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Coming Out of the Shadows: Rusty Buchert Talks Latest Project


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301w ago - I've been a fan of the demo scene since the early '90s, so this caught my eye. Without further ado, from Rusty Buchert, Sr. Producer, Everyday Shooter:

Hi all, my name is Rusty Buchert and I am the Sr. Producer for Linger in Shadows. Some of you may have heard about it already from coverage here and there, but there are a lot of questions surrounding this unique title.

It will be releasing on the PlayStation Network on October 9, so I wanted to explain today about what Linger is and what it isn't. I'll start with the easier side, and that is Linger in Shadows is NOT a game. It was never meant to be a game and it will never be a game. Yes it has trophies, but it still isn't a game and I'll explain why a little later on.

So then, what the heck is it? There are a few different answers to that question and I'm going to try and cover them here. So here is the short version and then I'll ramble on in more detail. Linger in Shadows was created by Plastic, from the demoscene. It is an experiment with the demoscene and it is an experiment in Interactive Digital Art.

Now for the first part: what the heck is the demoscene and why does it matter? The demoscene came from an underground digital art culture that started in the 80's. A "demo" is an audiovisual program created to demonstrate and push the limits of a machine through the devotion, creativity and originality of the demosceners who created the "demo".

Like games, "demos" went from being made by individuals to being made by groups. The demoscene has created some amazing pieces over the years, and that is why we decided to reach out to the demoscene and see what they could do with the PlayStation 3 hardware. The results are pretty amazing. The kicker is that the folks who made Linger in Shadows did it part-time after-hours. This is a work of passion for them; they have day jobs too.

Previously demoscene productions were passive experiences. You ran it, sat back and watched. One of the things that Plastic wanted to do with Linger was to move in a new direction. Linger can be watched passively, but you won't get the whole experience that way. It is meant to be an experience that you explore through. Look beyond the frame of what you see. Search for new things, experiment with the SIXAXIS, and you might be surprised by what you find.

I hope you've had a chance to check out the trailer on PSN. If you haven't seen it yet, give it a look. You can also find out a little more about the game here.

I'll be back here on the blog soon to talk more about Linger in the Shadows, Plastic and how this all got started.



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