Genre: Psychological Horror
Platforms: PC, MAC, Linux
Release Date: Later in 2016, TBA
Developer: Unfold Games
DARQ tells the story of Lloyd, a boy who becomes aware of
the fact that he is dreaming
. To Lloyd's misfortune, the dream
quickly turns into a nightmare and all attempts to wake up end in
failure. While exploring the darkest corners of his subconscious,
Lloyd learns how to survive the nightmare by bending the
laws of physics
and manipulating the fluid fabric
of the dream world
In DARQ, sound plays a very important role. There are sections of the game that take place in absolute darkness and in order to navigate the environment, Lloyd has to rely on the location of sounds.
The game is designed to be a moving artistic experience.
The art style of DARQ is a juxtaposition of opposites:
it combines 3d locations with 2d hand-drawn
characters, beauty with horror, elegance with
roughness...The beauty element becomes the means of seduction,
inviting the player to enter the world of Lloyd's nightmare.
Developers of DARQ are very particular about the use of light in the game - both
as a part of the overall aesthetics, as well as the main component
of the gameplay. Light and shadow are almost the main
character in DARQ. The game builds tension based on the
uncertainty of not knowing what to expect when switching the
flashlight on and off.
Lloyd is up against much stronger enemies; he has no chance of winning in an open confrontation. Instead, he has to rely on stealth and careful planning to avoid getting detected.
In addition to hearing, most enemies posses good sight. That's
why sneaking by would often require switching the
flashlight off. When the light is off, it becomes crucial
to listen closely to the sounds made by enemies. Faster and
more irregular breathing indicates higher level of alertness, and
therefore higher possibility of being detected.
In DARQ, there will be numerous jump scares,
however the developers of DARQ are working hard to avoid making them cheesy or
conventional. A jump scare will never occur for the sake of
an easy scare. It will always result from the story.