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Sadness Update - Wii

31st July 2006, 4:33pm
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We received a very interesting press release from Nibris today. The group, based in Cracow, Poland, revealed some interesting new information about their black and white horror game for the Wii. The game is scheduled to be release in Q4 2007. Apparently, due to the scale of the project Nibris invited some recognized development teams to cooperate. FRONTLINE Studios Inc. will be responsible for programming, while Digital Amigos will take care of the visual side of the game. Plus, they've been consulting psychologists and horror writers during the making of the game.

Despite the rumours suggesting many different publishers have picked up the game, Nibris was keen to point out that when they do pick a group, the news will be made available on that publisher's website. Plus, they're holding onto screenshots and playable demos until when their publisher wants to reveal all. They're also holding their cards close to their chest, revealing little news.

'Sadness is a novelty on the video games market. Both the story and the presentation of the game is going to be a surprise for a player. You must forgive us the fact that we present so scarce information about Sadness, but we hope that once you play it you will understand our circumspection. We do not want to spoil the fun,' (sic) Adam Artur Antolski, a scriptwriter, remarked.

Nibris did point out which games had influenced Sadness's development - Eternal Darkness, Silent Hill, Resident Evil, Planetscape: Torment, ICO and Phantasmagoria. Interestingly, the artwork we've seen so far (see below) depicts monsters that players may not see in the game, as it seems that the game will be open-ended and depend on the gamer's choices.

The only other notable bit of news they revealed was that Sadness would not have a 'menu', which we take to mean HUD. 'We aim at completely intuitive behaviour of the player – just as in life. Every choice a player makes is essential – if you experience traumatic events in your life, they are in you all the time. The same is going to be with Sadness. We want the player feel he participates in events, not only a game.' The saving system will also be invisible to the player.

Now, onto the cool stuff. We have two new pieces of art, and accompanying descriptions, as well as this neat MP3 of the title theme for the game. Read on for more.

'Werewolves:

Appearance:
Usually born as normal people; until full adolescence there are no differences between them and children fortunate enough to be born humans. Only at certain age, at full moon, they gain their dangerous identity. They still move on two legs but look like a cross-breed of a human and a wolf. The whole body is covered with wolf’s hair, the head changes into wolf’s face, instead of arms they have paws with claws. The next day they return to their human identity not remembering anything from the night’s events; during the transformation they lose human consciousness and behave like hungry wolves. It can be explained by the fact hat a sudden increase in body build demands large amounts of food, and the werewolf, according to its instinct, tears apart into pieces everything which can serve as a source of proteins. All werewolves stem from an ancient tribe of Neur, which were already described by a Roman chronicler Herodot. This tribe used to change into wolves every day but it happened more rarely once they started to mix with other tribes and people.

Behaviour:
These monsters behave similarly to hungry wolves. They attack suddenly and their sole purpose is finding food, therefore they attack not only people but also animals. When they have no choice they just attack the closest victim. Usually, however, they come back to their homes and stat with their families. The next day, such person can even look for alleged murderers of their parents, and when a werewolf gets to know the truth it usually commits a suicide.

Level of danger:
One should not forget that werewolves are not monsters just by a mere affection for evil. Simply a sudden body build makes them need a lot of food. They want nothing but satisfy their hunger. The danger of meeting a hungry wolf is obvious. A werewolf is just more dangerous because it is bigger and more hungry.

Defeating tactics:
A recognised means of defeating a werewolf is a silver ball; just as vampires are afraid of Bible verses and garlic. Moreover, one do not have to cut off a head of a killed werewolf because they do not have the power of revival.'


The other picture is a 'likho' or 'liho', an embodiment of evil fate and misfortune in Slavic mythology, a creature with one eye, usually depicted as an old person.
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