Post by Steve Farrelly @ 03:17pm 17/02/21 | 0 Comments
If you picked up the sequel to left-of-field Indie survival-horror/psychological thriller, Remothered: Tormented Fathers, from the twisted mind of Chris Darril and Stormind Games, Remothered: Broken Porcelain, chances are you were in awe at the visual leap and pacing over the first title, but still ram into a few frustrating bugs and issues with the game overall. And while annoying, Stormind has seen fit to address these, having ironed them out over the course of the game's life since being released in October of last year, dropping an update overnight.
Arriving in my birth month last year on PC, PS4, Switch and Xbox One, Remothered: Broken Porcelain is survival psychological horror-thriller in every sense of the word(s), and sees players taking on the role of orphan Jennifer who must fight against her workmates who've gone mad with murderous rage, for some reason. The game is both a sequel and prequel with interconnecting storylines fleshing out this unique world Darril and Stormind have created.
"Stormind Games has been hard at work patching Broken Porcelain to ensure players experience the game as intended,” said Antonio Cannata, CEO and co-founder of Stormind Games via press release. “The game is now at its most polished state yet, thanks to the help of our devoted community of players that have taken the time to write to us and report bugs. We can’t stop thanking all the fans who have supported the game from the beginning, and those who have acknowledged our hard work and our love for the players.”
“We’re grateful to have partners like Stormind Games and Darril Arts who truly care about the players and have worked tirelessly to improve the game since launch,” added Shane Bierwith, EVP of global marketing at Modus Games via the same press release.
In case you missed this release, check out the official embedded below.
GAME TRIVIA - Did You Know?
Resident Evil (or Biohazard as it's known in Japan) had two initial drawing board points: it was first introduced to the team as a remake of a classic Capcom JRPG called "Sweet Home", taking from that game a brutal and violent backdrop, intricate puzzles, deep item-management, a story delivery system of discarded notes and even the mansion setting. It was also meant to release as a first-person shooter. Having no experience in that genre, however, lead the game to take cues from Alone in the Dark with fixed cameras -- a tension-building presentation the publisher would master over the following years to much success.