So been working on the Japanese press release with a Japanese friend. The details pulled from it:
-Uses ID Tech 5, they say they are taking the engine a step further than it has ever been used and are utilizing a state-of-the-art lighting engine and a much more powered-up version of the engine than any game to date has used.
-Our main characters name is Sebastian, who is on the run from the cops. However, they end up in a place where he watches the cops get slaughtered one by one, and then gets knocked unconscious. When he awakens, he finds himself in a a sector of a facility, trapped in closed-corridors and defenseless against a giant (safe-headed?) monster that wanders these halls... [Note: "When (Keiji 刑事=) police Officer Sebastian and his partner hurry to the scene of a series of terrible murders, a great power wrapped up in mystery awaited them. The other policemen are killed one after the other"]
-Game is said to be trying to strike a balance between horror and action, and to but in the sense that one should be desperately struggling to survive and facing scenarios of unimaginable horror. They say they want to redefine horror, and seem to be going for a more difficult and intense experience.
-The game promises to have limited resources and be full of puzzles and traps. They want to fill the player with anguish, tension, and anxiety and send them off the deep end.
-They make a focus that enemies can easily kill the player, you'll have to be cunning and evasive to survive in these harsh conditions.
-This is a bit foggy, but it seems the player can experience random distortions that can happen in any area at any time, which changes anything from enemies, doors, walls, objects, or the like into terrifying nightmares that our character sees. These are random and change in real-time as well, it seems.
-They finish off saying that they want the game to start strong and continue with a growing feel of insecurity to grow as the game goes on. They also mention the game will have an in-depth world, and you're being hunted by something mysterious and dark.
Yama wrote: Not for nothing, but I'd really appreciate it if you guys would sign up to my new site in order to discuss Zwei. Not prohibiting any discussion here of course, but consider it a favor and I rarely ask for those.
http://projectzwei.net/
Created in collaboration with director Kyle Cooper, whose award-winning work includes the title sequences for movies like Se7en and TV shows like American Horror Story and The Walking Dead, the trailer has been designed to encapsulate the tone and atmosphere of the game.
Shinji Mikami looks up from beneath the brim of his trademark cap, which sits low, shielding his eyes.
“Obviously I like horror,” he muses. “But survival horror has been drifting away from what makes it survival horror. And so I want to bring it back. Bring back survival horror to where it was.”
The game’s prologue sets up protagonist Sebastian, a chiselled but otherwise nondescript detective called in to investigate a homicide at an inner-city asylum. He and his colleagues – a man called Joseph and a female detective they simply address as ‘Kid’ – arrive late to the scene. The parking lot is littered with police cars. The asylum, all Gothic architecture, looms. The cars are empty, Sebastian notes. There are no signs of violence but every single car is empty.
Venturing into the asylum’s vast, high-ceilinged lobby, someone remarks that the place “smells of blood.” Bodies of cops, doctors and patients slump on chairs and against walls. Sebastian makes his way into a video surveillance room, where a wounded doctor mumbles something I half missed (although I have a feeling that was the point), “it was him, it couldn’t be,” perhaps. Peering at the screens, Sebastian sees a hooded figure slaughtering helpless police; suddenly, the figure appears behind Sebastian, and he’s knocked unconscious.
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