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[Mod] Triptych: Lovecraftian Total Conversion for Crysis 1 -- Released!

post #1 of 15
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Years and years ago I used to take place daily in discussions on here with the idea to formulate as solid of a Lovecraftian Narrative as I could. I even had a topic some time ago, but now, six years later, Triptych has finally released. I thought you'd guys like to see what I've come up with, and thanks again for all the years of help you guys. Owners of Crysis 1 can play for free, as it is a modification, but it is a total conversion with a brand new story.

Triptych is crafted within the embraces of Gnosticism, Occultism and Sumerian Mythology. Legend has it that an ancient civilization summoned the Demiurge down from the heavens eons ago and paid the ultimate price, but live on as a Necromantic cult that the Brothers Caulm accidentally discovered in their time. Triptych will direct a sinister narrative of the underbelly of philosophy and lost theological ideas in a subtle and insidious story of familial betrayal and Lovecraftian horror.

Homepage: http://www.moddb.com/mods/triptych

Credits and Thanks
Glenn Winkelmann Jr - Sole Developer | Sole Designer | Lead Writer |
Ian Wiese - Co-Writer | Lead Editor |
Jarod D'Camp - Lead Composer
Adam Halpin - Secondary Composer
David Smolanowicz - Sound Director
Finn M.K - Playing Dorian Caulm
Jamie Campbell - Playing Jeremiah Caulm
David Bodtcher - Playing Samael
Ian Wiese - Playing Orne

Dark Craft Studios extends special thanks to these contributors, both past and present. Thank you all so much!

Hanger34 - Flash UI Main Menu & Loading Screen
Alan Grant - Graphics Artist (All Book Pages.)
Luke Treacher - Trailer Creation

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post #2 of 15
Oh wow, I had forgotten that development for this mod resumed. I've played The Worry of Newport but Triptych (based on the demo I played years ago) seemed far more interesting due to its scenery. Downloading now.
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post #3 of 15
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Quote:
Originally Posted by boredgunner View Post

Oh wow, I had forgotten that development for this mod resumed. I've played The Worry of Newport but Triptych (based on the demo I played years ago) seemed far more interesting due to its scenery. Downloading now.

The demo released a few years ago and the final version are strikingly different due to the fact the old build was lost in RAID failure, all development files were destroyed. In 13 months I had to remake every level and hire some new voice actors and composers to see the vision through but it's finally done and in a super stable, polished condition for a walking sim.
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post #4 of 15
Quote:
Originally Posted by C-zom View Post

The demo released a few years ago and the final version are strikingly different due to the fact the old build was lost in RAID failure, all development files were destroyed

In 13 months I had to remake every level and hire some new voice actors and composers to see the vision through but it's finally done and in a super stable, polished condition for a walking sim.

That reminds me of the time I made a song, was about to save, then the program crashed. Lost all the work because I didn't externally back it up....but that was just a few hours to reproduce the work...this must have been months.

In your opinion did it turn out better because you had to redo things, did you take the opportunity in improve on the concepts you had fleshed out previously during the second development process?
post #5 of 15
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Quote:
Originally Posted by DIYDeath View Post

That reminds me of the time I made a song, was about to save, then the program crashed. Lost all the work because I didn't externally back it up....but that was just a few hours to reproduce the work...this must have been months.

In your opinion did it turn out better because you had to redo things, did you take the opportunity in improve on the concepts you had fleshed out previously during the second development process?

Thanks for asking! I love talking about game development.

I think in a lot of ways it was a blessing in disguise. I lost a lot of atmosphere and magic in some moments, some levels, but made up for it a lot more in other ways. I approach my video game development studio from a story first direction. I'll write the screenplay out and once I'm happy with the narrative arc I'll send it to the voice actors. I took the data wipe as an excuse to re-write the entire script from the ground up for two new lead actors to try and capture a much darker, more sinister take on the same story. I was super thrilled with their work and became inspired to retool all my original level ideas to a more brooding, Lovecraftian direction. Previously -- in the demo that Gunner mentioned, which is still floating around the internet somewhere -- things were ethereal and... dream-like. Now it's dark, foreboding, and very clearly directed.

The only thing I lost were some intricate mystery and puzzle elements. Remaking them would have taken too long so instead I fully embraced the walking simulator genre for phase #2, and made it as story-first as I could.
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post #6 of 15
Quote:
Originally Posted by C-zom View Post

Thanks for asking! I love talking about game development.

