Kan gao biography for kids
Quintessence is packed with details, and the never-ending dialogues, combined with the intricate maps, can sometimes feel overwhelming. Battles, on the other hand, are a convoluted real-time affair, often just an excuse to stretch your fingers before the next dialogue. Those willing to give it a chance will get to enjoy a lengthy, compelling story full of twists—albeit one that might possibly never get an ending.
Even if you are interested in a look at his early work, you may want to hold off for now. Weird, but not horrifying. You can also read her secret history of the underdog game engine and her examination of the horrifying legacy of Yume Nikki. Books in the libraries have titles, but the pages are all blank. The phone keeps ringing, ominous messages telling you that a mysterious "birdie" is coming to get you.
And the world map pinned on a room gradually gets emptier, continents disappearing one after another. This is not a horror game, not one of the many Yume Nikki-inspired RPG Maker titles with small girls fighting big monsters. What was it all about? Nobody knows the most accepted theory: "some metaphor about the bird flu". Perhaps not even Kan Gao knows for sure—people tried to ask him, and this was his official response:.
His virtual words can sometimes be reduced to little more than the occasional puzzle or brief walk from a cutscene to another. In this case, he solved the problem by simply not having a game at all. There we'll meet again with the protagonist of 'A Bird Story'. When did you realize you wanted to make some sort of stand alone prequel with this character and why?
It simply became something that I felt like I needed to make. AC: Speaking of 'Finding Paradise'. What's the current status here and when do you hope it will be finished? I know where 'Finding Paradise' is going. AC: What strikes me most about your games so far is the great sense of storytelling and music.
Kan gao biography for kids
Is it all autodidactic or is there another key? KG: Thanks for the kind words — and I suppose you could say that. When I started writing these stories and making games, I was quite a quiet kid still somewhat am ; it was kind of how I coped with not having a life, hahah. AC: What is most important for you when writing and developing a game?
Not necessarily biographical, but that it comes from somewhere genuine. Tools Tools. Download as PDF Printable version. In other projects. Wikidata item. Canadian video game developer. History [ edit ]. To the Moon and Sigmund Corp. Main article: To the Moon. Games [ edit ]. External links [ edit ]. Considering what the game entails, RMXP works perfectly for its making, and is quite efficient at it as well.
However, it does lack in portability, which is the one reason why I might be switching to a different engine in the future. What were the reactions both positive and negative of the critics and fans to the game that surprised you the most? I didn't really know what to expect, so that was a pleasant surprise. As for the negative reactions, I think some of the perspectives on the ending came from angles that I haven't considered before.
It was eye-opening, though, to see how many ways people can interpret things. The story of To the Moon touches on many philosophical and metaphysical themes on human existence or the perception of human existence. In what depth does the game explore these themes? What is the moral message, if any, that you want to convey about dreams and despair in the game?
You describe To the Moon as more of an interactive story than a game. What role-playing and adventure gameplay elements are in the game? What experience do you want the player to take away ultimately from playing the game? The visual style is definitely reminiscent of classical RPGs, and the controls are similar to that of an adventure game. The ending of To the Moon alludes to future episodes.
How many episodes are you planning? What lies in the future for the series? At the same time, there will be a sense of continuity through the overarching plot between the same two doctors Eva and Neil who traverse through the memories, not to mention that it's possible that past characters, like Johnny and River, might make cameo appearances in future patients' memories.
The number of episodes itself is flexible, though.