Uncanny Valley is a phrase that refers to something computer-generated or robotic that is
similar to, but not exactly like, human appearance and movement, which then creates a sense of unease or revulsion in the person seeing it. Creepy. It is
also the title for Uncanny Valley, a survival horror game developed by Cowardly Creations, combining exploration, puzzle-solving and stealth with a strong narrative focus.
The player will take control of Tom as he starts his new job
as a night-shift security guard at a high-tech facility. It is during
this night shift - set over approximately 7 real-world minutes -
that players will be able to explore the facility at their leisure. They can
choose to complete the objectives that they have been tasked with on the job,
or ignore them completely, choosing instead to explore and interact with the
environment. However, thanks to the Consequence System, every action will cause
a reaction further down the line.
Decisions made and paths taken will shape the narrative, and
one player may see an entirely different ending to another player. This also
applies to immediate gameplay, and if the player is unable to escape or hide
from hostile creatures around the facility, they may be hurt in a way that
affects Tom's movement or actions. "For example - you fail at
avoiding your attackers, meaning your character will move slower throughout the
game, making it harder to escape future pursuers. The player then needs to be more
careful and clever, which adds more tension to the game."
From what I've seen of Uncanny Valley, it looks like a
really interesting game. Not only am I digging into pixel-art style, but the
amount of interaction and choice with the facility seems impressively open for
player choice. And, even better, it's currently on IndieGameStand, where people
can pay what they want in order to get the game. SCORE. Hurry, though, as it's only available at pay what you want
prices for the rest of the day.
If I pick it up, I'll probably end up writing about it, but
find out everything you need to know on IGS, the studio’s website, Facebook or
Twitter.
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