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Two Worlds developers and TopWare Interactive have announced Sacrilegium, a survival horror for Q2 2013. Players will take on the role of Alex, a college student girl with combat and self-defense skills that will be useful in the journey that will drive the heroine from San Francisco to Europe. More details inside plus the first screenshots.

Press release:



TopWare Interactive and Reality Pump Studios announce Sacrilegium
The 20-year old Alex is at the heart of the survival horror adventure

Now the cat is out of the bag: The German Publisher TopWare Interactive announced at E3 in Los Angeles that Sacrilegium will be the next title from the company owned developer - Reality Pump Studios. The in-house development team that’s responsible for creating many successful franchises such as the "Two Worlds" titles, or the acclaimed "Earth" series, is looking to revive and renew the survival horror genre in terms of story and atmosphere, as well as in the gameplay and level design, as they look to set the new standards.

The story is about Alex, a 20-year Californian - smart, friendly and independent. She’s a college student that while fully aware of her breathtaking beauty, she never is looking to use it to her advantage. Keeping in shape with combat and self-defense training, she’s honed specific martial art skills that will come to her aid during her perilous journey through the province of Sacrilegium. Being the adventurous type, she jumps head first into a maelstrom of events, descending with her friends into a world beyond the known reality. The complex and multifaceted action drives the young heroine half around the globe, from the foggy banks of San Francisco to the remotest corners of Europe. She encounters a large array of dangerous and mysterious monstrosities along the way, including the enigmatic Moroi – a creature most resembling a vampire, but able to eat a vampire for breakfast. Alex must utilize all of her skills and survival instincts, employing her knowledge and heart to survive and to save her soul from certain corruption. Sacrificing her own mortality for the safety of her friends, Alex discovers more than she ever bargained for on the road to truth and salvation, with unforeseen and unnatural twists and secrets revealed, right up until the very end.

Sacrilegium is realized on the new GRACE 2 engine (Graphics Rendition And Creation Engine), which was also developed by Reality Pump Studios. The predecessor of this engine was already the basis for "Two Worlds 2" and it attributed largely to the success of the title. But Reality Pump did not rest on these laurels, but once again pushed the properties of the program forward. The first pictures of the results will be available very soon, with the exact features of this engine being presented at a later date. It’s no exaggeration to say that the results of the GRACE 2 Engine, will leave players awestruck.

"It pleased us", said James T. Seaman, Managing Director TopWare Interactive, Inc., "that we succeeded to develop the GRACE 2 engine in a way, that enables us to present models and landscapes that make photos look like charcoal drawings compared to the game."

Miroslaw Dymek, CEO of Reality Pump Studios: "After all the years that we ‘ve dealt with the appearance of medieval stories, it was time to pool the experience acquired and integrate that into a modern action adventure. We’ve definitely achieved that with Sacrilegium.

For more information about the game please visit: http://www.sacrilegium.com

10 screens

  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens
  • E3: TopWare announces Sacrilegium - 10 screens

Artworks

  • E3: TopWare announces Sacrilegium - Artworks
  • E3: TopWare announces Sacrilegium - Artworks
  • E3: TopWare announces Sacrilegium - Artworks
  • E3: TopWare announces Sacrilegium - Artworks
  • E3: TopWare announces Sacrilegium - Artworks
nostradamus
nostradamus
Commented on 2012-06-06 19:59:30
Interesting... i get what they are trying to say about painting style, remins me of bioshock characters that have those mudy cell-shading look to them.
In reply to
Sath - Missed the<br>hay
Sath
Commented on 2012-06-06 20:57:18
Alan Wake :P
In reply to
digi_matrix
digi_matrix
Commented on 2012-06-06 21:42:14
The story is about Alex, a 20-year Californian - smart, friendly and independent. She’s a college student that while fully aware of her breathtaking beauty, she never is looking to use it to her advantage. Keeping in shape with combat and self-defense training, she’s honed specific martial art skills that will come to her aid during her perilous journey through the province of Sacrilegium.
No image of this already egotistical woman? We'll be the judge of that. Reminds me of Samantha Brick. Martial arts skills + survival horror sounds weird, but ok.
In reply to
Xeviant
Xeviant
Commented on 2012-06-06 22:11:59
Nice creeper image on the last one.
In reply to
King_Grunt
King_Grunt
Commented on 2012-06-06 22:27:19
Im really digging the art and color palette!!
In reply to
b0vril
b0vril
Commented on 2012-06-06 23:35:12
What is with games that HAVE to be supernatural and/or have monsters...
In reply to
TheVice
TheVice
Commented on 2012-06-06 23:55:15
Well alright, can't wait to see this "breathtaking beauty"...
In reply to
michaelob
michaelob
Commented on 2012-06-07 00:23:15 In reply to b0vril
Posted by b0vril
What is with games that HAVE to be supernatural and/or have monsters...
I think it has something to do with the horror genre. For some reason, horror games just don't pan out well if you get terrified and five minutes into the game you find out "oh it was just nothing". There really isn't much in the real world anymore that would instill terror like the supernatural unfortunately.
Unless you live in Miami perhaps........
In reply to
KORNdog
KORNdog
Commented on 2012-06-07 01:16:00
"that we succeeded to develop the GRACE 2 engine in a way, that enables us to present models and landscapes that make photos look like charcoal drawings compared to the game"

