Blink does have a plot. But rather than use dialogue to guide the player, we chose to use visual and auditory cues. There will be no cinematics or "cut scenes" either. Everything is presented to the player through experience. This way, the player can still be deeply immersed without ever having control taken from them.
Will you come to grips with this strange power, or will you lose your grip on reality?
When a visual extinction patient is presented with two different objects at the same time, the patient may ignore one of them. On the contrary, the patient usually has no problem correctly identifying both objects if presented separately. It was this fascinating concept that gave birth to the core gameplay of Blink.
The player has the ability to slip between two different perceptions of the world at will. Left-clicking the mouse shows one, while right-clicking the mouse shows the other. The key to utilizing this ability is understanding that what you see is what you get.
Thanks to the amazing team at Sixense Entertainment in collaboration with PC gaming peripheral innovators Razer, 1:1 motion control is now in the hands of PC gamers. They've worked hard to support plenty of existing games that people know and love -- but what about new games? We're proud to announce that Blink will support the Razer Hydra motion controller out of the box, adding a whole new layer of immersion to the game.
Blue Void Studios create its games with Unreal Development Kit, the same toolset used to create Gears of War and Infinity Blade. The Hydra doesn't work with UDK out of the box though, so they had to create an integrated solution that allows the Hydra and UDK to talk to each other. It's been a long time coming, but with Blink that integration will finally come to light. Blink will be one of the first games since the popular Portal 2 to offer native support for the Hydra motion controller. Blue Void Studios are thrilled to be involved with such innovative technology, but we certainly don't want to hog the spotlight. That's why we are making our Hydra-to-UDK solution available to all Unreal developers in the near future.
The developer had the Hydra in mind since the early design stages, trying to pinpoint the most exciting opportunities for interacting with Blink in unique yet intuitive ways. Blue Void Studios didn't want the motion control to feel like a gimmick, but didn't want to abandon traditional keyboard-and-mouse input either. Rest assured that designing a strong experience for the Hydra will not detract from the keyboard-and-mouse option. Blue Void Studios are doing everything we can do ensure both are equally fun to play with.
Blue Void Studios is currently taking donations through Kickstarter to fund the program, so if you feel generous pitch in!
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