We are the Team InsideOut, three French self-taught whose ultimate passion is to create video games, to try to be original and always more challenging. Here we present our project, Syndrome 1890.
Syndrome 1890 is our first experience as a designer, we are extremely proud of it and we want you to live it. We want to professionalize our team and enter the world of video games.
We want to create our independent studio, be independent and accomplish each of our goals in this project. We are full time we and want to seize our chance. For all these reasons, here we are, on Kickstarter, we need help.
We want to raise funds for the purchase of equipment and licenses. But also for the creation of our own studio as well as the creation of an adequate workspace.
Clearly, your help could give us wings.
Creating has been and continues today to be an extremely rewarding experience for all three of us. The challenge of creating an adventure in 2d is much more difficult than it seems and leading to a different approach of that style is what we want the most.
For more than eleven years, children disappear without a trace. The industrial revolution is on the march, the atmosphere of London is all the more oppressive. James, an investigator on the case for a few months, still receives more mail from parents annihilated.
The lifeless body of a young man in his twenties, found on the quays of Blackwall Yard suddenly raises the matter. Disappeared at the age of nine, this boy resurfaced, letting James understand that other children may be trapped somewhere.
James's investigation will prove much more dangerous than expected, the London population is plunged into torpor and paranoia. The pitfalls will be many.
The design of Syndrome 1890 is that of a comic (not to mention the inevitable Sin City). The realization, the visual and the narration also follow this direction, with a sliced sketch in black and white. The dialogues are carefully written to best carry the player into the dark and dangerous world of the game.
The cinematics themselves are in the form of comic strips. Drawn plans showing the key actions of the game.
Example of comic strip:
Our artistic inspirations and technical works found their origins in 2D games, certainly, but also in 3d and, it is certainly this detail that could explain the particular form that we wish to give to Syndrome 1890.
Play Dead and their games; Limbo and Inside, have been solid bases on which we could make our weapons, understand the format and learn what it is possible to creat and what it is not.
Other games like Outlast, The Evil Within or The Last of Us, have come to give a much more horrifying dimension to our story, with a sinuous and complex scenario. A helpless hero facing events that happen to him. Discretion as the central method for surviving and the way how the Gameplay and interactions are architected around.
Finally, Bloodborne has consolidated everything and freeze the game in a dark Victorian era. The dialogue phases and the various choices with consequences followed later.
- The inhabitants
The people around London are on their guard, something lurking in the dark obsess them. Do not let them catch you, be discreet, or they could make you regret.
Some thought that setting traps everywhere was a radical solution to stopping the threat in the woods. Have eyes everywhere and ears sharpened.
- The scourge
Voracious, fast, bloodthirsty, this creature seems to be the personified slaughter. Is this monster causing panic among the area? One thing is certain, if you see it, run.
- The kidnapper
In total freedom, the one who paralyzes London for several years is not far. Do your best to stop him and maybe even find the missing victims. You are the hunter and he is the prey ... unless it's the other way around ... Live long enough to find out.
Syndrome 1890 has 3 core of gameplay. Each one of them changes the way the player will approach several situations.
In the puzzle phases, the player will have to carefully observe his environment to keep moving forward in the adventure. It can be to find one or more objects, read notes, interact with NPCs, move certain elements of the environment or make crucial choices. Gathering as much information as you can about the survey will help you a lot in your progress, be smart.
Example of choice: Some crucial choices will change the adventure to a certain extent.
The phases of infiltration carries danger, it can be traps, like enemies on your way. You will have to hide and act at the right time to escape death. Discretion is paramount if you want to survive, the slightest noise could cost you your life ... or maybe you save it.
Example of using the Crouch: The crouch allows you to hear some danger nearby.
Unlike infiltration or puzzles, phases of danger will require speed and dexterity. Jumping becomes exceptionally possible in these situations. What will stalk you will not feel fear, it will not stop before you have landed and ... killed. Run as fast as you can and have good reflexes.
Danger example: Let's say it clearly, it is typically in this kind of situation that you have to run ...
Unlike the majority of 2D games, Syndrome 1890 has a more atypical Gameplay, more special, more unique. The scenario, the plot and the dialogues have an important place in the game.
The very first rule was to remove the notion of jumping in almost the entire game. Being a 2D scrolling, this may seem like a strange option. The reason for this choice is that Syndrome 1890 is not a game where the notion of speed is paramount, on the contrary, being attentive to the environment is an essential skill if you want to progress in the game without dying too much. Doing anything will just send you to the graveyard, but hey it's up to you to see.
The second notion that has emerged naturally in our work is that Syndrome 1890 is a difficult game. Yes, our game is a Die and Retry, not so much brought in a pure way, but rather in finesse when the fact that the most eager and overconfident players will pay the high price. A single second of inattention, one shot and it's dead for sure.
Example of death: Dying will bring you back to your old checkpoint ... know in passing that they are spaced.
James is not a superman, nor is he an avatar with insensitive movements to the laws that govern our universe. The character that we embody here, does not have pockets without funds, it does not challenge gravity and even the environment can play tricks on him.
Example of the importance of the environment: Under the rain, hearing is no longer usable.
Some already intense scenes will also be punctuated by QTE, keep your cool if you want to survive ... in which case, you will have to start the whole scene again until retry the QTE.
Example of QTE: Make the right combination of keys at the right time and overcome the danger.
We have, with our respective equipment, managed to develop a prototype allowing us to test the viability of some of our ideas. But the limits are quickly felt, both in terms of performance and logistics. We need equipment. The quality of Syndrome 1890, the ambitions for the finished product, the sound, the graphics, the techniques used, all that brings us back to our presence here, on Kickstarter.
Syndrome 1890 is a game as complex as it is rich by its scenario and its plot. Its design is complex and neat, know that the rewards will be just as much. We wanted to convey the same intentions in our rewards as in our game, namely, to make the player travel in a dark and tormented story, rich in details.Some collectibles will allow you to explore the history differently, through a different point of view than that of the main adventure.
Let James write to you personally, read his secret top files and his memoirs. Get a copy of the London Gazette published during the events.
Other awards will open the door behind the scenes of our game, unseen images, music and so many other artistic prowess. Get the game's Artbook, soundtrack and travel to the 1890 Syndrome universe.
For those who would like to remake their wardrobe or their interior decoration, Poster or T-shirts enjoy yourself.
And for hardcore fans of our game, with the help of the community of Kickstarter, help us to offer you an editor mode, for creating your own levels, puzzles, challenges.
Finally, for those who want to play game before its release, you will can do it during the release of the Prototype, the Beta and the Alpha, grace to your pre-order, obviously :
Kickstarter has helped since its creation to realize the projects of enthusiasts, artists, men and women who believe in their ideas. We are one of those people who want to come up with something different, something that is worth seeing.
Create a video game, it is to create a concept, an experiment, make the player travel throught the game.
The means implemented to achieve this are important, the time spent, the tools needed, the product finish and the creation of a company are so many details that require a significant investment.
Our needs as a team are therefore explained through this creative process that is Syndrome 1890.
Risks and challenges
The risks are not being able to materialize or realize all our desired ideas. Whether it's our game or our future business.
We put a lot of hope in this Kickstarter.
The challenge is to implement all the technical aspects of our project. As noted above, a 2d game is a challenge much more complicated than it seems. Staying as close as possible to the form on which we have embarked, to best transmit the experience to the players is our goal.
Our challenge is also to start something, to build a studio in our image, unique, something that reflects our identity as creators.Learn about accountability on Kickstarter
- (30 days)