Final Form Shows Its Art Lead; Players Still Want a Game
Final Form had just promised weekly updates and set a target of launching within the year. That week's update introduced the art lead shaping Final Form's visual style. The promise of weekly updates now had its first concrete installment: a team member's introduction in place of silence.
A creative chronicle combining project history with imagined scenes. Story events are not verification of network activity.
Final Form had just promised weekly updates and set a target of launching within the year. Players finally had a chance to see what the team would show them. Sisyphus, who had followed the project since the airdrop, cared most about being able to play it himself.
That week's update introduced the art lead shaping Final Form's visual style. He had worked at Ex Populus for more than two years and previously contributed to works of the kind represented by Love, Death & Robots. The introduction put a person behind the game's visual direction, while a launch within the year remained the team's target. Sisyphus's verdict was that attractive images were no use to him; he wanted a game he could play.
The promise of weekly updates now had its first concrete installment: a team member's introduction in place of silence. An art résumé, however, could not answer how the game would feel or when players could enter it. Sisyphus decided to watch the next update for a showing of the game itself before changing his expectations based on its visuals.