![]() This guy’s really great collection isn’t only just really great guitars. Only not just any Fender Mustang, but one that Kurt Cobain flung around in the artificial video fog of “Smells Like Teen Spirit.” That one cost $4.5 million, which now is not the most ever paid for a guitar, or even the most ever paid for one of Kurt Cobain’s guitars, but is most definitely the most ever paid for a Fender Mustang. Until the guy with the great collection paid even more for a Fender Mustang. At 3.9 million bucks, it was, if only for a brief couple of years, the most expensive guitar ever. The guy’s got the actual black Stratocaster - a real one - that David Gilmour played on Dark Side of the Moon and The Wall. It’s gnarly, but only in the pathetic sense.īecause this guy, the guy with a really great collection, he actually owns one of Jerry Garcia’s guitars, “Tiger,” the one from the ‘80s with Jerry’s custom-built secret stash compartment. Sorry, but nobody really cares why you’re still hanging on to that pinewood derby pseudo-Stratocaster you hacked out with a jig-saw for a C-minus back in high school wood-shop. He had a bunch of really, really great old stuff - not like that crap in your collection, all that stuff you keep out in the garage, those cardboard boxes packed solid with your formerly impressive accumulation of CDs. Sometimes just exploring cool open worlds and having that as sort of prime driver for the game is something interesting.Once upon a time, there was a guy who had a really great collection. As gamers, we are very used to working towards typical goals, destinations and end-game activities. This sounds quite different but really cool. Instead, you have a train that travels between the different regions on the map with curious and deadly events having a chance to take place while you do so. The UI is kept as minimalistic and clean as possible, Neostrem opting to use sound and character design to convey incoming dangers or survival needs. They then reiterated the game is about the journey more so than working towards an ultimate goal such as a powerful sword or the ultimate gem. ![]() They instead want to express more with less and leave some room for players to fill it in for themselves. They also stated that they don’t intend to go too far with the RPG features to be compared with hardcore grinding hack-and-slash RPG games. On survival mechanics specifically, Neostream said that they don’t intend to make survival gameplay the focus that it becomes a repetitive chore. Your main goal is to aid in creating an encyclopedia of all the creatures and beings you find along the way, often stumbling across influential figures and various organizational bodies with discreet and secretive interests.Īlthough the game combines action, exploration, survival, and RPG elements, they are all toned down as to not get in the way of the overall progression. In the game, you take on the role of Billy, a half-decent swordsman contracted to make expeditions as part of Professor Vincent and Doctor Oliver’s research team. It’s about telling stories about people with unusual jobs such as monster hunting and depicting what happens in their day-to-day life while doing so. Stating that the game isn’t just about killing demons and saving the world. In order to achieve this kind of nostalgia, he said they embraced minimalism as their main design concept. The point is, John Choi said, that back in the day, the cover art often just had characters and world at a glance but somehow encouraged the players to picture the game in their imaginations. And now we are in the day and age where we need to know about games inside and out before we even decide to buy them. It was cool back in the day when you just walked into a game shop, look at whatever was cool, and picked it up because you were attracted to the art you saw. John Choi, Neostream’s Business Development Director, mentioned that what they actually wanted to do was to kind of recreate the nostalgia of buying a game at your local game shop, where the only thing you had to go on was the box art. They didn’t actually set out to make the game with sort of an epic scope instead, they opted for a much more compact experience with plenty of variety in setting, in order to let players’ imagination run wild. The world of the game, while spanning muddy swamps, vast deserts, murky ocean depths, and icy tundras is not actually as large compared to many of the triple-A games according to Creative Director Kody Lee. 1:50 In a recent interview, Neostream spoke a bit more about the design philosophy behind Little Devil Inside.
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