Private Infiltrator
StealthIn 1867, ASB was founded by a mysterious criminal figure. It was a private corporation with its sole purpose being global domination. Its intentions were...
Everything in the game is sandbox and non-liner; from the infiltration of dense urban areas to the exploration of the bleak, hallucinogenic landscapes. As with the originals, the manner of your approach is up to you: proceeding through pure stealth or as a violent assassin.
This all has consequence – the game world is entirely reactive. In homage to William Burroughs’ cut-up technique, the world re-assembles and collapses based upon your actions. Where, when and how all determine the results of this, turning reality into a unique collage with every play through.
Similarly, the games interactions are similarly refracted. The words of other characters materialize into reality and can be stolen. Use your collected language to mislead foes, spread disinformation and paranoia or to alter reality.
Tightly incorporated into the games scope, we draw upon influences not normally found within the medium. The afore-mentioned William S. Burroughs stands at the front of our design, but tying in with this we look to others such as David Lynch, Dada, early Industrial music, Sun Ra and many others.
Tangiers is being built in the Unity engine, with a release date of August 2014.
Currently announced platforms are Windows, Mac and Linux.
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Sounds amazing, hoping the best!
Agreed! Looks good.