Fire and Ice – Playing with Emotions
By Julie Morley
Being emotionally balanced it very important. It’s all a part of being a healthy individual. But what if something happens that throws you off tilt? Some sort of emotional trauma that just keeps digging, creating internal conflict left and right.; at war with yourself.
Divine is a goddess like no other. Where she comes from, Gods are looked up to as heroes. Incredible noble figures with their own planet as a representation of their mind. They are the creators of these worlds but what sprouts up, they simply have no control over. Which is why mental health is considered especially important amongst the gods. With a disturbed mind, the planet is expected to become a hazardous landscape.
But something terrible happened in Divine’s past that is ripping her apart inside, both figuratively and literally. She’s not emotionally stable and feels it’s time to right this wrong. It’s time to let go. She decides to take the ultimate risk: visit her personal planet and fight through these negative emotions and horrifying memories to cleanse her mind and live healthier. It’s time to navigate her subconscious.
And so, the story of Red Goddess begins.
Gameplay exists specifically in the mind of Divine. The landscape of her subconscious is vast, beautiful, and unpredictable. One trigger can transform a calming, tranquil forest into a dark, terrifying place. Memory crystals rest all over the place, pieces of the troubling memory. The goal is to collect them to put together the memory and cope with it, easing her pain.
The emotional residue was manifested strange monsters wandering about, which is dangerous for her exploration. In this risky situation, Divine must protect herself with the very thing that is being used against her: emotions.
Because of the internal conflict, Divine’s emotions have actually split into two: Chill and Fury. Divine can actually transform herself into either one of her emotional manifestations, which each have special abilities that are useful for each situation. As Divine, the player can attack with a combination. Chill, the representation of fear, is most useful with trying to sneak , avoid conflict, and actual possession of monsters. Fury, on the other hand, is the representation of rage. He is the most useful for speed and fast attacks. Unfortunately, fury is a difficult character to work with; he brings light wherever he goes but also catches the attention of whatever monsters may be lurking about.
When Divine switches emotions, the other remains in ball form and you’re walking about. Walk further away from said ball, the more emotional disruption. There is an alarm bar that monitors how emotional Divine is becoming and when it is completely full an alarm is triggered that forces the world to play against the player. More enemies will appear or even manifest the emotions in an opponent.
Keep Divine emotionally stable and the truth behind her past will be clear.
So far, over $7K had been raised. The Red Goddess Kickstarter campaign has $50,000 pledged and expected to end April 9th.
Game : Red Goddess
Developer : Yanim Studio
Platforms : Win / Mac