This is both an amazing thing to be able to do and a possible problem for immersion. However with a mobile device you could be playing pretty much anywhere. Graham: Generally speaking a PC or console will be in a living room or bedroom, where you have complete control over things like turning the lights off and closing the door. If you were to play Forever Lost alone at night then I'm sure the immersion level and general gaming experience would be very different from somebody playing 10 minutes at a time on a busy train commute. Since mobile games can literally be played anywhere, immersion is governed by surrounding environments more than anything. It all comes down to where the games are being played. Simon: Even though I wouldn't strictly class Forever Lost as a horror game, I would certainly like to try making an immersive horror game for mobile devices in the future. Do you think a horror game on a smartphone or a tablet can ever be as immersive as something on a console or a PC? With Episode 2 we hit the ground running, we had a game people wanted to play and we knew that it could also be expanded and improved upon.Įpisode 3 needs to pull together our creative vision into one cohesive experience, while keeping the story tight and clear, and also providing the same explorative sense of adventure we had in the previous instalments. Simon: The third instalment has been the hardest for me. We're not setting out to answer all the questions we posed because that wouldn't be fun, for us or the players, and by leaving certain things open we allow for the multiple interpretations of the story, but we will be answering many of them.įor example you'll finally find out what happened to Hugo and if he ever found a way out of the forest you very carelessly left him in. When developing the first 2 episodes we always knew where we were going story wise, but this didn't stop us from occasionally going off book and adding things in that we thought would be interesting or fun. The main problem, for us at least, with working on the 3rd part of the series is trying to answer as many questions as we can and tie off any loose ends. Having people actually waiting for the episode tells us we must have done something right. When we were developing the first episode we had no idea if anyone would like it, which itself is an entirely different kind of pressure. That being said, it's a truly awesome feeling to know that people are as excited about the new episode as we are. No matter what we create there will always be people that aren't happy with the way the story ends, that's just how it goes. In another word, fun.Ĭertainly having people waiting for it has put a lot of pressure on us, or at least at times it's felt like it has, but we're not letting it get to us. What's it like making the third game in a series? Is it more difficult working with the expectations of the two previous entrants in the series? In episode 3 Jason will be forced to fully explore who he is, who has done this to him, and why. Graham: Episode 1 was predominantly about Jason trying to figure out where he was whilst trying to find a way to escape.Įpisode 2 was really focused on Jason trying to discover who he was and what was going on. We can't give away too much, but we can say that it will feature deeper story elements, and will hopefully answer most of the questions that people are asking about the game and Jason's journey. Simon: Episode 3 ties up loose ends and adds more clarity to the previous episodes. Pocket Gamer: First up, could you give us an idea about where Forever Lost: Episode 3 takes the story of the series? There's some more in the gallery at the top of the page as well. You'll also be able to check out some exclusive screenshots of the Forever Lost: Episode 3 interspersed with all those long words. The third canonical episode is now on the horizon, so I took some time to talk to Graham Ranson and Simon Pearce from Glitch Games about making the last chunk of the trilogy, how the weight of two critically acclaimed episodes has added to the pressure of building the third, and why a game about a pun-spewing mule wasn't as well received as they'd hoped. It's grim, witty, and we really enjoyed the first two episodes here at Pocket Gamer. The Forever Lost series is an engaging, often creepy point-and-click adventure set in an abandoned asylum.
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