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What are you hoping people would get out of it? CD: Yeah, I think you're right. Scanner Sombre has suspenseful, almost horror-like moments, but it doesn't feel like that's really the point of the game-it doesn't seem like that's its genre. Like why can't you just see the geometry around you? Why can't you see everything? Well the answer in this particular case is that you're so deep underground that there is no light. And that was the first time we had taken the concept of a world rendered in LIDAR or a world rendered as a point cloud and actually made a game out of it.īecause it seemed to me that you would naturally need to have a reason as to why there's absolutely no light. We're trying to create a certain feeling in the player, and I wouldn't quite want to say exactly what that feeling is CD: During Prison Architect we were getting a little bit burned out, and so I took a month out from Prison Architect and I took Alistair, our audio guy, and Leander, another programmer, and we kind of just holed up in my house for like a month and made these two prototypes.Īnd one of them was Scanner Sombre, and the other one was a bomb defusal game called Wrong Wire, and I think we prototyped Scanner Sombre in about eight days. I just really wanted to use it to represent a game world, you know? Because I thought that we would be able to create a really strange atmosphere and a really strange feeling in the players when they were playing in that in that world. There's just something about the look of it that I really like, like all humanity has been taken out of it somehow and all you're left with is just the raw data of what's in the area. They used this crazy LIDAR effect to kind of-they got hold of some city data or some data of buildings and trees and things, and they just kind of had it blowing around in the wind whilst this Radiohead track was playing over it making everyone really sad. And although it may seem like an odd source of inspiration, it's actually based on a music video that was m ade by Radiohead. But before that I got a chance to speak with Introversion's lead designer Chris Delay and producer Mark Morris about the inspiration behind Scanner Sombre, its incredible audio design, how making games is and has always been hard, and how working on the studio's sixth game was a "palate cleanser" after Prison Architect.Ĭhris Delay: It's quite an old idea, it's a pre-Prison Architect idea actually.
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#HOW TO SAVE IN SCANNER SOMBRE FULL#
It's a beautiful game, and we'll have a full review when it launches this Wednesday.
#HOW TO SAVE IN SCANNER SOMBRE SOFTWARE#
After six years of working on Prison Architectdeveloper Introversion Software announced today that its next game would be coming out in just a couple days on April Scanner Sombre is a short first-person adventure game with one of the most unique mechanics I've ever seen: the game's world is pitch black, and you have to send out thousands of dots of light using a LIDAR scanner to reveal the terrain around you.