A Nibris team member claimed at the GSforum that: “This is not artwork – its from PC work-station shot in-game. We hope that for the Wii this game will look like this screen or very near.” Click the above screenshot for a full-screen version.
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Sadness will not have any in-game menu system or HUD. Unlike pretty much every other game on the market, Nibris is attempting to amplify the horrific aspects of their game by making the world as realistic and immersive as possible. And the game is non-linear.
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This also corresponds to the in-game usage of the Wii controller. “We are aiming at completely intuitive behaviour of the player – just as in life. Every choice a player makes is essential – if you experience traumatic events in your life, they are with you all the time. This will be the same in Sadness. We want the player to feel that he is participating in events, not merely playing a game,” says Piotr Bielatowicz, game designer. The Wii controller is going to be a key element in elaborating on this gameplay goal: operations using the Wii controller will be completely intuitive.
If there is an item in the environment, such as an umbrella, the player need only reach out with the Wii controller and grab that item. The player can then manipulate that item realistically through motioning with the controller. This should provide players with a whole new level of involvement in the actions of the game’s characters. As a further effort to heighten the realism of the game, Nibris has said that they will be employing a save system that will be completely invisible to the player.
Screenshot via Gonintendo.