Descension is an action/adventure game with an emphasis on puzzles and story but without forgetting the action. As the only person capable of stopping a planet wide catastrophe, you will explore the darker side of humanity as well as make difficult choices with unknown consequences. With a mystery to unravel, a new world to discover and understand, and possibly all life at stake it will take wit and intelligence, strength and power, stealth and cunning, or some of it all to make it through alive.
Here I talk about the mechanics of Descension in a little more detail and how they are going to blend in with each other.
Posted by indefiance11 on Aug 6th, 2012
Decension strives to be a game of choices. Choices with consequences, and a continuity of experience. This means that your game save does not allow you to backtrack without starting a completely new character, but it also means there is no such thing as game-over. How can we try such an innovative feature and break the standard mould so completely? With difficulty. The short answer is that we have made it so that while in most combat situations you can die, dying is not the end. We have tied this directly into the storyline, and given it a plausible background. This feature was not thrown in as an afterthought, and it integrates well with the lore and universe of Descension. We hope it provides a unique twist to the standard formula.
Another compelling feature of Descension is our choice to create a fluid RPG class system enabling the player to choose amongst a variety of skills and abilities and mix and match to their hearts content. While these skills fall under the typical Gameplay Archetypes of Soldier, Mage, and Assassin, what makes our design unique is our variations on these standard classes. So for example, while we do have a Mage, unlike typical mages he is a brawler and Melee strong class, preferring the in close attacks over ranged abilities.