So it's a relaxed Saturday night in.
You're chilling on your couch, flipping through 1527 channels of the
same old garbage, letting the monotony and bullshit of your corporate
persona slowly run off of you like so much molasses.
Then something breaks the routine,
something unexpected. Your phone rings – an unknown number.
Instincts tell you better, but your curiosity gets the best of you.
Let's be honest here, it's not like it'll make your evening any more
dull.
The terrified face of a girl flashes in
your screen – young – late teens or early twenties. She says her
name is Hope and she's trapped inside a city you've never heard of.
Congratulations, your Saturday night
just got more interesting. Heart pounding, you soon realize that you
are this girl's confidant and savior. Somehow, your phone becomes a
second set of eyes and ears for this girl as you attempt to lead her
through the Metropolis, taking control of security cameras, hacking
computers, and setting up distractions to mislead guards who want to
keep her locked up.
Now let's step away from this nice bit
of fiction. Or better yet, what if I told you this was real? No, I
haven't been peeking in on your miserable Saturday nights, but this
is an experience that you can have – a reality that you can
participate in.
Last fall, Ryan Payton was struck with
a fury of inspiration. It was one of those lightning spark moments
that drives people into madness. Dropping everything including
leaving his job with Microsoft and liquidating his assets, he pulled
together a handful of trusted individuals, called on Alexei Tylevich,
founder of world-renowned production company, Logan, and set to work.
Under the name of Camouflaj, Payton's
new independent company set out to change the way gamers view their
phones. With the casual game market the dominant leader, Payton's
vision was to create an entirely fresh experience, pushing the visual
boundaries and interactive capabilities to the limits.
The game, Republique, is his
brain-child. Inspired by literary masterpieces such as George
Orwell's 1984 and Aldous Huxley's Brave New World, the
game is set in a fictional dystopian society, one that's part of our
world, but locked away.
The girl, Hope, was designed not to be
some bad-ass chick or sex-bunny flaunting her digital curves and
canyons. Instead, the character herself is meant to bring about a
feeling of sympathy with the player – with you. Instead of setting
it around grinding up points, money, gear, or kill cards, Payton's
desire is that the player will build a bond with Hope, making each
decision that you make in the game more stressful as you want nothing
bad to happen to her in her attempts to escape.
When I first heard about this game, I got the chills. The concept of attempting to lead through surveillance has been attempted in games before, but never with this level of technology and never implemented into your own hands. Honestly, I don't even own an iPad or iPhone – I've got an Android. But there was no way that was going to stop me from picking up a new personal goal – seeing this project through to fruition.
As more companies are moving to
Kickstarter to seek funding for original ideas instead of major
production houses, Payton saw this as an opportunity to move away
from the strict guidelines and see his dream become a reality.
Being a bit of a penny-pincher myself,
I would never dream of asking anybody to run over to the site and
pledge money for something. What I will ask is that you check it out
if any of this grabbed your attention or pass the information along.
Some people get giddy over apps that
let you buy coffee from your phone. I get excited about the prospect
of the next step in interactive entertainment. If funded in time,
expect to see the finished product hit iOS stores in Summer 2013.
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