Adventure puzzle games (such as the point-and-click genre) have a long, proud history of offering players strange and unexpected challenges. If you remember Monkey Island, then you’ll know what I’m talking about! So, while designing The Fall Part 2: Unbound, we aspired to give players perspectives and challenges that they’ve never had in a game before. This article will cover a little bit about how we attempted to do that. As for whether or not we succeeded in that goal, you can decide for yourself!
The Fall Part 2: Unbound is about boundaries. It follows an unshackled AI who invades and attempts to enlist the help of three robots who are very much still shackled by their own obsessions, rules, and hang-ups. This gave us an interesting starting point for designing unusual puzzles; it allowed us to craft weird challenges surrounding the personal quirks and errors in any given robot’s personality. For example, consider a posh, organized, meticulous butler, designed to objectively fulfill its routine to the letter: the perfect servant! The Butler will run its routine indefinitely, even after its masters are dead, and it’s stuck in a tiny cycle, without end, day after day, smearing lipstick on an old, mummified corpse.
Why hello there. It’s been almost a year exactly since I was last here, announcing that The Fall would be coming to PS4. So much has happened since then; I couldn’t be happier with the reception The Fall has garnered, and so today, I’m just as thrilled to announce that part two of our award-winning story, The Fall Part 2: Unbound, will be coming back to PS4 in Q1 of 2017, and already it’s looking and playing pretty sweet (If I do say so myself. Admittedly I’m a bit biased).
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