I think in a lot of ways it was a blessing in disguise. I lost a lot of atmosphere and magic in some moments, some levels, but made up for it a lot more in other ways. I approach my video game development studio from a story first direction. I'll write the screenplay out and once I'm happy with the narrative arc I'll send it to the voice actors. I took the data wipe as an excuse to re-write the entire script from the ground up for two new lead actors to try and capture a much darker, more sinister take on the same story. I was super thrilled with their work and became inspired to retool all my original level ideas to a more brooding, Lovecraftian direction. Previously -- in the demo that Gunner mentioned, which is still floating around the internet somewhere -- things were ethereal and... dream-like. Now it's dark, foreboding, and very clearly directed.

The only thing I lost were some intricate mystery and puzzle elements. Remaking them would have taken too long so instead I fully embraced the walking simulator genre for phase #2, and made it as story-first as I could.

Part of me wishes you would have hybridized the mystery/puzzle elements with the dark and foreboding Lovecraftian walking simulator idea. frown.gif A Lovecraftian Horror Talos Principle, if you will.
Thanks for sharing your story, I was kinda hoping it turned out to be a good thing in the end!
post #7 of 15
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Quote:
Originally Posted by DIYDeath View Post

Part of me wishes you would have hybridized the mystery/puzzle elements with the dark and foreboding Lovecraftian walking simulator idea. frown.gif A Lovecraftian Horror Talos Principle, if you will.
Thanks for sharing your story, I was kinda hoping it turned out to be a good thing in the end!

To be truthful with you? You and me both. But Dark Craft Studios is currently growing in size and we're taking our ambitions to Steam release in the next year or two for a real project. We'll be abandoning walking simulators and making a proper Lovecraftian horror title. There will be enemies, puzzles, proper scares (no jump scares, just bigger budget tension and fear elements) and varied encounters for what a player can and cannot do. I promise to keep everyone posted on how that comes to fruition.

Triptych is better for the loss of data, as the story is excellent and the voice actors ace their roles, but it's limited only to being a very somber, reflective, terrifying narrative. Something more "game" like will be our next target.
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post #8 of 15
As a fan of Lovecraft's work and style, I look forward to what the future holds for you. The closest thing I've found to a rather genuine Lovecraft experience in a video game is actually a quest in Arcanum: Of Steamworks and Magick Obscura, called Horror Among the Dark Elves.

Apart from this, there are some games with similar existential horror themes, but utterly different execution, like Penumbra (which is brilliant in its own right). But a more authentic Lovecraft experience across an entire game could be extraordinary. Such a concept seems to fit better into a shorter game given most of Lovecraft's writings are short stories.

I played The Worry of Newport exclusively at night, I'll do the same with Triptych. I'm very glad I waited until I got a 5.1 surround setup, really aiding atmospheric immersion with The Worry of Newport. Crysis always had sound quality that was well above average.
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post #9 of 15
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Quote:
Originally Posted by boredgunner View Post

As a fan of Lovecraft's work and style, I look forward to what the future holds for you. The closest thing I've found to a rather genuine Lovecraft experience in a video game is actually a quest in Arcanum: Of Steamworks and Magick Obscura, called Horror Among the Dark Elves.

Apart from this, there are some games with similar existential horror themes, but utterly different execution, like Penumbra (which is brilliant in its own right). But a more authentic Lovecraft experience across an entire game could be extraordinary. Such a concept seems to fit better into a shorter game given most of Lovecraft's writings are short stories.

I played The Worry of Newport exclusively at night, I'll do the same with Triptych. I'm very glad I waited until I got a 5.1 surround setup, really aiding atmospheric immersion with The Worry of Newport. Crysis always had sound quality that was well above average.

My favorite example was Dark Corners of the Earth, bugs and all. It could have used sharper writing and more polish but the Innsmouth folk especially were haunting. I love the first half of that game, ending with the hotel chase. I'll have to look up Arcanum and Magick. I've played all of Frictional's titles. I feel like they're deviated towards philosophical horror these days, but they're still a titan in the genre.

I think you'll love Triptych in that kind of set up. The voice acting is just so much better than Newport, and I shutter to think how good Samael will sound. You'll see what I mean. Whenever you do get around to it, let me know what you think. I'd love to hear the good and the bad.
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How to install?
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