DESCRIPTION:
After Reset™ - a classic roleplaying open world game with old school top view, which action takes place in the future on Earth dying slowly after nuclear cataclysm that buried nearly all life on the planet.
PLOT: Planet Earth. 132 years after the “Reset,” the thermonuclear apocalypse which ended human civilization. Around one third of the globe is covered by “Yellow Zones,” where the ruins of cities are covered with radioactive dust. In these areas, anarchist “Survivor” groups have taken control, and uncontaminated food and drinking water are valued at parity with human life. Another third of the Earth is in the agony of the “Red Zones,” the epicenters of the deadly anomalies which arose as a result of a nuclear chain reaction in the atmosphere, and the morphing of the planet. The majority of terrestrial organisms are not capable of surviving in the “Red Zones,” which makes it a perfect home for mutants and “guests” from deep space. The planet is unrecognizable and empty…
CORE FEATURES: • EMOTIONAL AND PROFOUND STORY: it makes you feel nostalgic for the classics of RPG, such as Fallout 1/2, Torment Planescape, or Baldur’s Gate. • LIFELIKE AND SERIOUS ENVIRONMENT: you are immersed in the tragic story of a dying world, surviving every day traveling among the ruins and anomalies, stealing and trading information, and interacting with other survivors. • BRANCHING CHARACTER-DEVELOPMENT SYSTEM: Think, plan, and play through the development of your character in any way you choose, using our huge system of characteristics, items, perks, and skills, in the style of the best features of D20 and S.P.E.C.I.A.L.
GENRE: RPG. TARGET AUDIENCE: males, 21+ y.o., from USA, Canada, Europe. TARGET PLATFORM: PC (Windows, Linux), Mac OS X. GAME ENGINE: Unity 3D. GAME MODE: single-player, co-op. WEB-SITE:www.afterreset.com
I really like the original concept artwork look and feel. For me it is far more intriguing and unique and gorgeous to look at than attempts made to convert these art scenes into low-polygon 3d models. If you could really do a great job of making your end product look VERY close to your original artwork, this game would be awesome.
Recently, I read an article by game critic Sergei Tsiryulik for “Gameland,” in which, in my opinion, he takes a very deep look at the story component of games. In that the story in After Reset™ is set up as one of the pillars of the game’s concept, I wanted to take some time to look at some quotes from this article, which support my current opinion and point of view, and also add my comments, extrapolating on the issues touched upon in the article as they relate to the RPG After Reset™.
PLOT
Mr.Nixon: I myself also suppose that the target audience was raised on such games as Fallout (1-2), Baldur’s Gate, Planescape: Torment, Fahrenheit, Mass Effect (1-2), and on such films as The Game, Identity, The Sixth Sense etc. We have been spoiled by plots. Most plot twists, entanglements, suspense clichés, and conclusions, we can predict in the first minutes of playing or watching – thereafter, we get bored, just as bored as we get with MMOs. In my years as a gamer, I’ve read many pre-release promises and nice words, which 95% of the time never came to fruition. So, I’ll be brief: the plot should be one of three pillars on which a game should be built; the idea that it should not be a trivial aspect comes not from marketing professionals, but from me myself.
SETTING
Mr.Nixon: The level to which the setting of After Reset™ is thought out should not be less than that of PhB, D&D and the first Fallout games.
CHARACTERS
Mr.Nixon: Well sure, our protagonist is smart, educated and calculating. In any case, he starts out that way. The beginning of the game zeros out his abilities (which is harmoniously fit into the plot, no worse than in Planescape: Torment) and it is for the player to decide who the main character will become by the end of the game.
CONFLICT
Mr.Nixon: I really want to give the atmosphere of incipient conflicts no worse than it was done in “A Song of Ice and Fire.” The proportions of what has happened can be insignificant to the player (eg. If he decides to live as a hermit, pilgrim, or desert researcher, not getting involved with things) or, very serious to him (eg. if he interferes in the business of concrete factions and the motives of independent people/beings). Thus, independent of the player’s actions, the conflicts should develop, but the player should have the ability to interfere in them and influence their development, and outcomes. Among a few of the factions in After Reset, I’d like to mention the United Governments, Stalkers, New Confederation, Black Sand etc.
THEME
Mr.Nixon: I often get emails from players and representatives of publishers asking, “Is this a game about the apocalypse?” My answer is no. The atmosphere of the apocalypse is just a nice decoration. Right now, I don’t particularly want to answer questions like “What is this game about? What thoughts and ideas does it communicate,” because that would mean I would have to reveal maps, and details of the plot and other such things. I’d like to leave an element of pleasant surprise. But I can say that the theme touched on by After Reset, is very rare in videogames.
LOGICAL CONTINUITY
Mr.Nixon: Yes. I don’t think you guys, nor I need another Lost. In the future, I’d like to make a list of questions from potential players, related to moral problems and on this basis try to bring them to life in the game. Personally, I also like the post-credit endings of Mass Effect 3 or Bioshock Infinity. If the developers have already decided linearly to kill the main character after a few sleepless nights, during which they fought with a player… if they’ve decided to kill him/us, then there’s no reason to take away that clearness with open endings after the credits- otherwise, the mind simply cannot make sense of it. It is good to marketing types, but bad for the player’s peace of mind.
SUSPENSION OF DISBELIEF
Mr.Nixon: Guys, I want you to take a look at the fact that, our concept art notwithstanding, you can’t quickly find powerful armor, and a plasma cannon and go off to take everyone out. A large part of the game takes place at the technological level of Fallout 1 before energy weapons are discovered. With this, there is no cap- almost always realistic barter. Having a simple firearm and ammunition makes you practically a demi-god in this post-apocalyptic world. It’s not for nothing that many role-play gamers know me as a hardcore Game Master.