Storytelling Through Gaming

Recently, a new video game was released that has people talking not about great CGI, characters, or fancy new weapons. Instead, they’re talking about the story. EVERYBODY’S GONE TO THE RAPTURE by UK Based The Chinese Room, is all about the end of the world…told completely through music and visuals. It’s all about the story. There are no people to kill (everyone is assumed to already be dead in this post-apocalyptic thread), no items to collect, and no puzzles to be solved…all except what happened to everybody.

The storyline evolves as you move through the game. There are glimpses into what happened…ghost-like images telling the tales from individual characters….and lots of music. The score takes on epic proportions in this game, contributing to how the player interprets every scene, in a communal effect with the ambient noise.

While many video games in the past have been praised for the storylines that go along with the game, RAPTURE is all about story. Could this be something all video game companies could learn from? Can books influence how video games are made–and how the stories are told—in the future?

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