web , Twitter or Facebook. Support Select this reward. Estimated delivery Mar Kickstarter is not a store.

It's a way to bring creative projects to life. Learn more about accountability. Reward no longer available. Reward no longer available 40 backers.

For that alone, they deserve applause. I will join the mourning in a second. But I also think that Sunset is a great case study and there are lessons to be learned from its creative and marketing process.

De mortuis nil nisi bonum, of the dead speak well or not at all. But since the studio is not exactly dead, on the contrary , and as such will continue their art war, just outside of video games, I figured this story might be worth telling after all.

With the exception of The Graveyard, a super-short vignette game, personally I never fully enjoyed anything that Tale of Tales produced.

At the same time, their games were always inspiring to me. I would even go as far as saying they were eye-opening. Our thoughts are provoked and our ideas are inspired by various sources.

Sometimes, we do not consume stuff to enjoy, we consume it to get our creative juices flowing. Take The Path , above for example.

Many things did not work for me in this game, and I am being the zen master of courtesy here. But at the same time …it was one of the inspirations behind The Vanishing of Ethan Carter.

But the game knows this, anticipates your behavior. It waits for you to get off the obvious path on your second playthrough.

And then you do just that, and you start exploring, and things happen. The world of The Path was just there, indifferent. And its exploration was not rewarded with extra ammo or completion points.

It was the reward in and of itself. I know these things are obvious now in But The Path was quite revolutionary in its approach at the time of its release.

No wonder it inspired so many developers. Or take The Graveyard, another Tale of Tales production. I wrote about it once myself, I loved everything about it, and happily paid five bucks for a five minutes long experience.

When sitting on a bench near the sea I got an extremely powerful sense of presence, and you can see from the screenshot above, it was definitely not about the graphics.

That feeling got me thinking heavily on how to achieve something similar in The Vanishing of Ethan Carter.

So yes, Tale of Tales influenced me as a designer, and did the same to many other creators. I cannot imagine any book on the history of the artful side of games not featuring this two person small Belgian studio.

Influential and inspiring does not mean commercially successful, though. I am not surprised. While inspiring for some, their games were often technically awful unoptimized, with unfriendly UI , and most people simply found them boring.

It seems like Tale of Tales survived through all these years mostly due to the governmental grants. Here is the puzzle.

The game was technically and visually the best that Tale of Tales ever produced. It tried to tell a meaningful story and be a meaningful experience.

The Kickstarter campaign for the game was a success. Tale of Tales hired people with connections in the industry to help them with the marketing.

Here is a list things that, in my opinion, contributed to the low sales of the game. All of these things make sense, I hope. But I have never seen what purpose do the technical and design shortcomings of Tale of Tales games serve.

It was mostly incompetence to me, not art. Sunset is no different. Once you understand how the game works, you start optimizing that system, and each visit to the apartment is a boring scan of the all too familiar environment in search for the new activities.

More importantly, the game is not about that. Showing the mundane life of a cleaner is not the point of the game check out Cart Life for that kind of experience.

The game is completely about something else, and the cleaning is merely a pretext. Of course, some people did find Sunset enticing. Sadly, all it shows is that they have no idea what that means.

For example, I cannot access any menus with neither Start nor Back button on the gamepad — I have to use the keyboard.

More importantly, though, why on Earth is this a talking point? Conventional controls are conventional because they work. Using them removes the friction between the player and the avatar, and that is highly desirable.

Advertising the fact that the game does not use a weird control scheme — which was indeed a problem with some earlier Tale of Tales games — is like being proud the font in a book is large enough to be readable.

Note that the consumption of other art is easy. If we are talking about things you physically need to do, reading a book is easy, watching a movie is easy, listening to music is easy.

This allows people to focus on the message, not on the conveyor of that message. Weak control schemes get in the way of that in video games the same way a scratched CD gets in the way of a listening session.

The players dictate the pacing in Sunset, and three acts do not work well with that. With these visuals, I should get about a thousand frames per second, but sometimes I barely get twenty.

The game suffers from other technical issues, too. I played a version after a few patches, a month after the release. Speaking of looking up and down, this is what you do in this game a lot — especially looking down.

But this is the maximum angle you can look down at:. As a result, in order to interact with an object, I often had to move far away from it to be able to catch it in my crosshair.

To sum it all up, Sunset suffers from technical issues and multiple objectively bad design decisions — oddly created by co-designing the game with a game journalist instead of an actual game developer.

Not that this idea was inherently bad and this is not a jab at the journalist, we all do know quite a few writers that became successful game developers.

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Sunset Game Video

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