Sadness details that are not exclusive in any way

IGN's banner headline: "We bring you exclusive new details on the psychological-horror title." We're appreciative and all, but now we're just gonna take those exclusive details and steal them. You should certainly check out the original article if you're interested in hearing a bit of sample music from the game.
NIBRIS has, thankfully, acquired a publisher for their work. Rumored to be either Atlus or Majesco, this mystery group is quite unwillingly to allow the Sadness team to unveil any in-game screenshots. You'll remember that the game is in all black and white...a gutsy stylistic choice. We like it. Now, NIBRIS is confirming that the game will have no HUD (heads-up display) to mar the cinematic quality of the game. This worked quite well for the PS2 masterpiece Shadow of the Colossus, and we applaud the decision.
Also of note is that NIBRIS is essentially oursourcing the graphics engine and programming to well-known companies: Frontline Studios for the code, and Digital Amigos for the engine. These are experienced sources, and so hopefully some veteran shine will come through on what is otherwise a very "indie" game.
The team seems very committed to bringing a truly frightening and intuitive experience. Novelists and psychologists have been consulted for the game script, and the designers promise us the ability to interact with the environment in ways only made possible with the Wii controller. There is a downside, however...we're going to have to wait. Sadness isn't touching our consoles until Q4 2007...at the earliest.










Reader Comments (Page 1 of 1)
Andrew @ Jul 27th 2006 10:28PM
Just a FYI, there was a HUD in Shadow of the Colossus...a minimal one, but it was there. Ico, on the other hand...that had no HUD.
Probot @ Jul 27th 2006 10:29PM
If they're outsourcing the graphics and programming to other companies, what exactly are they doing? Designing it? Even if they have a good idea, if they don't have their hand in the programming, it's hard to say if it will translate well into reality.
They're hyping this game way too much though. It sounds like a case of Project Ego being the greatest RPG of all time, while Fable was just a decent Action RPG game.
But, if their publisher is willing foot the bill, who am I to complain.
Btw, it's interesting to see an Eastern European company outsource to an American company.
Jason Wishnov @ Jul 27th 2006 10:50PM
Well, that's sort of true. Shadow of the Colossus did have a minimal HUD...grip meter and whatnot...but it only appeared when it needed to. Since a very large percentage of the game was exploratory, most of the time the screen was clear of any and all obstructions.
Draracle @ Jul 28th 2006 2:22AM
a Publisher, 2 veteran dev teams, and one wicked concept. It will be a long wait for this game.
Mr. Scolex @ Jul 28th 2006 2:36AM
The only problem I've ever had with games without a HUD was the issue of health. One of the biggest annoyances was when I died over and over in Silent Hill (the first one), only to discover that I did, indeed, have a health meter in the pause menu. Realism is great, I'm all for it. But, come on! Have some mercy, NIBRIS, and at least include a health display.
Unless they do something like... well I forget the name of the game now... but where you measured your health by your physical appearance. Like, you could look at your hands and feet to see how scratched up you were, or look in a mirror to see your face. I'm not sure how well it worked in that game, but it sounds pretty sweet to me.
James @ Jul 28th 2006 7:24AM
So they're outsourcing the code, engine, and consulting novelists and psychologists for the script? I'm with Probot on this one... what exactly are they doing? Just drawing monsters and throwing out some ideas? Hard to believe a publisher bought this one up. I would have loved to have been in the room when they pitched it.
The MonkeyRobot @ Jul 28th 2006 7:54AM
A while ago when Trespasser(PC) was release ( A very long time ago) they didn't have a HUD in that game either, well sort off. The life meter was a heart tattoo on your chest and the red colour from the heart would be removed as you lost health.
So obviously you needed to look down at your chest to see it. It was a empirical approach to removing the HUD in game, and it worked fairly well... except when you were on in the heat of battle.
There are endless ways to removing the HUD from a game. For instance Shadow of Colossus had a context sensitive HUD, as discussed above.
Hopefully Nibris is saturated with a creative bunch, because it sounds like they are going to needed it; otherwise they maybe a "we-dream-big" wannabe group of indie developers.
I hoping it will turn out to be a great game, I just wish they would release more info. This one-and-off again trickle of information is a real pang in myside. :|
Mr. Scolex, I think the game you are thinking of is Eternal Darkness... or maybe not, there are other games that use the same approach.
Loban @ Jul 28th 2006 10:10AM
Nope, you didn't measure you health by physical appearence in Eternal Darkness. Your physical appearence didn't change at all. But as you were attacked and lost health, your psychological well being certainly changed. Man, that was a good game.
The MonkeyRobot @ Jul 28th 2006 11:34AM
Ah, I do remember you dragging you leg as you became more wounded... maybe that is a false memory... sigh.
vidGuy @ Jul 28th 2006 1:16PM
I don't mind waiting for this game. It sounds like it's going to be a must-have, and the Wii already has a stellar launch window lineup. Save some for later, I say!
And there's a lot more to game development than just the programming, although that is obviously key. This is coming from a relatively small team, so outsourcing the coding isn't a bad idea.
Now, the biggest thing is, when programming for somebody else, you need to know exactly what they want. How well the creative team gets across their vision to the programming team will make all the difference.
Regarding the HUD, since this game won't have traditional weapons (you use only the items you can find to thwart your enemies), there's probably little need for an ammo. A context-sensitive HUD, such as a health meter that comes up only when you are being attacked, would be best in my mind, but I won't judge. I'm looking forward to this game more than any other 3rd party announced.
vidGuy @ Jul 28th 2006 1:18PM
That's "there's probably little need for an ammo indicator".