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A Place for the Unwilling

AlPixel Games / AlPixel Games
Release date: 23-02-2021
Price: 14.99 €

About

#the Game:

A Place for the Unwilling is a branching narrative adventure set in the final 21 days of a dying city. Every decision you make will shape your surroundings and the city’s fate. However, the clock is ticking - and the city carries on, with or without you. Speak to everyone from eerie politicians to child anarchists. Work as a trader, socialize, explore the town freely, and play a role in the city’s hierarchy. An open-world experience where player choices really do count, set in a Dickensian world of color and Eldritch nightmares.

Features:

  • The clock is ticking - Lose yourself in a strange new world that dies in 21 days. Events will happen whether you're there to witness them or not.
  • Each walkthrough is unique - There are over 100 narrative events that range from everyday situations to huge decisions that shape the city itself. This ensures every player lives a different story.
  • Wide cast of characters and in-depth narrative - Covering themes of inequality, isolation, cosmic horror, and more.
  • All story - no puzzles, no combat, no mini-maps or quest markers. Story is everything. Wander around the city, meet its inhabitants and discover what happened.

#The Small

Interview:

Stadia GamesDB! (stdb): First, as always, tell us who are AlPixel Games?

Rubén Calles - AlPixel Games (alpg): The team at AlPixel Games is formed by Celer Gutiérrez, Ángel Luis Sucasas, Martín Pane, Luis Díaz y Rubén Calles.
The Stadia development is done by Parallel Circles and working with them is a pleasure.

stdb: What will going to find Stadia players in A Place for the Unwilling?

alpg: The keywords to define A Place for the Unwilling would be "narrative sandbox". This means that the player will be free to explore this Victorian City and interact with the characters that bring it to life. The city's own activity continues even if the player is not there to take part, so each game aspires to be different and to teach the player different levels of depth according to their actions.
The time pressure inherited from The Legend of Zelda Majora's Mask and the sense of futility inherent in H.P. Lovecraft are two concepts that crystallize in the idea that our City is doomed no matter what, and it is its last 21 days that the player has to inhabit it and discover its mysteries.

stdb: How comes the idea of porting the game to Stadia?

alpg: Well, it comes from the hand of our investor, Kowloon Nights Fund, with whom we have been working since 2018 and who have helped us from the beginning in the search for the best deals for our game.

stdb: How long have you been developing the game on Stadia?

alpg: About 8 months, during which we wanted to polish and refine the game as much as possible.

stdb: What's it like to develop for Stadia? Any benefit from all this Covid and lockdowns?

Daniel Prol - Parallel Circles: COVID in my case has not had much influence because I was already working from home and Google has not noticed any impact either. For example, the response time has barely lengthened, only at the beginning of the pandemic.
Although in general the process does not differ much from the rest of the platforms, being a streaming platform, there are certain technical restrictions that the platform imposes. Special care must be taken with the stability of the framerate and the input lag.
Rubén Calles - AlPixel Games: The Stadia team has always made it very easy for us and they have been / are being super attentive with everything.
The "intermittent" confinement affects us like everyone else, but I don't think we can say that our work has been greatly affected by it, as Dani mentions. The immediacy of sending a message or making a call helps keep everyone on the same page. By working from home, of course, you are more responsible than ever for your discipline, for staying in contact with the rest of the team and for maintaining consistent and healthy schedules, within what the project demands of you.

stdb: Second Spanish company to reach the platform, after Tequila Works, and before Drakhar Studios, how have you been launching the game on a new platform?

alpg: The truth is that it is exciting to be among the first Spanish studios to publish on Stadia, alongside two greats like Tequila and Drakhar. In addition, taking the game to any new platform is always a challenge, and this new life that the game takes is unknown, no matter how well you prepare the ground, so we are looking forward to the reception that A Place for the Unwilling by it. new audience.

Stadia GamesDB! (stdb): Primero, como siempre, contadnos quiénes son AlPixel Games.

Rubén Calles - AlPixel Games (alpg): El equipo de AlPixel Games está compuesto por Celer Gutiérrez, Ángel Luis Sucasas, Martín Pane, Luis Díaz y Rubén Calles.
El desarrollo para Stadia lo ha llevado a cabo Parallel Circles y trabajar con ellos es un verdadero placer.

stdb: ¿Qué se van a encontrar los jugadores de A Place to the Unwilling Los jugadores de Stadia?

alpg: Las palabras clave para definir A Place for the Unwilling serían "sandbox narrativo". Esto significa que el jugador tendrá libertad para explorar esta Ciudad victoriana e interactuar con los personajes que le dan vida. La actividad propia de la Ciudad sigue aunque el jugador no esté ahí para tomar parte, por lo que cada partida aspira a ser diferente y a enseñarle al jugador diferentes niveles de profundidad según sus acciones.
La presión temporal heredada de The Legend of Zelda Majora's Mask y la sensación de futilidad propia de la narrativa de H.P. Lovecraft son dos conceptos que cristalizan en la idea de que nuestra Ciudad está condenada pase lo que pase, y son sus últimos 21 días los que el jugador tiene para habitarla y descubrir sus misterios.

stdb: ¿Cómo llega la idea de portar el juego a Stadia?

alpg: Pues llega de la mano de nuestro inversor, Kowloon Nights Fund, con quien llevamos trabajando desde 2018 y que nos han ayudado desde el principio en la búsqueda de los mejores tratos para nuestro juego.

stdb: ¿Cuánto tiempo lleváis con el desarrollo del juego en Stadia?

alpg:Aproximadamente 8 meses, durante los que hemos querido pulir y refinar el juego lo máximo posible.

stdb: ¿Cómo es desarrollar para Stadia? ¿Algún beneficio con todo esto del Covid y los confinamientos?

Daniel Prol - Parallel Circles: El COVID en mi caso no ha influido mucho porque ya estaba trabajando desde casa y por parte de Google tampoco se ha notado ningún impacto. Por ejemplo, por su parte apenas se ha alargado el tiempo de respuesta, tan solo al principio de la pandemia. Aunque en líneas generales el proceso no difiere mucho del resto de plataformas, al ser una plataforma de streaming, sí que hay ciertas restricciones técnicas que la plataforma impone. Hay que tener especial cuidado con la estabilidad del framerate y el input lag.
Rubén Calles - AlPixel Games: El equipo de Stadia nos lo ha puesto siempre muy fácil y han sido/están siendo súper atentos con todo. El confinamiento "intermitente" nos afecta como a todos, pero no creo que podamos decir que nuestro trabajo se haya visto muy afectado por ello, como menciona Dani. La inmediatez de enviar un mensaje o hacer una llamada ayuda a mantener a todos en la misma página. Al trabajar desde casa, eso sí, eres más responsable que nunca de tu disciplina, de permanecer en contacto con el resto del equipo y de mantener unos horarios coherentes y sanos, dentro de lo que el proyecto te reclama.

stdb: Segunda compañía española en llegar a la plataforma, después de Tequila Works, y antes que Drakhar Studios, ¿cómo lleváis lanzar el juego en una nueva plataforma?

alpg: La verdad es que es emocionante estar entre los primeros estudios españoles en publicar en Stadia, al lado de dos grandes como Tequila y Drakhar. Además, llevar el juego a cualquier plataforma nueva es siempre un reto, y esta nueva vida que el juego cobra es una incógnita, por bien que prepares el terreno, así que estamos expectantes de la recepción que A Place for the Unwilling por parte de esta nueva audiencia.

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Game Last Update: 24-02-2021