Jacoby wrote:A Twin Peaks game done by the people behind "Kentucky Route Zero" would be absolutely killer. It's a point and click game, but it is just oozing with atmosphere and mystery. Its an interesting change of pace too, because instead of doing things like searching for items to combine or keys or stuff like that, you are like... writing the characters' personalities, thoughts, histories, etc while the game mystery and surreal images play out. Its very hard to describe.
From it's wikipedia page:
"In the early stages of development the developers were influenced by the works of Gabriel García Márquez, Flannery O'Connor and David Lynch.[3] They also looked at theatre scripts for inspiration, which later helped in characterisation, dialogue, environment design and treatment of space, lighting and movement."
It feels VERY Lynchian, but almost as though instead of drawing on the mystery vibe of the pacific northwest, its drawing on Kentucky. Its also very Lynch inspired without all the winking and nodding towards him that so many other games do. It more references the dread via mystery vibe.
Yes!! I recently came across
an interview where cardboardcompy mention the kind of influence they got from Lynch and
Tamas and I are always talking about David Lynch, and he’s a huge influence on us as far as tone. One thing about Lynch is the pacing of his stuff. It’s very slow.
...yeah I can see it
(that said, I'm still convinced that the big angry owl mentioned in Act I is a reference)
A great feature of KR0 that imho would work perfectly with Peaks is that its dialogue choices, which influence the characters' pasts/personalities rather than the plot's progression, negate the existence of a 'real' 'canon' version of the events. It's fluid, unstable and valid all at once and imho that makes it a perfect fit.
Reddit recently had a similar thread, I tried to summarize my ruminations there, here's a c/p:
I think interactive virtual spaces would go with Lynch like white on rice, too bad the man himself doesn't seem interested :c I'm picturing experimental exploration of some sort... a subversion of the Myst-like, if you will. Spacial storytelling, but the resulting narrative doesn't add up. You investigate a case, but the game registers the clues you find and morphs other connected items/events so that no matter how deep you dig, you'll never be able to put the whole picture together.
I'd drop combat altogether. Dialogue is another big question mark that may jeopardise immersion. The easy way out would probably be the Cyan way - structure dialogue so that the player's answers don't matter. For example, most dialogue could be Lodge spirits spouting non sequiturs at you. The literate way out would be the cardboardcomputer way... I'd be down with a Kentucky Route Zero-like branching system!
And theeen I guess Antichamber's experiments with shifting geography and/or 30FoL/Virginia's attempts to introduce the cinematic scene cut in gaming could come in useful too.
] The gathered are known by their faces of stone.