Holy!… It’s been a long time since the last blog post, hasn’t it? Well, I’m just sort of here to tell you guys a little bit more about our project: Physix. A few of you have played some loose-concept demos like the one at A&G Ohio and the one available on the S8G forums, but that really doesn’t really give you a feel for what the game is truly about. If you’ve been following our Twitter (which I don’t know why any of you would), you’d see that we were in the process of constructing a new demo while in Michigan recently. Unfortunately for many of our fans, the demo is sort of a while off, so that leaves me with the job of hyping you guys up.
Many of you have seen our YouTube video of the practically ancient A&G demo, and this has gotten many of you excited. Unfortunately, it has also turned many people off from the project with laggy response, poor lightmap quality, and just plain awful graphics. We assure you that this was a very early adaptation demo, and a lot has changed since 2008. Heck, just look at our screenshots on this page. All of them are in game. Not only that, but we’re working with some new FX shader support to make it look even better (though that’s a little hard… Man, it’s pretty!). By looking at the demo, one can notice a practically linear romp from chamber to chamber completing very lack-luster challenges. This is not the case in the final build. Many people who play the demo have pretty much the same thing to say about it: “It’s fun, but why is it called ‘Physix’?” Here is where we blow your mind (not really, because that could get messy): throughout the progression of the game, using various level features (we say that because you don’t have, like, some sort of reality-bending gun… you actually have to do it in level), you can bend the very laws of physics to your will: gravity, inertia, all that good stuff. That’s sort of tricky in a first-person environment. Most of you are used to physics manipulation in the way of seesaw puzzles and gravity guns (not pointing any fingers…*cough* Half-Life *cough*…). The difference between standard first-person shooter fair and Physix is quite simple: Physix just simply isn’t a shooter! Now you’re thinking, “What’s with the pistol?” It’s more of a puzzle-solving element than a weapon… yeah, weird, I know… but it works. That’s the thing. How are you going to shoot a switch all the way across the room if you can’t touch it? Can someone say, “G22”? Exactly. Our approach to interesting puzzle-solving is deeply immersive; our goal is to make you think outside the box. I hope we don’t disappoint.
We should have a new video relatively soon and a new demo following shortly thereafter. It’s going to be a while, but bear with us. In the meantime, we are working on a little side project to keep everyone’s appetite in check. Not saying anything, but let’s just say a lot of our old fans will be pleased.
That’s all we got for now. Check out the new website; it’s at the same URL, but we’ve made a lot of changes, so visit it while it still has that new out-of-the-box smell. Check you guys later!
(This post was originally made on the now defunct GamePro Labs site)