I know it raises a lot of questions - we've been through here when making this specific choice.
Dialogues in The Last Night are not back & forth like in most games, with characters taking turns. It's more like Charlie often has thoughts while others are talking, and can intervene or outright interrupt someone. Usually, interlocutors keep talking while Charlie is thinking, giving the player enough time to reply.
Charlie is not just a puppet for the player.
Just a few examples: sometimes, Charlie will abstain if the player doesn't do anything, other times, he prioritises one of the options by default, or changes his mind despite starting to say something, like an impulse.
Sometimes also, Charlie will resist saying something difficult (fear, pain, shyness, shame, guilt, danger, etc), so you'll have to really hold the corresponding button to force him to say it. The UI makes this clear.
I'll stop here spoiling our unique features before the team kills me
I don't know if they've changed everything about it, but Tim has said something to the effect that they're trying to push the graphics as far as they can.
According to Soret the game has not moved away from the pixel art style.Maybe it's not a glowing, neon, pixelated, cyberpunk adventure anymore... We'll have to wait and see.
According to Soret the game has not moved away from the pixel art style.Maybe it's not a glowing, neon, pixelated, cyberpunk adventure anymore... We'll have to wait and see.
I edited my previous post with Soret's Twitter message stating the fact.
This is why the sushi shops, giant Japanese faces on screens & red lanterns everywhere like in CP2077 feel like such an obsolete vision of the future. I'm updating the recipe. In The Last Night, instead you'll feel the permeating presence of India, China, Nigeria, Brazil, in the culture, ads, architecture, people, etc... This is one of the big change in art direction we've been operating since 2017.
To protect multiculturalism, limits need to be put in place. This shield is the republic. It's liberalism. It's secularism. It's what protects all of us.
Sigh... what a fucking retard cuck.
This guy is the same, he just doesn't have the guns pointed at him, yet.It’s like a metaphor for all of Western civilization.
I watched about seven people die. A couple of them were three feet from the barrier. They could have fallen backwards and been alive but they were too scared to even turn around. I remember a woman just standing with her hands up in a surrender pose. The terrorist finally saw her and all she did was go, “No no no.” She surrendered to death in front of my very eyes. I was yelling at her, “HEY!” and I don't think she could hear me. She was so terrified, I think she'd already given up.
The Last Night to 'make a comeback' in 2022, says developer
The trajectory of cinematic cyberpunk platformer The Last Night has been a sobering lesson to never fall in love with a 'First Look' trailer. The game's debut at E3 2017 was mesmerising; a hypnotic 120-second stroll through a dystopian city drenched in rain and neon, presented through a tasteful layering of pixel art and 3D graphics.
The trailer exploded, and The Last Night had the world's attention.
The details of what subsequently happened remain a bit of a mystery. Shortly after the game's debut some ill-advised tweets by Soret from 2014 resurfaced, with the game's publisher Raw Fury subsequently criticising the tweets but backing Soret, saying "a lot can change in three years, including viewpoints, and Tim has assured as that The Last Night does not spout a message steeped in regressive stances."
Things went quiet for a while, before in 2019 it emerged that Soret's studio Odd Tales was suffering massive legal and funding issues,' which syncs up with Raw Fury's statement in 2021 saying that "two years ago, Raw Fury and Odd tales agreed to part ways on The Last Night."
The game's been out of the public eye since then, until the rumour mill started swirling recently that perhaps The Last Night would be revealed at The Game Awards on December 10.
I emailed Soret to see if there was any truth to this, to which he that "this is just a rumor—The Last Night will be shown next year, not before." He declined to say whether the game would actually be released in 2022, saying "in an era of crunch and over-mediatization, I don't intend to make any announcement at the moment, especially given the pressure it would add to my small team."
Instead of honing in on release windows, Soret addressed the matter of his studio Odd Tales continuing work on the game without publisher Raw Fury. "Since then we've been tremendously growing & maturing as a young independent team," he says. "We're confidently building The Last Night brick by brick, taking our time to carefully design, document & implement each part of the game, from evolving our visual style for next-gen to designing dozens of accessibility options."
It's of course good to hear that the studio's growing and seemingly putting the tough times behind it, but we still have few details about how the game plays and what it really is, beyond a gorgeous cinematic platformer inspired by the likes of Flashback and Oddworld: Abe's Oddysee.
While Soret didn't offer more details on the game itself, he concluded: "What we know is that for The Last Night comeback in 2022, we make it our mission to blow everyone away by the strength & originality of our proposition."