“Live Adventure”, the beautiful story of a video game where the player controls two heroes at the same time

LiveAdventure is a video game created by eleven students from the school Rubika from Valenciennes. They had the advantage of having free rein and no pressure for commercial results to develop a game with a very innovative and groundbreaking concept that still appeals to gamers.

Released on PC in December 2021Living Adventure sets aside “other person”, a very rare hybrid sight that puts the player in the place of his adventurer’s cameraman. “The second person has to control both a first-person character by embodying it and seeing through their eyes and a third-person character that is visible completely on the screen.”summarizes the team behind LiveAdventurewho received the award for best student at the prestigious Game Developers Conference in San Francisco in March.

Live Adventure, which is available in online video game catalogs, has also been well received by gamers. On the Steam platform, 87% of the 57 player reviews are positive. The idea of ​​’second person’ gameplay, as the developers call it, is so innovative! (…) The idea that makes it possible to create an independent collaboration that I had never seen before, with classic puzzles, but which makes good use of this basic idea “comments, for example, @Bigaston, a player who has produced hundreds of reviews on Steam.

This view is not new in the video game world, but remains extremely rare.
as it is technically demanding for creators and players. “We regularly came across games that either had the part ‘you control two characters’ or ‘you see the game (…) through a character you do not control’, but there were never the two at the same time”says Sébastien Butor, one of the eleven former students at the Rubika school in Valenciennes, who is behind the project.

The player is thus in the head of Lence and behind his sister Reel. He must then instruct the two characters at the same time to help them find their missing parents in the heart of an enchanted forest. “For this to work, the first-person character always has focus on the character in the third person “explains Sébastien Butor.

“In games in general, the camera acts as a window, but it does not necessarily induce a relationship with what we see.”

Francois Noel

game design director

The two heroes are therefore interdependent: Lence’s orientation depends on Reel’s movements, and Reel cannot explore effectively if Lence is too far back. “In games in general, the camera acts as a window, but it does not necessarily induce a relationship with what we see, and the other person has this power to induce a connection.” between the game’s heroes and the person who controls them, continues François Noël, the creative director, former student of the cinema.

An image from the video game

However, this need to constantly coordinate subjective and objective views between puzzles to be solved and platform games raises the question of accessibility for the public. “It goes against all the reflexes that players have”declares Samuel Basset, also a level designer.

The experience provoked opposite reactions: “big players” had to “unlearn” and develop a new dexterity. “It was very, very frustrating for them,” remembers Alice Fernandez“because they felt they were being taught to walk again!”. On the contrary, casual players, who were helpless during passages using traditional mechanics, better grasp the other person.

Only available on desktop, LiveAdventure remains unsuitable for “keyboard mouse” and must be evaluated with the joystick. But for his team, which has since spread to studios across France, the concept of the other person remains an unexplored “ocean of possibilities” that could interest those who are “tired” of very mainstream games as much as fans of titles. “experimental”.

Leave a Comment