• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Expectations

  • Volrath
  • 04/01/2013 04:37 AM
  • 1540 views
I've heard quite a few times now that X-Noir "isn't really noir," both in a visual sense and a story sense. The visual thing was obvious, we've been aware of it from day one, but I don't like the idea that certain genres/themes should just be off-limits if you don't have access to the proper customized tilesets and fall back on the RTP style. I'd rather just experience that joy of creating while still being aware of a potential visual weakness. Without that, MotW would never have ever been finished and this one would have gone nowhere. Obviously, Ronove's faces have been a step in the right direction and perhaps we'll eventually be able to construct a complete visual theme to suit X-Noir's eccentricities...or perhaps not. Either way, we keep working.

But in regards to the story itself, the disconnect has been growing more clear. The original description of the project was a good example of that...not long ago, we realized that it did not paint an accurate picture at all of the game. We weren't lying to you guys or anything, that really WAS our original vision for X-Noir. But we seem to have a longstanding problem with adhering to the expectations we set. Or to put it another way - X-Noir has as much in common with The Maltese Falcon as Master of the Wind did with Spider-Man...a little bit, but not much. We heard a few times in MotW that it's description as a "superhero" game didn't give any hints to the more traditional fantasy epic it became. I still think MotW has a lot of commentary on the whole concept of superheroes, but its similarity to the comics that inspired it dwindled the farther it went on.

I don't think these gradual shifts are a bad thing...they are very organic and you might as well make the project you feel drawn to making. However, early descriptions and characterizations of X-Noir now feel far removed from the game it's becoming. I've written a new one that hopefully captures it better and I hope that if you've avoided the project thus far, it might persuade you to give it a shot. More news when we've got it.

Posts

Pages: 1
I enjoyed the game a lot, especially because of the gameplay and also because few RPGs allow you to get into the role of a detective/cop, so even if X-Noir does not live up to the expectations of noir atmosphere, the CBS, interrogation, anxiety system and many other custom features make this a unique and fun game. I say carry on- don't give up on the game!
Anything made past the sixties is post-Noir anyhow, don't sweat it too much as long as you can pull a look fitting of your vision. Hell, look at Blade Runner.
Solitayre
Circumstance penalty for being the bard.
18257
In agreement with the above, you have a pretty unique game on your hands and I wouldn't stress about it not conforming to genre conventions. Besides, "detective fiction" is distinct from "noir." (And most people don't actually know what "noir" means anyway.)
Pages: 1