Totems (video game)

Totems (officially TOTEMS) is a cancelled video game for the Xbox 360 and PC developed by 10Tacle Studios Belgium.

TOTEMS
Developer(s)10tacle Studios Belgium
Publisher(s)10tacle Studios
Designer(s)Yves Grolet, Stephane Bura
Platform(s)Microsoft Windows 
Genre(s)Action-adventure, platform
Mode(s)Single-player

Gameplay, story and universe

Totems is a 3D platformer for the Xbox 360 and PC. The player controls the main character Gia, a parkour expert. Gia inherits various powers from four different animal totem spirits. Totems utilizes a Semantic Environment Sensing System (SESS), meaning all of these actions can be performed with one button and Gia will react automatically according to the place she is in the world. Each spirit will be mapped to a face button on the 360 controller enabling players to pull off parkour moves and attacks very quickly. The game contains a non-linear world placed on a fictional island and a highly interactive environment. The enemies Gia encounters are able to perform similar acrobatic abilities and their AI enables them to follow Gia wherever she goes. The developers are creating a whole new shaman mythology for Totems.[1]

10tacle Studios Belgium

10tacle Studios Belgium, located in Charleroi, Belgium, is specialised in the development of video games. CEO Yves Grolet and Design Director Stephane Bura are the company's creative leaders. Yves Grolet and other core team members became known through their widely acclaimed PC game Outcast released in 1999 by Infogrames. On August 5, 2008, 10tacle Studios Belgium has ceased all operations, and, as a company, has closed down.

NeoReality engine

NeoReality is an integrated video game production platform developed by 10tacle Studios Belgium. It contains several innovative tools and engines including 3D graphics rendering, physics, AI, game-specific scripting language, etc.[2] Semantic Environment Sensing System (SESS) was a technology which allows the player and all NPC characters to use the world as an open-ended playground, using each architectural feature as an opportunity for movement.[3]

gollark: But also don't use OOPy stuff unless you like OOP which is OOP and OOP.
gollark: Actually, find a combination of language and libraries which are *g*o*o*d.
gollark: All no hail C!
gollark: If we got infinite-memory computers, we'd be able to write code as sloppy as we wanted and it'd run fine! Memory-wise, anyway.
gollark: Yes, we could ignore all memory leaks.

References

  1. Hatfield, Daemon (2007-08-25). "GC 2007: Totems First Look". IGN.com. Retrieved 2008-06-04.
  2. "NeoReality Engine". 10tacle.be. Retrieved 2008-06-04.
  3. "Semantic Environment Sensing System (SESS)". planet-totems.net. Archived from the original on July 11, 2009. Retrieved 2008-06-04.
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