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preview: Yesterday
Note: Since time of writing, the name of the game has been changed to Yesterday. The adventure includes more than 30 hand-drawn locations ranging from dirty old tunnels under New York to a beautiful mountain range in Tibet and some slums in Paris. Although at first glance the cartoony graphic style seems typical for Pendulo, it is much darker than their previous games. Many of the settings are derelict and dirty, and generally give off an unpleasant, unwelcoming atmosphere. We saw several scenes and there seems to be no shortage of blood, mystical symbols like pentagrams, and instruments of torture, so this is certainly not a game for the squeamish. Right at the beginning we see what looks like a wall full of pictures of victims and crime scenes, with arrows connecting them and all kinds of scribblings in between. Is it red ink or blood? In the background we hear a woman screaming. The developers weren’t kidding; this definitely isn’t Runaway. What makes Y really stand out, though, is the frequent use of graphic novel-style panels that pop up (or 'blow up' as Josué calls it) when performing such actions as looking at an item or talking to other people. Instead of viewing a conversation from a distance, you can really see emotions and facial expressions from a close-up viewpoint, complete with speech bubbles of the kind found in comics. Cutscenes also appear in a 'box' or move across the screen in sequential panels. These fragmented cinematics and extensive use of panels should help maintain tension by constantly surprising the player and keeping the tempo high, making you feel like something unexpected could be around the next corner. The game will be released in Germany in the spring of 2012, with an English release hopefully not long after that, though no publishing plans have yet been announced. As surprising as Pendulo’s sudden and totally unexpected switch to the horror-mystery subgenre was to me, I am certainly excited about this game. What I saw looked very impressive both graphically and narratively, and I'm looking forward to seeing how it all works out in the long run.
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