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Sneaking through the Interzone: Introducing stealth game Tangiers

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  • Sneaking through the Interzone: Introducing stealth game Tangiers

    The most striking thing about Tangiers - the upcoming stealth adventure by two-man Bristol-based developer Andalusian - is its bleak, avante garde aesthetic that's all black shadows, sharp angles, and murky fields. At first glance, it would be easy to label a pretentious "art game," but beneath Tangier's dim alleyways and deformed beings it promises to host a surprisingly forward-thinking take on the ever-evolving stealth genre.
    Perhaps its most intriguing aspect is that its surreal, dreary landscape morphs in response to player action. "Based on player action: what you do, where you do, how often you do it - it takes fractions of areas you've already visited and rebuilds future areas using those parts." Harvey explains to me over Skype. "The best example would be an early area might involve a lighthouse and if you interact with the world a lot and you're careless with the stealth, then that lighthouse will become embedded, rupturing through the architecture in a later location. Depending on the magnitude of your behaviour early on it will have a greater effect on gameplay. So the lighthouse could be at a steeper angle, its own light now disrupting the shadowed street below."
    The changes will be more radical than simply more lights or guards. "It will change the room layouts as well. We've got different levels of it," Harvey says. "There'll be the changes which alter the layout of areas, some changes will open up new pathways in the level, and other ones will transpose the personality of previous levels... You have this sort of Venetian-type level, and depending on your actions in that, it could flood the streets in a later level."
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