Lol, am i looking at the same game? Is this some sort of joke? Meh, i enjoyed two worlds 2. Yet to be beaten as far as magic goes. So i'll give them the benefit of the doubt, but man is that quote bad...lol
In reply to
michaelob
michaelob
Commented on 2012-06-07 04:28:17 In reply to KORNdog
Posted by KORNdog
"that we succeeded to develop the GRACE 2 engine in a way, that enables us to present models and landscapes that make photos look like charcoal drawings compared to the game"

Lol, am i looking at the same game? Is this some sort of joke? Meh, i enjoyed two worlds 2. Yet to be beaten as far as magic goes. So i'll give them the benefit of the doubt, but man is that quote bad...lol
Haha, I agree. At first I thought it was just a bad translation, but I think they actually meant that their engine makes visuals better than real life (photography).

Regardless, the graphics do look very nice and incredibly atmospheric. Something about the outdoor setting shown is so peaceful yet unsettling, and perfect for horror/suspense. It reminds me a bit of the Pacific Northwest like Alan Wake, but it could be parts of Europe as well.
In reply to
b0vril
b0vril
Commented on 2012-06-07 13:43:05 In reply to michaelob
Posted by michaelob
I think it has something to do with the horror genre. For some reason, horror games just don't pan out well if you get terrified and five minutes into the game you find out "oh it was just nothing". There really isn't much in the real world anymore that would instill terror like the supernatural unfortunately.
Unless you live in Miami perhaps........
But it's not the idea of super natural stuff that scares, it's the not knowing.
In reply to
infamouz956
infamouz956
Commented on 2012-06-07 19:08:39 In reply to b0vril
Posted by b0vril
But it's not the idea of super natural stuff that scares, it's the not knowing.
exactly too many developers reveal. Its about the horror of not knowing whats around the whole area it could be alien like or whatever but trick is to set up the atmosphere right, and make things happen to scare the player while adding sounds of something walking, growling in a deep deep tone, and the gameplay has to be very survival like where you make your own weapons and survive the nights while you use the day to gather supplies, i always thought a game like zombieland could work,, but make it open world, horror games need open worldness .
In reply to
michaelob
michaelob
Commented on 2012-06-07 23:04:53 In reply to b0vril
Posted by b0vril
But it's not the idea of super natural stuff that scares, it's the not knowing.
Agreed, but how do you build the uncertainty without some sort of supernatural occurrence? I think a lot of people would be upset if they played a horror game for 25 hours just to find out that everything they witnessed was just the wind playing tricks on them.

If you are stating that the devs could do a better job of keeping the plot under wraps and easing you into the horror however, I couldn't agree more. There has to be an ebb and flow to the tension and what is revealed. Like Infamouz said, I get much more into the games where you scared by what you don't see that what you do. However, at some point you do have to reveal what is going on, and I think it would be a hard sell if there wasn't something supernatural. The only way it could really be done would be to make the player very frail and powerless with a powerful enemy. Something like a serial killer game where you have no weapons and have to use wits to survive. The problem is, few people want to play a game anymore that doesn't make them feel like a superhuman with machine guns. I think it could be brilliant after playing Amnesia.

