[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]
A first look at SoundSelf; an immersive, euphoric audio/visual
game for PC, Mac and Linux
February 26, 2013 - Austin, Texas - Experimental game
designer Robin Arnott is proud to announce the first look at his
upcoming ambient visual experience,
SoundSelf. The audio
designer behind the critically acclaimed
Antichamber and award winning
thriller
Deep Sea is currently working on the visually
stunning game, which is set to be available to the public in early
2014.
SoundSelf is now
seeking funding through
Kickstarter to finish the
ambitious project.
SoundSelf is a sensual
exploration game about the intrinsic pleasure of playing instead of
the rewards of winning. You use your voice to explore a hypnotic
world of sounds and visuals that feel like they are emerging
directly from your body. Each tone will navigate you through
strobing tunnels-of-light, impossible shapes, and into a meditative
trance. The result is an elegant symmetry of image, sound and body:
an entirely new experience of yourself and your world. Each
play-through lasts one extremely intense hour.
There is no right or wrong way to play SoundSelf; players can
experiment with different sounds and watch the game react.
SoundSelf can be played independently or a shared experience
with friends - no two players will have the same journey.
Backers of the exciting new Kickstarter will receive a plethora
of prizes; from early access to the full game to a unique image
made from the backer’s own voice tones. The image can
be hand printed on hoodies and made into 3D stainless steel
pendants. “We’re trying to actively disengage a
player’s intellectual relationship with the
experience… even their emotional relationship with it, so
all that’s left is raw physical sensation, like the thrill of
a rollercoaster or the come-up of an acid trip.”
The innovative game currently has a working prototype, but the
funds from Kickstarter will allow the developers to create more
content to support longer, more intricate experiences, and
experiment with more elaborate interactivity. Supporting the
game at a developer level gives backers access to tools created
within the game’s development. As the game continues to
go through the development process, more tools will be created:
- Trioxy: A powerful, reconfigurable FM synth styled after the
Sega Genesis chip, with updates throughout development.
- Whispertron: A rack of harmonic resonators that users control
with a keyboard and microphone -- these turn claps and whispers
into music.
- Sandbox: An interactive harmonograph similar to the ones used
to generateSoundSelf's imagery. Users can explore it’s shapes
using a computer keyboard, and customize it for live
performance.
A video has been released in conjunction with the Kickstarter
page and can be seen here:
https://www.youtube.com/watch?v=HbzlvTzSxvc .
Screenshots and logos can be viewed via the press kit:
http://wraughk.com/SoundSelfPressKit.zip
SoundSelf will be available in early 2014. Public
interested in the game are encouraged to visit the
Kickstarter page and
Steam Greenlight page.
About Robin Arnott:
Robin Arnott is the sound designer for
Antichamber, and the creator
of “
the scariest game ever”
and "
the dumbest game innovation that
actually exists,"
Deep Sea. Deep Sea is an
audio-only game that has terrified people at No Quarter, E3, SXSW,
Fantastic Arcade, Gamercamp and SXSW (where somebody fainted after
playing it).
He is now using his powers for good. After developing Deep Sea,
Robin put his mind to elaborating on the experimental techniques
that made that game so immersive to create an experience as
powerfully positive as Deep Sea was powerfully negative. The first
production of that drive was
Synapse, a performance installation for Burning
Man in 2011.
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