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Articles by Thomas Grip
Los desarrolladores de Ontos hablan de sus mecánicas de terror psicológico con servidores y roedores
Tras trabajar en Ontos durante más de una década, es increíblemente emocionante lanzarnos al juego. Ontos es un sucesor espiritual de Soma, que hace profundas preguntas filosóficas a los jugadores. Por eso, siempre cuesta descubrir cómo hacerlo comprensible en un vídeo corto. El juego no se centra en un bucle de juego de momento a momento, sino en una experiencia más lenta de investigar, probar y, al final, hacer unas decisiones críticas.
Les développeurs d’Ontos nous parlent de son gameplay psychologique centré autour d’un serveur à base de rats
Après avoir travaillé sur Ontos durant plus d’une décennie, nous sommes extrêmement heureux de pouvoir vous proposer un aperçu plus détaillé de son gameplay. Ontos est le successeur spirituel de SOMA, posant des questions profondément philosophiques aux joueurs. Pour cette raison, il est toujours difficile de trouver comment le rendre compréhensible dans une courte vidéo.
Ontos devs on the centered around a server of ratspsychological gameplay
After working on Ontos for over a decade, it is incredibly exciting to take a deep dive into the gameplay. Ontos is a spiritual successor to Soma, posing deep philosophical questions to players. Because of this, it is also always hard to figure out how to make it understandable in a short video. The focus of the game is not a tight, moment-to-moment gameplay loop, but a slower-paced experience of researching, testing, and eventually making a few critical choices.
Amnesia: The Bunker launches June 6
When we first started with game creation at Frictional Games, we knew we wanted to make immersive horror experiences. We threw in everything we could think of: puzzles, physics, combat, creepy dream sequences – you name it. Those of you who played Penumbra: Overture will remember these elements well. Now, as we approach the launch of Amnesia: The Bunker – coming to PS4 on June 6 – we wanted to take a look back at how we’ve further refined our formula and approach to games.
Creating the world of Amnesia: Rebirth
One of the things we are most proud of in Amnesia: Rebirth is the range of environments in game. So proud, in fact, that we made a whole trailer about it: As you can see there is a wide range of inside and outside environments, as well as levels taking places at all times of the day, from dusk to dawn. In fact, the variety is so great that nearly every single level takes place in a new type of location or a twist on an older one.
Updating a horror classic in Amnesia: Rebirth
Creating Amnesia: Rebirth we wanted to make sure that it retained as much of the feel of the original Amnesia: The Dark Descent as possible. At the same time we wanted Rebirth to feel like a fresh experience, and to make use of the expertise gained over the past ten years since the first game was released. Thinking about gameplay systems is a bit different in a horror game compared to other genres. Instead of trying to make things more fun, you want them to increase the game’s immersive aspects.
Frictional Games Reveals Horror Sequel Amnesia: Rebirth
The year was 2009, and Frictional Games was in crisis. We were almost out of money, and it was running out fast. We had lots of ideas for innovative systems and puzzles, but they weren’t working out. Rash decisions had to be made. “Screw innovation! Let’s just make the scariest game we possibly can.” With this, Amnesia: The Dark Descent was born. And it took off beyond our wildest dreams. The game became a byword for narrative horror, and is still a staple of Let’s Plays and livestreams today.
5 Core Elements of Interactive Storytelling
I'm not sure what to think of this article. I agree with some parts, but disagree with the overall idea. My main problem with it is: It must be remembered that the players are playing in order to experience a story The article revolves around that opinion made fact. Of course, I know you mention that it's a personal view, and I get that. I just have to say that I can't agree with that sentiment. Plenty of games focus so much on narrative that they end up hurting themselves.
Triple-bill of terror as survival horror Amnesia comes to PlayStation 4 - PlayStation.Blog.Europe
It was June 2009 and we were running out of money. So far we’d spent nearly two years making a game called “Lux Tenebras”. Our idea was to make a Super Mario version of a horror game; something that could be enjoyed in bite-sized chunks, was replayable, and mostly relied on easily repeatable gameplay mechanics. The problem was, this game wasn’t working out. Despite a lot of time and effort, it never really clicked. A publishing deal had recently evaporated, leaving our funds basically drained.
Amnesia: Collection Coming to PS4
It was June 2009 and we were running out of money. We’d spent nearly two years making a game called Lux Tenebras. Our idea was to make a Super Mario version of a horror game; something that could be enjoyed in bite-sized chunks, was replayable, and mostly relied on easily repeatable gameplay mechanics. The problem was, this game wasn’t working out. Despite a lot of time and effort, it never really clicked. A publishing deal had recently evaporated, leaving our funds basically drained.
Underwater sci-fi horror SOMA launches on PS4 today
Finally, after years of hard work, our sci-fi horror game SOMA is released! Completing a game is a really amazing thing. Five years ago SOMA was just a vague figment of the imagination, and today it’s an actual playable thing. And that process is what I will talk about in this blog post. Around the time of Amnesia’s release two ideas had started to form in my head: At the same time, Jens (the other co-found of Frictional) and I had started to casually discuss where to set our next game.
The complex philosophical conundrums fueling PS4 sci-fi horror SOMA
SOMA, our upcoming sci-fi horror game, delves deep into the mysteries of subjects such as identity and consciousness. In this post I would like to explore the real world inspirations that have shaped our game. Relax and just concentrate on what it’s like being you for a moment. You can hear sounds, feel things, see things and so forth. You also have certain emotional responses connected to this and you perceive the world around you in a certain way.
5 ways the creatures in PS4 sci-fi horror SOMA will scare you witless
SOMA, our new sci-fi horror game, will be released at the end of September. That’s pretty soon, so I think I’d like to talk a bit about our monsters up front. Before getting into specifics, here’s a brand new trailer showing off some of the creatures that you’ll encounter: When creating SOMA we wanted to try to make our encounters really disturbing. To do this our goal has been to trigger the player’s imagination in the right way.
PS4 sci-fi horror SOMA release date confirmed, gameplay trailer released
The release date for SOMA, the new horror game from us, the creators of Amnesia: The Dark Descent, is now official! The game will be out on PS4, as a digital-only release, on 22nd September. Before I go into more detail about the game and its current status, here is a whopping 10 minutes of gameplay for you to enjoy: We at Frictional Games started working on SOMA in the autumn of 2010, so the game has been in development for almost five years now.
When Two Game Designers Argue About Silent Hill
(This is an archived old post from the previous version of the page.) It all started with a game developer Jurie Horneman asking what is the example of a sequel better than the original game. Easy. Silent Hill 2. Well, not according to Thomas Grip from Frictional Games (Penumbra, Amnesia, now SOMA). He claimed Silent Hill 1 was better than its sequel. Thomas was kind enough to write a Twitlonger.
SOMA Update, New Trailer: Crafting Survival Horror on PS4
Time for a little update on how SOMA is doing. (A brief summary for those who don’t already know: SOMA is a sci-fi horror game from the creators of Amnesia: The Dark Descent that will tackle unsettling questions about consciousness. It will be released on PS4 in 2015.) Before I get started, I should say a few words about the new teaser trailer, “Theta”. This video showcases a few in-game scenes along with fresh voice work.
5 Core Elements Of Interactive Storytelling
Featured Blog Originally posted at Frictional Game's blog. Introduction Over the past few years I have had a growing feeling that videogame storytelling is not what it could be. And the core issue is not in the writing, themes, characters or anything like that; instead, the main problem is with the overall delivery. There is always something that hinders me from truly feeling like I am playing a story.
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