![]() Latin? We’re not afraid to go there, and we did, but the fruit from that particular tree felt a little runty. ![]() The perfect may be the enemy of the good, but with funding secured and production greenlit, it was time to pull the damned trigger. Dwayne and I spent far too long referring to “the software” or “the engine” or - Heaven help us - “the plugin.” We needed a name. And to those of you without kids, this process is harder than you think, as evidenced by the legions of kids getting discharged from hospitals with placeholder names BB and BG.īut it’s tough to invest emotionally in a placeholder name. (I once met a guy named Phredd.) There is a respect for the past, pride of the present and anxiety for the future. Whether or not the kid will develop a complex from having to correct people on his name’s spelling for the rest of his life. Whether or not the name invites a cruel rhyme found exclusively among the hothouse taunts of a playground. Whether or not to reference a favoured grandfather. (Aging alternageek that I am, I still listen to a lot of The The and do you have any idea how hard it is to summon that band in iTunes on my Mac?)Īs with the naming of a child, you try to accommodate the twin governors of hope and fear. This was something new and there is magic and power in the naming of a thing and Toska merited a name with no less magic or power.įirst, there were things it could not be. The moment you come up against (but not immediately engage with) a combat situation for example, will be the exact moment - like so many times prior - that the path continues to further deviate and transforms ever further into something more tailored and custom to your own unique play-style.The perfect may be the enemy of the good, but we wanted to get as close as possible when it came to naming the Toska Engine. The game is built around the Toska Engine, a system that reacts instinctively to player-choice and calculates these changes based on real-time decisions. Whether you prefer to practice parkour across rooftops, fight it out on the streets or try to learn the secrets of the tale behind this robot-populated civilisation, the city of Gyre will change and adapt to the way you want to play it. Gyre: Maelstrom primarily centers this around a procedurally-generated city populated by a whopping eight million NPCs, but it’s the very fact the city shapes and molds itself around your play-style that is most striking. And coupled with a steampunk-like backdrop, fully customizable gameplay and a structural design that evolves the further you get in, there’s no denying there are already earnest amounts of material to catch the eye of even the most light-hearted of RPG followers. But while Evodant may want to spin a tale on continually-advancing technology, it’s the dwindled presence of humanity - and the resulting consequences that’ve unfolded between these two eventful periods - and the way Gyre as both a city and a game evolves that can potentially give it a huge step-up above others. ![]() A delight to others.Ĭanadian developer Evodant Interactive are aiming high with a game that looks not just ambitious, but sounds like it’s attempting to wholly add weight and even rewrite the very purpose of the word role within role-playing games. The Gyre (pronouned “jahyuhr” or “jire”) has consumed what someone might recall as Paris, the city now having evolved and merged with past iconic landmarks. One of only a handful of massive cities left in the world. The inhabitants simply call it “the Gyre”.
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