![]() ![]() I can’t say I’ve ever thought about a game’s camera systems this much before, but “Somerville” sticks with me. Similar film-esque details appear throughout the rest of the game. The game’s cinematic focus is clear from the opening cutscene - a long tracking shot of a car driving down a curvy road while the credits are shown, eventually ending with a title card. I don’t want to judge “Somerville” solely in comparison to the Playdead games, but I think it’s a good way to see how the game attempts to innovate on past successes. “Somerville,” like “Limbo” and “Inside,” tells its story without any dialogue. The added dimension makes exploring the game’s detailed environments much more enjoyable, and builds another level of complexity to some of the puzzles. ![]() “Somerville,” developed and published by independent studio Jumpship, follows the same physics-based story game model as its Playdead predecessors, but adds a third dimension for players to move in. “Somerville” was clearly heavily inspired by the Playdead games it does stand out in its own ways - though this isn’t always a positive. Learning that the two had separated made me a bit worried about what each of their future projects would look like without one another. Apparently, Patti was removed from the studio after creative disputes. The game was developed in part by Dino Patti, a co-founder of another game studio called Playdead - creator of “Limbo” and “Inside,” the latter of which had such an effect on me that it inspired me to start writing about video games. When I learned about “Somerville,” I felt torn.
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