https://revolution.co.uk/Beyond a Steel Sky is a thrilling story of loyalty and redemption set in an eerie and terrifying world of AI-driven social controls. As can be expected of a Revolution adventure, the tale is woven with the studio’s signature humor, supported by legendary comic book artist Dave Gibbons’ acclaimed artistic style.
“Even after so many years, fans of the original game are still incredibly loyal and very passionate – and have remained vocal in demanding a sequel,” said Revolution Software founder and CEO Charles Cecil. “Adventure games are played by a large, diverse audience that hugely enjoys the interweaving of story and puzzles. Our approach has been to write an intelligent, witty adventure game that is wholly intuitive to play and assumes no prior knowledge of the original game or its universe. We aspire to write a modern day 1984 told through the medium of the adventure game.”
Beyond a Steel Sky is a hugely ambitious adventure in which intelligent, humorous emergent gameplay drives an edgy narrative. Very much an adventure, the game is set in a dynamic, bounded-sandbox world. A unique world that will respond to—and be subverted by—the player’s actions. The game characters, driven by advanced AI tech, are willful and motivated: their intelligent responses allow interesting, emergent solutions to puzzles and obstacles. The culmination of Revolution’s 30 years of developing adventure games, Beyond a Steel Sky evolves and redefines the adventure genre.
It’s a project that’s been on the minds of both Cecil and Gibbons for many years, but one they felt needed the right real world moment to to it justice.
“Charles and I have discussed returning to the Beneath a Steel Sky universe many times over the years,” said Dave Gibbons. “Fake news, social controls, polarized views—the world is confusing—we agreed that now was the right time for Robert Foster to take a trip back to and beyond that Steel Sky. I am delighted to be working with Revolution again.”
Key Features
- A unique, rich game experience in an bounded sandbox world, interwoven with a deep narrative.
- A story that enables players to profoundly affect and subvert the game world and its characters.
- Elegantly simple, intuitive controls that allow complex situations to emerge, offering a gameplay experience that will appeal to the novice as well as the experienced gamer.
- Custom-written cutting-edge graphics technology delivers a beautiful, real time, comic-book-styled world in HDR, and 4K to complement the artwork of Dave Gibbons.
- Original comic book vignette to be created by Dave Gibbons.
https://variety.com/2019/gaming/news...el-1203171160/“We very deliberately decided not to call it ‘Beneath a Steel Sky 2,’” says Cecil. “For one thing, people associate it with that point-and-click style. For another thing, we want people to be able to approach this game without even having heard of the original. It’s a continuation of both the themes and story, but we find that the themes are more important.”
In accordance with more modern approaches to the adventure genre exhibited by “walk-’em-ups” like “Everybody’s Gone to the Rapture,” Cecil says that “Beyond” will feature fully 3D environments that the player can stroll through and interact with, with full camera control. Gibbons takes great pains to note that the studio has developed an entirely new tool to facilitate a comic-book aesthetic while still taking advantage of this newfound depth and technology. While Cecil isn’t comfortable talking more specific than that just yet, he says that the team’s goal is to embody the spirit of the adventure games that put them on the map, such as their lengthy “Broken Sword” series, emphasizing that the non-violent nature of the genre has allowed the studio to garner a diverse fanbase broader than that of more traditional action games.
Despite the duo’s stated goal of producing a work that stands apart from its well-known predecessor, “Beyond” stars the returning protagonist of the original game, a small-time engineer named Robert Foster. While “Beneath” dealt with the rampant sentience and breakdown of a “Neuromancer”-esque AI called LINC that haunted an entire city, Cecil and Gibbons say that its follow-up will deal with more pressing questions of social control and privacy under the watchful eye of the supposedly-benevolent, omniscient artificial-intelligence that Foster installed at the conclusion of the first game.