The 'Walking Simulator' - Subverting Expectations

Getting stuck or not knowing where to go next in a game sucks. And unless you’re playing a platformer, being reminded of a game’s linearity isn’t a good thing either. There’s certainly a sweet spot between tactful guidance and creative design that gives players a sense of freedom and control. Think of a game like Mirror’s Edge, linear from a level-design perspective but taking advantage of fluid movement and subtle cues (e.g., lighting, sound and skewed perspective) to ensure players keep pushing forward.

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What the Game Means to Me

like Charlie is a studio built around the concept of telling stories in the format of interactive fiction. We did it firstly with Marie’s Room and we wanted to expand on this format for Ghost on the Shore. Telling stories makes us human. We want to take this opportunity to share our story and tell you a little bit about what the game means to us, whether it’s the narrative itself, or the experience collaborating together on the game.

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