11/5/2022 0 Comments Scanner sombre prison architectAs you move, you can see the depth all around you, and then you can hear the sound and the footsteps. “Because you can kind of see what’s all around you. “It evokes a strange feeling in people,” he says. And he’s hoping it will have a somewhat similar impact on players. For Delay, it was a chance to try something new, and put himself in a very different mindset. But its striking visuals and tense, cramped setting give it a distinct flavor - one that’s as uncomfortable as it is intriguing. Scanner Sombre is a relatively short experience, lasting 4-5 hours, and it’s reminiscent of story-driven games like Everybody’s Gone to the Rapture or Firewatch, where much of the time you’re simply walking around an area. “And that to me was really important… Scanner Sombre is just the other side of the universe really.” “Everything about it is very different from Introversion’s previous games,” he explains. For Delay, that difference was what made Scanner Sombre so much more appealing. It looked more like a traditional game, and - with its technical premise - it also felt more in keeping with Introversion’s past work, which includes everything from a hacking game to a prison management simulator. Within the studio, the belief was that Wrong Wire was the idea to follow up on. One was a bomb defusing game called Wrong Wire, the other Scanner Sombre. But I was definitely quite tired.” At one point Delay and a few other members of the team took a month off to build two prototypes. “It was an amazing project, so I’m not going to say that I hated in the end, because I didn’t. “I’d got up to six years on one game, straight,” he says. Prison Architect launched in alpha in 2012, and its ongoing success meant that Delay stuck with the project for years, fine-tuning the experience and adding new content. The idea stuck with him until years later, when he needed a break.
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