LiveAdventure a video game created by eleven students from the school Rubika from Valenciennes. They have the advantage of having free control and no pressure for commercial results to create a game with a much newer and most up-to-date concept, which nonetheless appeals to players.
Released on PC in December 2021Live Adventure offers a “second person”, a unique hybrid look that puts the player in the cameraman’s shoes on his adventure. “The second person is to control a first person character by covering it up and seeing through their eyes and a third person character is visible across the screen”summarizes the team behind LiveAdventurewhich received the Best Student Game award at the prestigious Game Developers Conference in San Francisco in March.
Available in online video game catalogs, Live Adventure is also well received by players. On the Steam platform, 87% of 57 player reviews are positive. “The idea of the ‘second person’ game that the developers call it is even more recent! (…) The idea brought about by that allows to create a self -cooperation like I have never seen before, with classic puzzles, but taking advantage of this basic idea ”comments for example @Bigaston, a gamer who has done hundreds of evaluations on Steam.
This point of view is not new to the world of video games but remains very unique.
because it is technically necessary for creators and players. “We often see games that have a‘ you control two characters ’part or the‘ you see the game (…) through a character you don’t control ’part, but no really both at the same time. “said Sébastien Butor, one of eleven former students at the Rubika school in Valenciennes, behind the project.
The player thus finds himself in Lence’s head and behind his brother Reel. He must then direct the two characters at the same time to help them find their lost parents in the heart of an enchanted forest. “In order for it to work, the first person character always has focus in the character of the third person “explanation by Sébastien Butor.
“In games in general, the camera serves as a window but it doesn’t have to trigger a relationship with what we see”Francois Noel
director of game design
So the two heroes depend on each other: Lence’s orientation depends on Reel’s actions, and Reel can’t effectively check if Lence is too far away. “In games in general, the camera serves as a window but doesn’t have to trigger a relationship with what we’re seeing, and the second person has this power, to trigger a connection.” between the heroes of the game and the person who controls them, continues François Noël, the creative director, former student of cinema.
It must constantly coordinate subjective and objective perspectives, between puzzles to be solved and platform games, even if it raises questions of public accessibility. “It’s against all the reflexes that players have”agrees Samuel Basset, also a level designer.
Experience challenges opposing reactions: “big players” have to “not learn” and develop new skills. “It’s very frustrating for them,” recalled Alice Fernandez“because they feel they have been taught to walk again!”. In contrast, the occasional players, who are helpless on the tracks using the traditional mechanic, are better off capturing the second person.
Only available on desktop, LiveAdventure remains unsuitable for “keyboard-mouse” and should be checked using the joystick. But for his team, which has since spread to studios across France, the second -person concept remains an undiscovered “sea of possibilities”, appealing to those “tired” of mainstream games such as fans of the titles. “experiment”.