In Child of Cooper players step into the game much like a child entering a grown-up world. Nothing will be given to you at any point and even how to maneuver the game will be left for the player (the explorer) to discover. In the teaser we also show a first glimpse of the projects art style. A surrealistic, almost threatening style that highlights certain objects that the child remembers clearly while others are impossible to make out. Making sense of what you see in Child of Cooper is a big part of the experience.
Its a visual narrative that challenges aspects of normative video game storytelling. Can we approach games from a different standpoint than products of entertainment? Can virtues like replayability, difficulty, win and loss-conditions and "fun-factor" be explored from new positions?
Underneath the diffuse fragments lies a setting and a story that might appear very different depending on how you engage the game. The material presented today hold clues to the story and might give insight to what the game is portraying.
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