![]() ![]() That one is actually created from a portable Super 8 editor, bought at a flea market. In the same room there’s an odd device in which the player can input a password. In the study, Anna catches a glimpse of letters from one Korbinian Brodmann, who was a german neuroligist. The buttons, which is the players’ only way to interact with the black & white pictures, are directly inspired by this cover from graphic designer Sam Suliman: This is of course because of Anna walking through the closet, just like in the books.Ī lot of the art in DEVICE 6 is inspired by classic design. The room in which Anna finds the cabinet, is a reference to the character Digory Kirke, from the Chronicles of Narnia books. We wanted the organisation to have a nonsensical name that suggested that it might be an abbreviation, and also one that would let us create a fun and recognisable company logo.ĭuring the development we did come up with a very extensive backstory of the organisation and even an explanation for the name, which can be found in this poster, which you’ve already ordered, right? It’s quite tiny in the first test before chapter 1, but appears larger in one of the paintings to the left of the “Hope”, “Five” and “Lies” paintings (although with the letter A upside down. HAT’s name actually appears very early in the game. This was changed to make the puzzle better, but at first this poster had an astronaut in it, and was a much clearer reference to the movie 2001: A Space Odyssey. A reference to the actor Angelo Mus cat (who plays the butler in The Prisoner). You’ve probably all known an Anna at some point in your life!Īnna rents an apartment from one Mrs Muscat. We wanted the character to be very “clean slate”, so we decided for a familiar name that would let players decide more of Anna’s personality themselves. But we wanted a more common name, and perhaps one that was more common outside English speaking countries too. This is not only a reference to Anna’s physical awakening in this strange room (which in its turn is quite influenced by how Number 6 wakes up in The Prisoner), but also her Awakening to the truth as HAT sees it.Īt first we were going to call the protagonist “Gwenda” as a reference to the Agatha Christie book “ Sleeping Murder“. We replicated this in our IGF booth with an actual camera lens: But it’s also meant to look like an eye or a camera watching you. The “i” in the logo is, of course, DEVICE 6 itself. While we don’t remember talking about it being a direct influence, the idea of participants getting a doll is probably unconsciously inspired by the movie The Game. Jonas found this amazingly creepy doll at a flea market (we had intended it to be a jester-type puppet before finding this beauty!). We liked how The Persuaders and The Prisoner managed to tell all of their backstory in the opening titles, and we wanted to replicate that. There aren’t many specific references here, but it was generally inspired by 60s movie and TV-show intros. This is actually the sound of a dot matrix printer (and sounds from those types of printers are used throughout the game in the player test parts). This was inspired by basically every warning text you see when starting a electronic device, but the wording was specifically very inspired by the Wii startup message. We just couldn’t resist to have the title itself be a homage to this legendary, amazing, show, in which Patrick McGoohan plays the role of Number 6. Ok, so in the order they appear in the game a list of references, inspirations and small fun trivia things you might’ve missed! Intro:ĭEVICE 6 is packed with references to The Prisoner. This will be full of links, so remember to check them out. We’ve been meaning to make a list of these references and inspirations for a long time now, so let’s get to it. We also found it exciting to reference these type of things, as you mostly see contemporary references in games.Īnother thought with all of these references was that HAT custom makes the experience for every participant, and as such these references would be things the currents participants have associations with in different ways. The ambition was to create a story that would be hard to pinpoint when it actually took place. A lot of the references are often to old stuff. We’ve talked previously about the broader inspirations, but this blog post aims to go into detail to specific things encountered in the game. ![]() Some are completely intentional, some unintentional.īut before continuing, we’ll just say right now that this will contain spoilers, so quit reading now, if you don’t want anything spoiled! It’s a collage of photos, help from friends, but mostly it’s packed with references to (pop-)cultural stuff, but also from history and even our own surroundings. ![]()
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