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Wildlife Simulator Away: The Survival Series Confirmed for PS4

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Away: The Survival Series

Briefly taking centre stage during Sony’s second State of Play livestream was Away: The Survival Series.

The game casts players as a sugar glider in a world struggling in the face of enormous storms. However, the environment is only one threat, as Away also features a detailed ecosystem where other animals will attack the player character.

Alongside combat against scorpions and snakes, the new trailer shows the sugar glider riding on other animals.

Developed by the Montreal-based Breaking Walls, the game is inspired by nature documentaries, and the soundtrack is composed by Mike Raznick, who has worked on both documentaries such as Planet Earth II and Life, and games including Ratchet & Clank.

Away: The Survival Series does not yet have a release date, though it will be available on both PC and PlayStation 4.

For all the latest on the game and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at https://open.abc.net.au/people/21767

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How Vampire: The Masquerade – Bloodlines 2 Creates a Living World

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Vampire: The Masquerade – Bloodlines 2

The long-awaited Vampire: The Masquerade – Bloodlines 2 aims to buck the trend of bloated open worlds by giving the world a sense of dynamism.

Speaking to Polygon recently, the game’s narrative lead Brian Mitsoda and senior writer Cara Ellison explained how the team at Hardsuit Labs is bringing the Seattle nights to life.

One of the tropes that the developer is attempting to avoid is that where, in RPGs, “everybody is kind of waiting around for the hero to get there,” according to Mitsoda. Instead, he says that “you have to have characters that feel like they’re part of a world, that they’re not just there for the player’s benefit.” Details on how that will be handled, however, were not forthcoming.

Beyond the characters, though is the world, which Ellison says will be affected by the player’s actions: “[O]ne of the ways that we look at our world is that we are trying to make it really reactive to the way that you play and how you act as a vampire. The more that you break the Masquerade, the more consequences are going to come your way.”

That feedback loop will be important, as feeding on NPCs is the primary method through which the player gains strength. The blood of NPCs carries what the game terms emotional resonance, which is used to power up both active and passive skills.

Speaking about how that plays into the wider world, Mitsoda explains that “You’re always kind of on the hunt, and it’s one of the big parts of the side activities in the game. You’re skulking around on the tops of roofs and looking around for people with strong resonance and figuring out how to best get them in a position where you can feed on them without breaking the Masquerade.”

Since the game’s unveiling back in March, Hardsuit Labs and publisher Paradox Interactive have been releasing details on the game’s factions, the latest of which is the Ventrue. Meanwhile, a narrative RPG based on Vampire: The Masquerade from The Council developer Big Bad Wolf is also in development.

For all the latest on Vampire: The Masquerade – Bloodlines 2 and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

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