3 – What’s behind
(aka: too many things to do? Serves you right!)
Many people have asked us more information about Waking the Glares and, above all, what makes it special.
First of all we don’t claim to be creating a whole new genre, or to start a revolution in the videogame history (not for now, at least). However, we believe that the way we are combining all the elements will make the game special.
One of the main concepts of Waking the Glares is that all the things that will happen to the main character, Dawnfall, will happen because a book has been written. Somehow the secrets behind this book have turned Dawnfall’s life upside down and only through the full understanding of the knowledge shielded by the book our hero can find his way back home.
So one of the hardest parts is to create this kind of coherence in the game, coherence between gameplay and design.
Each of the seven places that Dawnfall will visit has a slice of that knowledge, a secret that can tell him something more about what happened. There is the “discovery” as part of the gameplay and there is the “discovery” as leitmotif throughout the whole game. There are secrets to find in each chapter (that will allow the player to solve riddles) and there are secrets in the story Dawnfall is involved with.
Things are getting serious.