Proteus (PC) - Welcome to Purgatory... - Saturday Afternoon Gaming

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Proteus (2013)
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Let's Play
Duration: 42:52
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Waking up in the gaming afterlife...

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Normally I'm working my way through the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE in my Let's Play 1001 Games series. This is a great book with a ton of classic retro games but it doesn't have everything and it's even missing some of my favorite video games. Hence, in Saturday Afternoon Gaming, screw it, I'm just going to play whatever I want!

In this series I will be playing some of the best retro games that don't appear in the 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE book. So pull up a chair, slap on your headphones, and join me as babble aimlessly through some of my most favourite classic games! And hey, if you have ideas or suggestions feel free to leave them in the comments below. I'm always looking for more games to try! Today we play...

Proteus
from https://en.wikipedia.org/wiki/Proteus_(video_game)

Proteus is a 2013 exploration video game created and designed by Ed Key and David Kanaga for Microsoft Windows, OS X, Linux, PlayStation 3 and PlayStation Vita. It allows the player to freely explore a procedurally-generated environment, without predetermined goals. The world's flora and fauna emit unique musical signatures, combinations of which cause dynamic shifts in audio, based on the player's surroundings.

The game began development in 2008 under game designer Ed Key, joined by audio designer and composer David Kanaga in 2010. Key first conceived Proteus as an open-ended role-playing game akin to The Elder Scrolls IV: Oblivion; but, because of the work required for such a project, the team redesigned it to be "nontraditional and nonviolent". The PlayStation 3 and Vita versions of Proteus were developed by Curve Studios, whose team added extra features to the Vita edition at Sony's behest.

Proteus won the prize for Best Audio at the 2011 Indiecade awards, and it was a finalist for the 2012 Independent Games Festival's Nuovo Award. Its original and PlayStation releases were well received by critics, who praised the use of audio. However, certain reviewers disliked the game's brevity and limited replayability.

British game designer Ed Key began work on Proteus in 2008 during his evenings and weekends, though the game only neared its final form when David Kanaga joined development in 2010.[13][14] Key originally envisioned the game as a procedural role-playing game in the same vein as The Elder Scrolls IV: Oblivion, in which the player would visit towns and complete quests. Realizing the extent of the work that would be needed for such a game, the developers decided to instead make something "nontraditional and nonviolent".[15]

Key developed the game using a game engine he had written in the C# programming language. During and after development the developers expressed interest in allowing player-created mods of the game; some such modified versions of the game have since been created by the community.[14][16][17] After David Kanaga joined the development team as audio composer, the audio mechanics were refined through the testing of many different ideas, such as allowing players to create their own music within the game. This idea was cut because Key and Kanaga felt it would detract from the exploratory emphasis of the game and turn it into more of a creative tool.

Some debated Proteus' status as a video game, citing aspects such as the lack of real goals or objectives. Some called it an anti-game.[48][49][50][51] This description, however, was controversial. Grayson argued that Proteus does contain an action (walking) and a goal (proceeding through the seasons).[9] Edge's reviewer contended that the day/night cycle, changeable weather, and a player-triggered change of seasons qualified Proteus as a legitimate game.[28] Key responded by pointing out that, while the product does include rudimentary game mechanics, interacting with them is optional and they do not usually provide feedback. However, Key went on to argue that "encouraging a strict definition of 'game' does nothing but foster conservatism and defensiveness".




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