I actually have high hopes for this game though. It looks very moody and atmospheric, and I like that they are showing nothing of any enemies (except possibly the wolves). I hope they keep it that way until after release..
In reply to
digi_matrix
digi_matrix
Commented on 2012-06-08 12:56:44 In reply to michaelob
Posted by michaelob
Something like a serial killer game where you have no weapons and have to use wits to survive. The problem is, few people want to play a game anymore that doesn't make them feel like a superhuman with machine guns. I think it could be brilliant after playing Amnesia.
You really should try Heavy Rain, even if you think it's more like a movie which it really isn't, it does all that. Keep on guessing the Origami Killer to the very end. And dat finger scene, possibly the most intense piece of adventure gaming ever.
In reply to
nostradamus
nostradamus
Commented on 2012-06-08 20:48:16
again with the adventure gaming erroneous use. there is NO adeventure in that game, just a Movie, maybe suspenseful experience. But most of the time a movie.
In reply to
KORNdog
KORNdog
Commented on 2012-06-08 20:58:47 In reply to nostradamus
Most games are an adventure assuming you dont know the destination. It isnt a point and click adventure game...but it certainly IS an adventure game.
In reply to
michaelob
michaelob
Commented on 2012-06-08 22:45:45 In reply to digi_matrix
Posted by digi_matrix
You really should try Heavy Rain, even if you think it's more like a movie which it really isn't, it does all that. Keep on guessing the Origami Killer to the very end. And dat finger scene, possibly the most intense piece of adventure gaming ever.
I still plan to rent it someday after I have played everything else I'm interested in, I just have a really hard time with QTE's. I know some people love em, but they drive me nuts.

For some reason, my brain rejects the illusion created by games when they funnel you down heavily scripted paths or prevent you from doing logical things(i.e. blatant invisible barriers etc). I guess it stems from my claustrophobia and need to experiment with things. Maybe if I just convince myself it is a movie, I will be able to overlook these things, but when I'm in control, I want to be fully in control. Weird, I know...
In reply to
KORNdog
KORNdog
Commented on 2012-06-09 01:25:02
They dont feel like QTE. Not in the traditional sense. It isnt like GOW where a button flashes onscreen and if you dont press it in time you have to start over (those annoy me too). Each button prompt branches, you litterally CANT fail, because the scene just changes, hit the L1 prompt and you'll block a punch, miss it, and you'll simply get punched in the face and the fight will continue. Outside of an action scenario, the promps simply act the same as an "action button" in most other games. Only they represent the movement better, i.e in max payne, to open a draw you just press a button, the same button that opens doors, cupboards, wardrobes etc, in heavy rain, to open a draw, you'd maybe press a button to grab it, but then pull back the analogue stick to pull it out, then push the analogue stick to slide it back in and you will have complete analogue control of the action. It just feels like any other adventure game, only the context of the actions is better.
In reply to
michaelob
michaelob
Commented on 2012-06-11 03:33:24
That actually doesn't sound too bad Korn. Not as bad as traditional QTE's at any rate. Do they at least keep the controls the same across the events though? Part of my issue is with the constant flashing symbols on the screen. I like to get immersed and feel like I am controlling an extension of myself, so it is nice to simply know the controls as though it was my own body, and not have to be prompted with big flashing symbols all the time that distract and ruin immersion.
In reply to
KORNdog
KORNdog
Commented on 2012-06-11 12:45:08 In reply to michaelob
Posted by michaelob
That actually doesn't sound too bad Korn. Not as bad as traditional QTE's at any rate. Do they at least keep the controls the same across the events though? Part of my issue is with the constant flashing symbols on the screen. I like to get immersed and feel like I am controlling an extension of myself, so it is nice to simply know the controls as though it was my own body, and not have to be prompted with big flashing symbols all the time that distract and ruin immersion.
they tend to, yes. you still get visual prompts tho. but they are usually maped in relation to the scene. best way to explain it is if you had to search through your pockets, triangle would represent your chest pocket, square would be left jacket pocket, circle would be right jacket pocket, and x would be back trouser pocket...that sort of thing. R1 and L1 are usually related to your right and left hand respectively. the prompts represent the actions better then most too. in a game like GOW which feels like an arbitrary icon flashes up and can change on different tries, heavy rain doesnt do this. a button prompt has been chosen based on the action on screen. need to push a guy off you and you'll use the six axis to push forward. want to move left, you press left on the analog stick. it all makes sense.
In reply to
digi_matrix
digi_matrix
Commented on 2012-06-11 17:36:13
Yeah, best part of Heavy Rain is no fail state. It just keeps on going, therefore you never have to see the same scripted stuff unlike in Uncharted or other scripted games that have fail states so playing the scripted again would be annoying.
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About the game
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