More Real With Your RPG, Sir? Introducing ‘Forging Life’

The boundaries of realism in gaming are seemingly being given a shove once again by the ambitious developers of Forging Life. It seems that at some point, said developers got fed up of a few staple features and expectations of the RPG genre and decided to go about fixing them. They sought to do this by hearkening back to the days of RPG’s old, when survival was tough, NPC’s had a sense of time and dragons weren’t modded into giant flying ponies.

 

The title Forging Life is pretty much a ‘does what it says on the tin’ kind of thing. The idea of the game is that they create a world in which you can explore and adventure in any way you want. Scary real things like diseases that make you projectile vomit, the necessity of drinking and freak baby mutations are all included in Forging Life – you can best get a sense of the developers approach to the game by reading through the features list. There is a lot more planned and on the way too.

 

You can also get an early look at the game by watching the early alpha demonstration below, do bear in mind that this is months old now.

 

IS IT NOISY IN HERE OR IS IT JUST ME? Can you hear those birds in the background?! Holy crap, someone needs to shut them up. As you can tell the game needs a lot of work and as it is being created in the spare time the developers can find, it’s going to be a while before it becomes something worth playing.

 

There is a lot of potential though and I like the “realistic” approach they are going for despite the fact that the Hardcore Mode of Fallout: New Vegas was something I consciously avoided. I guess there’s some strange satisfaction in doing mundane and therefore “realistic” things like drinking water to survive in a computer game that appeal to me. That’s quite odd.

 

More information and further progress updates on Forging Life can be found on the game’s official website.

Valuing gameplay and innovation over everything, Chris has a keen eye for the most obscure titles unknown to man and gets a buzz from finding fantastic games that are not getting enough love. Chris Priestman, Editor-in-Chief of IGM

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