Day 14: half way!
The campaign is now halfway through, it’s been an incredible journey so far, and with almost 60% done, we can be very confident - even if we still need all your support! -. The most incredible thing so far is without any doubt, the dialog we started with Fear Effect’s fans. Last week, John Zuur Platten, writer and producer of Fear Effect 1, who’s working with us on Sedna, conducted a Q&A exchange on our Facebook page.
And yesterday, we had an AMA session on Reddit. We made some announcements.
Big news are coming in the upcoming weeks, the whole team is working very hard to surprise you, I really can’t wait to show you what we prepared.
Meanwhile, you can find here some excerpt, and you can check the whole discussions on Facebook and Reddit.
Pablosamo: Any chances for a second trailer before the KS campaign ends? Sushee_Benjamin: Sure, we're working hard on it! We want to show you an extended gameplay video, with death scenes, puzzles, fights, exploration, new environments... Everything you can expect from Fear Effect!
Scottie Mick: What inspired the mix of cyberpunk and ancient folklore/supernatural elements?
John Zuur Platten: Stan had grown up in Hong Kong, so he brought the Chinese mythology aspect. We were all fans of cyberpunk - Blade Runner, William Gibson (Mona Lisa Overdrive, Neuromancer), Neal Stephenson (Snow Crash), Ghost in the Shell, etc. so we thought it would be fun to mash this all together. Also, as Eidos had Lara Croft running around ancient locations, it really gave us a chance to have our heroes go someplace we knew Lara would never find herself.
John Whyte: Without meaning to pick your brain too much was Wee-Ming actually a real human in Fear Effect? What was her origin, story-wise?
John Zuur Platten: Wee-Ming is a demon who believes that she is real. And in some ways, she becomes real, but her origin is that she originates in hell, and has the power of perfect reflection. To look into her eyes is to see a perfect vision of yourself and all your flaws and failures. We wanted her to be young so this could also serve as a metaphor for the character finding herself. She doesn't want to be defined by her powers, and is actually kind of appalled to discover what she truly is. It made for a more interesting "villain".
JaguarWongLives: As I read about your ideas for interaction between characters and the effects this might have, I was put in mind of KLEI's excellent Invisible Inc. Did any of the dev team play it and if so would you consider it an influence? (despite being turn based and Sedna being real-time)
Sushee_Benjamin: Absolutely! In fact with Invisible Inc. we figured out that a game could be (very) stressful (in a good way!) with an isometric view. Now, that's something we're very confident with, we know that the darkness and stress you felt in FE1 & 2, you'll feel it, in Sedna too.
Pablosamo: "Kill" cutescenes will be present?. Its was kinda a trademark of the series back in the day. You know, when you fail a puzzle or something like that, there was a neat CGI escene of you diying.
Sushee_Benjamin: Of course! We're currently working on some dreadful scenes. If you want a foretaste, we just uploaded this picture just for you :)
Apocalypse Board Online: What is your favorite game?
John Zuur Platten: That I didn't work on - Left 4 Dead. That I did, besides FE, Chronicles of Riddick: Escape from Butcher Bay and Project: Origin. I also currently work Ingress, which has been an amazing adventure in evolving gameplay and social media.
There’s a lot more to learn on our Facebook page, and Reddit, the sessions were a gold mine for fans of Fear Effect. If you have other questions, don’t hesitate to post them, John will keep on checking the page!