Finally, we had a long talk with Moonshot Games’ Co-Founder & President, Damian Isla and Designer Christian Baekkelund about their upcoming (Indie Showcase featured) game Third Eye Crime.
A top-down, noir stealth / puzzle / path-drawing game, Third Eye Crime that puts players into the shoes of Rothko, an art thief with a special telepathic abilities that allow him to see what the security guards are thinking. Using this knowledge (represented by ever-changing red colored paths in each of the game’s maze-like levels, he knows where to move to successfully escape with the pilfered artwork. By drawing paths around the level you tell Rothko where (and when) you want him to move.
Unlike many stealth games (33rd Division and Dishonored comes to mind) this is a game of evasion rather than avoidance. Though the difference may sound subtle, there is a key distinction to be made. You see, in order to solve the game’s puzzles, players must engage with the enemy to get them to move where they need them to in order to safely reach the exit. Anyone who’s played a stealth game before knows that it’s those moments when you get spotted and have to race to find a new place to hide that really get the adrenaline pumping. This is a game that requires patience, planning, intuition, a keen eye and sometimes quick reflexes.
As I already mentioned briefly, Rothko’s psychic ability manifests itself in a neat way visually. Red trails mark the areas of the maze-like levels where the guards think that Rothko is. These will change in both location and intensity as the level is played out. If you see a large dispersion of red (meaning it covers much of the level) then the guards don’t have a good idea of where you are hiding. However, if there are just one or two small patches of red and you are standing on one of them, then you’d better start working on an escape plan, because odds are the guards know exactly where you are.
In addition to using yourself as bait, there are other items like the Rumbler which creates a loud racket when dropped, which can be used to mislead and distract guards so that you can get around them. When utilized, you immediately see its effects in the form of the red visual cues showing where the guard(s) think you are. Steeped in strategy, each of the games levels has multiple solutions and over the course of the game you are introduced to a number environments (like water) and different guard types, each of who have their own unique characteristics which must be taken into careful consideration when planning your escape. Some guards will slow others down if walking in front, others will have guns, some (which have exposed brains) can even see in 360 degrees, really ramping up the difficulty.
One interesting tidbit that came out of the discussion was that though the game is nothing like Cut The Rope, Isla credits that game with inspiring Third Eye Crime’a short two to three minute level design, which can be easily consumed by mobile players.
The game features a striking black and white (with injections of primary colors) art style which really adds to the game’s Dick Tracy-ish noir setting. Unfortunately one thing we couldn’t experience due to the noisiness of the event was the game’s original Jazz soundtrack composed by Duncan Watt (League of Legends).
The game is scheduled for a Spring release and I’ll certainly be picking this one up when it does.
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