Lain distances itself even more from classical games by the random order in which information is collected. The player is limited to unlocking pieces of information, and then reading/viewing/listening to them, with little or no puzzle needed to unlock. The gameplay is close to the visual novel. As with the anime, the creative team's main goal was to let the player "feel" Lain, and "to understand her problems, and to love her". The aim of the authors was to let the player get the feeling that there are myriads of information that they would have to sort through, and that they would have to do with less than what exists to understand. The creators themselves did not call it a game, but "Psycho-Stretch-Ware". It was designed by Konaka and Yasuyuki, and made to be a "network simulator" in which the player would navigate to explore Lain's story. On November 26, 1998, Pioneer LDC released a video game with the same name as the anime for the PlayStation.
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