![]() ![]() ![]() Science turned fear to hunger, and the kingdoms schemed and plotted for their gain. As it drew near we began to discern more of its nature. Soothsayers and Prophets, Kings and Men cast their thoughts into the Rain. At first we saw an emptiness in the sky, as it obscured parts of the heavens. "For over 30 years we watched it approach. The first prologue to Arc and chapter one in our series, G is now live and available for sale. Dreams are becoming nightmares, The Rain, once thought to be our hope, is increasingly understood as a grave threat. Most of the world still talks of The Rain but the miners sent to harvest its resources have begun to refer to it it The Storm. F takes place 15 years later as a bold project has been undertaken to colonize the neighboring moon. G is set forty years prior to that desperate race against time when humanity lived in blissful and greedy ignorance of what was headed their way. The Arc Saga consists of four games, told as chapters, leading up to the dramatic conclusion in Arc. The Flood and its strange currents now threaten to destroy all life on Earth.forever. The drizzle of tiny asteroids has become a torrent, the thin wisps of gas have changed to a dense fog and the mysterious N'daria suddenly populate the once lifeless space. But in time, like a gigantic flow tide, The Flood engulfed our entire solar system. Great fleets of mining ships were built to collect the wealth of this stellar phenomenon. The immense flow of interstellar ice, rock and gas teems with valuable raw materials and rare elements. ![]() When The Flood first appeared, the flotsam and jetsam of a hundred worlds destroyed in some ancient cataclysm, it seemed more blessing than curse. Would that Erra had appeared to ravage the land! Would that famine had occurred to slay the land! Would that a wolf had appeared to diminish the people! Would that a lion had appeared to diminish the people! Whether that visual message is about the rampaging glory of God's creation or the deep ambiguity of the world of angels, we want those messages to come to every one of your senses and we start with the eyes. Instead, we want to build games with distinct visual styles that communicate with the players on a visceral level. We want every game to be visually striking and stylistic. Initial art work goes a long way to establishing a tone and personality for a game even if it turns out to be less than a perfect representation of how a game actually looks on screen.įor Soma, a commitment to visual beauty is a core principle.Īnd we're not not just talking about 'good graphics' - today anybody can do that in their garage. It's said that a picture is worth a thousand words, so getting some concept art commissioned has been a high priority for Soma Games. ![]()
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