"Antithesis, Reality..." is a story-driven concept game with gameplay changing from level to level and a mystery story moving it. Read more
Funding for this project was canceled by the project creator on September 11, 2013.
About this project
“I've seen her before, I just can’t remember where. There’s a dress barely draped around her, pouring off of her like blood; and when the light hits her just wrong, I think it is blood. As I look her over I expect to see a knife protruding from that porcelain she calls skin. But all I see is a cherry blossom with a cigarette, beautiful, fragile, and fleeting. It’s as if at any moment she will intertwine with that smoke and be consumed by the air we both breathe.
I remember what I ordered, whiskey with too much ice, I remember burning my thumb lighting the cigarette in between my lips, and I remember dumping a man’s body into the sea earlier because I can still smell the salt on my coat where he splashed me. But I can’t remember who this ephemeral dame is, wrapped in blood, and glowering at me with eyes I’d find radiant if I weren't so afraid of them.”
Exploration in the psychology of noir games
Antithesis, Reality… was conceived around the story. The gameplay is meant to reinforce the story and provide the player with a vehicle to move through the narrative. The gameplay consists of fast paced running levels to methodical puzzles. Mechanics for each level are simple but new challenges will be constantly presented. Below is an outline of the different types of gameplay written so far.
- Level 1- Fast escape runner (Running from the police)
- Level 2- Drag and stealth (Dumping a body)
- Level 3- Stealth Puzzle (Find evidence in a building while avoiding SWAT)
- Level 4- Puzzle Room (Destroy evidence at a murder scene)
- Level 5- Puzzle/search (Suss someone out and hunt them down)
- Level 6- Combination level
I would like this game to have at least a 5 hour play time and be priced for less than 5 dollars. Depending on the success of this campaign we have several levels and as you can see we have many types of gameplay planned to help diversify the experience. This game stands apart by having every level’s gameplay be different and the more we can include the better.
What’s in the video and how will it change?
The video shows the opening titles and some highlighted gameplay from the first level along with this level’s ending. The video accurately represents where I would like the art direction for the entire game to go and most likely will only take on minor changes. If we do have a successful campaign part of the funds will go towards tightening up the opening animation quality and expanding the quality of the first level. Keep in mind this type of gameplay is only the first level and completely changes from level to level.
The player takes on the role of a cleaner in his average yet nefarious life situations. Running from the cops, finding places to dump bodies, and cleaning up crime scenes is this man’s 9 to 5. But an ominous woman enters his life and nefarious acts turn to dangerous tidings as things start to come undone. The story is meant to test the player’s ability to infer meaning from ambiguous events. Who is this mysterious femme fatale? What’s happening to our leading man? YOU unravel and piece together the mystery of this conceptual noir game.
This game is a culmination of different mediums like film, anime, television and of course other games. Limbo, Superbrothers: Sword & Sworcery EP, Gustav Klimt, Inception, Cowboy Bebop, Casablanca, and others have all been a source of inspiration and we are doing our best to pay homage to these works of art and try to come close to their perfection. The story was conceived from a combination of noir films and concept pieces like Limbo. Visually this game is meant to take the building blocks of today, the pixel, and construct with them until an art like level is achieved. I was really blown away by the jazz and blues inspired music of Cowboy Bebop and the ambiance of Limbo. I would like this game to combine simple blues with a haunting dream like ambiance of sound.
The money will go towards the costs of getting this game done as soon as possible. There are licensing fees, hardware costs, and developer fees that will need to be covered and of course paying the people working to produce an exceptional and memorable game. All of my kickstarters no matter how small the donation will receive access to a site keeping them posted on demos, artwork, and making of videos chronicling the progress made over the next few months. Also if you donate and would like a reward from a lower tier instead of the one matched with your donation level please don't hesitate to ask.
Antithesis, Reality… is being developed for PC and iOS based systems, but if we reach our stretch goals we will expand to PSN, XBLA, and Android. Mac, Ouya, and Linux will also be added if stretch goals are met.
7500-Expanded level count
9000- Expanded platform development
10000-Price drop and sequel planning
My name is Rush and I am an artist currently working from Bloomington, IN. I am a military kid who has lived all over the world. My love for video games came from not always having cable, a movie theater, record store, or even a library at my disposal in whatever country we were in at the time. Gaming was always there for me to teach and entertain me even when I was half way around the world. I didn't realize how affected I was by gaming until my first year of college and Metal Gear Solid 4 was released and I realized I had just experienced one of the most profound events of my life via a video game. After that I knew I wanted to create powerful experiences such as that. I have worked on a few other titles before, but this is my first independent game. I was featured in the Smithsonian’s “Video games as Art” exhibition and embrace games as art in my creation process. I really have a lot of admiration for games like Limbo and Journey that make the visual experience the primary focus and I am doing the same for “Antithesis, Reality…”
Risks and challenges
The biggest challenge coming this far is to not get overly ambitious. Letting feature creep not get the best of us as we move along will be the main focus. But morale is high and we all know this is a game other people will love so we are pouring all our time and energy into getting this piece finished. I have never been in full creative control of a game before but it is my goal to bring games with robust stories and powerful visuals to life. The release window is January 2014 but as I have learned in game development things go right and things go wrong so it is of course a tentative date, depending on funding, the game’s scope, and unforeseen circumstances.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)