This is a demo release of Descension. It includes the first level and takes about an hour to complete. It demo's the games central mechanics and play...
Descension is an action/adventure game with an emphasis on puzzles and story but without forgetting the action. As the only person capable of stopping a planet wide catastrophe, you will explore the darker side of humanity as well as make difficult choices with unknown consequences. With a mystery to unravel, a new world to discover and understand, and possibly all life at stake it will take wit and intelligence, strength and power, stealth and cunning, or some of it all to make it through alive.
Q – Can you tell us a little about yourself, and 3rd Element Studios?
A – My Name is Rob Petersen. The founder of 3rd Element Studios. I started the studio because I wanted to create a venue for the games I like to play. I got my start in designing games by Modding Oblivion over the course of a few years, and building a fan base in that community for my Mod Frostcrag Reborn. I’ve also been an aspiring writer before and during that time and developed an extensive setting for a planned epic which I intended to use for books. After dabbling in game design and finding that I quite enjoyed it, it was a natural decision to apply that setting to games as well.
Q – For those that don’t know what Descension is, what is it all about?
A – Descension is a game about story. I took the original setting I had developed, and based a story within that setting. The genre of that setting is a mix of Sci fi and Fantasy. In this setting there are elements of the fantastical with both the ancient world feel and innate superhuman powers, but also the hyper advanced technological aspects of a civilization far superior to our own. The central theme of the game story revolves around the philosophical questions all men ponder at one point or another. What is life? What does it mean to be human, and to a lesser extent how technology has the potential to disrupt all of our preconceived notions of what it all means. The player will be able to experience a number of scenarios which will attempt to ask these questions through the course of the story. Meanwhile we will use puzzles, and still plenty of action to keep things interesting along the way. As one reviewer of the alpha expressed, “This will be a thinking man’s game.” I couldn’t agree more whole-heartedly as that is exactly what we are trying to achieve.
Q – How did the idea for the game come to be?
A – Well originally our only requirement was to use the setting and milieu previously mentioned. After starting development, the original Idea was an island because of its natural properties of limiting space needed to develop for a game. Later on, before much development had occurred, the idea of an Airship was brought up as an even more qualified location for a small scale game because it would be even more non-arbitrarily limited in space and design requirements just by the nature of it being an airship. Going with that idea, the story of the game began to take shape using the already present aspects of the setting, such as the Mahulist Rebels and their Leader Mahule. It’s been an interesting and organic process as each new iteration takes place.
Q. So far, we only know of Traeven and Mahule (Mahulists), are you able to reveal any more characters? If not, can you tell us more about these two?
A – At this point the only other Character I will bring up is Ayesha. She is the ship’s construct, a living copy of a human mind living within an alternate sub-reality called the Aeonosphere. In our Universe there is no such thing as AI or computers, but it could be considered as a close equivalent for brevities sake. She will play a crucial role as the story progresses, and provide a number of twists in the story.As for Treaven, just think young and brash about to meet cold hard reality and you will get where we are coming from. This is our blatant unabashed use of a mythological archetypal theme a la Mythologist Joseph Campbell and his work on storytelling, but I think we provide some very unique twists on this very cookie cutter theme that will make his story compelling nonetheless.
Mahule is a different guy altogether, and all I will say about him is that he is not your typical bad-guy.
Q – I noticed there’ll be a class system of some sort, are you able to confirm what these are just yet?
A – I call it a ‘fluid class system’ Meaning the player can easily change from one specialty to another within certain limits placed on the player via location and time. We have also tied this in with different story paths chosen by the player as well making a ‘perk’ tree which is allotted by the choices they make during the story. The three classes aren’t really classes per se, but rather a play-style, and are most easily understood as ‘Mage’, ‘Soldier’, and ‘Assassin’. But again, the player will be able to choose and re-choose their play-style and optimize for each during the course of the game.
Q – I love the idea of the bracer, can you tell us little bit more about it?
A – Multi-functional and the primary weapon system of our ‘mage’ play-style. The player will receive a matching set and be able to do some pretty impressive abilities while using them.
Q – What can we expect, in terms of weapons and skills?
A – Early on we decided to go for Quality over Quantity in terms of total weapons. In effect this means the player will be fairly limited as to the number of weapons they receive, but each weapon system will be very scalable in total amount of abilities and skills it can produce depending on how the player wants to maximize their play-styles. This was done with both a perspective on total resources required, but also because we wanted to try something different and this seemed like a unique way to achieve both.
Q – What can gamers we look forward to, in terms of gameplay, with Descension?
A – Story driven, Non-arbitrary puzzles, and intense action on the players terms. You choose how to engage your enemies, and no way is the ‘right way’.
Q – What was the feedback like from gamers who played the Demo?
A – Mostly positive, and very encouraging. They understood I had completed the original demo virtually on my own, prior to and with the intent to build a strong team around it, and yet they could see the scope and vision I was attempting to achieve with it despite its limitations. Listening to that feedback has helped shape further iterations in a very positive way.
Q – If you could describe Descension in 3 words, what would they be?
A – Story, Puzzles, Action
Q – When will Descension launch, and on what platforms?
A - We’re hoping for a spring release 2013. So far that schedule is still very possible and development has been very steady. PC and Mac will be our platforms and we’re looking into as many venues for that release on those platforms as we can find.
Latest tweets from @3rdelement
@XTgamer not at the moment no sorry.
Dec 26 2012, 4:49pm
The breakfast of champions. Good morning weekend. Have a good one guys. T.co
Nov 10 2012, 4:54am
Nov 10 2012, 2:56am
Remember to vote today and have your say
Nov 6 2012, 10:52am
@rikkusarah I love B:AC but why didn't Strange ever blab to the world about Bruce being Batman when he had the chance? Is it in a comic?
Nov 5 2012, 4:19pm
@Humean_games thats better than Sky I used to 3MB, fuckers. I wonder if the money goes to EA or the Administrators
Nov 4 2012, 3:45pm
@Humean_games haha! I have BT Infinity dude 60MB broadband FTW
Nov 4 2012, 3:43pm
@Humean_games Origin dude and damn the connection is quick I downloaded it in 25mins all 7.5GB
Nov 4 2012, 3:42pm
Just purchased Kingdoms of Amular the Reckoning after some recommendations from some of the guys. At £9.99 I ain't going to say no
Nov 4 2012, 3:36pm