Alien abduction game on Kickstarter

Nov
20

Alien abduction game on Kickstarter

Inspired by X-Files series, To Azimuth is a game about alien abduction mystery happening in Alabama in 70s.

Story:

To Azimuth begins with the disappearance of Eli Windham in 1978. Three years out from a third tour in Vietnam, Eli has a history of erratic behavior driven by the use of drugs and alcohol to cope with the trauma of his experiences at war. With the help of his sister, Susannah, he had been taking action to put his life back together, getting a job at a tire factory and attempting to break his spell of isolation deep in the woods of Alabama. Things seem to be going well, until he vanishes.

The police are hesitant to investigate – they’ve dealt with Eli’s drinking and drug use before and expect he’ll show up soon, hung-over and apologetic. Susannah refuses to believe this interpretation of events and convinces her other brother, Nate, to return to Alabama from Colorado to help her find Eli. As they search, they begin to find evidence that Eli may not have just disappeared; he may have been taken by something extraterrestrial.

Find more on Kickstarter.

Gameplay:

In To Azimuth, players take on the role of Susannah or Nate in their search for Eli. Each character has their own separate story, though the narratives of each intersect and intertwine in many ways. To Azimuth is, at its heart, an adventure game. Much of the game will entail exploring environments and rummaging about to look for pieces of information and clues, many of which will be locked behind environmental puzzles rooted in real-world logic. How deep players want to go into this exploration is up to them; a lot of information will be hidden in the self-contained environments (and not all of it necessarily true), but much of it can be ignored if the player would rather main-line the story. However, choosing to ignore all of this evidence will have an effect on the game’s story.

The game will contain a sizeable amount of dialogue, with essentially every line spoken by the player character presented as a choice. Through these dialogue choices, as well as through decisions made outside of dialogue, players shape Susannah and Nate into their own unique take on the character. This will affect the story of the game in both conspicuous and subtle ways; while every decision may not always completely change the outcome, it will color the story very differently based on the way that the characters are being played.

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