The titular structure is a sort of limbo for the wealthy one percent, between Earth below, and the luxurious resorts on the Moon ahead. "But for Tacoma, we had to extrapolate forward from our present, and make up the bounds of the fictional universe ourselves."īy clicking 'enter', you agree to GameSpot'sįor The Fullbright Company's second game, it's eschewing Gone Home's real-world setting for the sci-fi trappings of a lunar transfer station. We could say, 'what do we remember about the '90s?' We could look up what TV shows were really on TV, and all that kind of stuff. "With Gone Home, we were trying to make an authentic recreation of a time and place that actually existed. "I knew I wanted to capture that kind of storytelling in games," Gaynor says. The actors didn't say a word, but communicated a story nonetheless. Only feet away, the actors moved through choreographed gestures, in bedrooms, doctors' offices, ballrooms and even a padded cell. Steve Gaynor, co-founder of The Fullbright Company and creator of Gone Home, remembers exploring the set for several hours. It's a reimagining of Shakespeare's Macbeth, only this time, there is no dialogue, and the audience is free to wander about the play at their own leisure. The theatrical production Sleep No More spans five floors of a refurbished warehouse on the west side of Manhattan.
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