After working for the few last months in complete secrecy, we’re very proud to announce our next narrative game: Seers Isle.
This new project is both a continuation and a departure from Along the Edge. We kept the same gameplay (or lack thereof) and, like its predecessor, Seers Isle is first and foremost an interactive story where all your choices shape the relationships and personalities of the main characters, but we tried to innovate on every other fronts.
The fact that I talk about the “main characters” (plural) is not innocent, of course. We did things a bit differently this time around, and you’ll discover the storytelling evolves from chapter to chapter from an hidden narrator with a “choral” approach to a more classic “first person” point of view.
Also, As you’ll notice in the screenshot here above, the presentation of the game is much more reminiscent of a European comic-book, with speech balloons freely moving above the gorgeous artworks of Nicolas Fouqué.
We also have some surprises on the soundtrack side, but I’ll make a special blog post about it (yes, I do believe it deserves its own blog post indeed).
For the story in itself, we went for a fantasy setting, a dreamlike version of medieval Northern Europe, mixed with some South American influences, where shamans seek the guidance of strange horned spirits, the eponymous “Seers”, on a mystic island.
So, without further ado, here’s a short writeup of the scenario, hoping it would spark up your palate:
“The island… It was my prison.
For ages, I roamed the land, helpless, looking for a way out…
… And then, they arrived.”
A group of shaman apprentices set foot on the shores of a sacred island to be initiated to magic. As they progress through the wilderness, looking for the “Seers”, their spirit-guides, they realize they’re not alone.
Who is this strange horned woman they are seeing in their dreams?