Today is the release date for The Stone of Madness of the Kitchen game, a tactical stealth game placed in a 18th -century monastery – “The tactical stealth game” is a pretty clinical way to describe the circumstances of the souls who have been mentally discovering a maze of hell Catholic art created by security and Ghouls.
As in the commandos, you control a group of characters with different skills, strengths and weaknesses. Unlike in Commandos, your characters have bars and a series of foibles and obsession with storytelling background-or to be present from going, or arising to respond to the difficulties you set. Lewis Gordon made an assessment for Eurogamer and he made it sound extremely attractive, half -nine plot and fraudulent control.
I am interested in stone in part because it is from the Spanish studio behind the blasphemy, a great study in religious horror, and partly because I have thought recently about the role of the monastery’s orders in developing “modern” time insights. For the philosopher Michel Foucault, the every hour and daily rituals of the forgotten generations of monks paved the way for 9 to 5. Writing about discipline and sanctions, he described the monastery as “experts in time, the great technicians of the rhythm and regular activities”, and discover how they influenced the world’s world in the world of poor and poor schools ” spear “.
This ancient discipline of timekeeping, as described, can also be traced to the locked world of video games. As a game placed in a monastery, The Stone of Madness naturally makes the connection clear. The challenges and chances of it according to an elaborate daytime cycle, requires you to suit the character that matches on time if you have to succeed. It is inspired by this number from other products, former Spain, criminal monastery, itself is a loose adaptation of the mysterious novel GarganTuan of Umberto Eco.
All this makes me wonder if the “Monastery time” is a concept worth pursuing other games, not a criminal record, both replacing and formerly known to the idea of being known more about “games as a job”, encapsulated by direct service simulation. I hope there is something longer to talk about all that in the next few weeks. Currently, the rock of madness seems to be stabbed. There is still a direct water vapor demo at the time of writing.