

#TV TROPES THE EYES OF ARA PC#
PC Powerplay reviewer Meghann O'Neil noted that if it weren't part of her job, she wouldn't have had the time to sit down quietly and just listen, touch, read and explore, and she was grateful for the experience.
#TV TROPES THE EYES OF ARA PROFESSIONAL#
Just Adventure felt that despite the obscurity and difficulty of the puzzles and narrative, it was well-made and of a professional quality. Kotaku noted that it was essentially an "Aussie take on Myst".

PC Gamer's Joe Donnelly noted that after the opening few screens, the puzzle become extremely difficult, but chose to persevere due to enjoying the game. Critical reception Īdventure Gamers praised the game for achieving an "extreme sense of pervasive isolation". The player stumbles upon a medieval style castle, and begins to explore the rooms to uncover its secrets. It’s almost all incomplete information and sometimes even contradictory.” Release So all of the little bits of lore scattered around are designed to add to the overall story and history, but also give varying accounts of it. The complexity and ambiguity picked up by IGN was addressed by Droste in an interview: " is the untrustworthiness of incomplete information and the importance of seeking out the truth. He later maps the puzzle out in a 3D space. Droste begins designing a level with pen and paper, marking out all the puzzles, secrets, and a proposed progression through the room he may also look out for a physical feature that may make the room fit a puzzle he has previously designed. turning a wheel or pulling a lever rather than clicking on it. In addition, players have to realistically interact with tools in order to use them e.g. There is much interactively with the game world beyond items required to progress in the story clicking on items like walls and chairs reveal sound effects like taps and knocks, accompanied by a visual spurt of dust, thereby adding life and age to the space. In contrast, Droste's design is more open ended and non-linear. In escape the room types of games, players are either: physically confined (due to doors being locked) or alternatively confined (because there is nothing else to do in the chapter). The game was built using the Unit圓D game engine. Design ĭroste wanted to make a game in which the environment was the central character, through a narrative technique known as environmental storytelling. He was inspired by games like Myst, in the sense of a being a character dropped into a strange world, not knowing why they were there or what was going on, and to start exploring and discovering in addition he enjoyed how the game had no jumping or running or action. Development Conception ĭroste is a Senior 3D Environment Artist and Level Designer, and was in the Australian gaming industry for ten years before making this game. The Eyes of Ara is a 2016 adventure game developed by the Brisbane-based, one-man independent games studio 100 Stones Interactive, founded by Ben Droste.
