Haex – a wilder, weirder open-world adventure

The debut from Scandinavian outfit Dead Astronauts promises shooting, survival, and, in a shake-up to the genre, seeds that terraform its pristine world right before your eyes

The wilds of the sub-Arctic north: towering pine trees, flashes of psychedelic-yellow lichen, and a sun that never wholly sets during the summer months. This land is gorgeous, yes, but also unforgiving, yet in Haex (pronounced “hex”) you have an unusual tool at your disposal to make it a little more hospitable: a cube that fits snugly in the palm of your hand out of which grows a plant. You plant this so-called Seed in the earth and – voilà – the world around you transforms: new vegetation and topography but also narrative threads to follow, and, naturally, enemies. Wield these small-but-mighty kernels of change at your own peril.

“Your adventure and your world is player-shaped,” says Haex’s creative director Tobias Nyman. He explains that everyone starts a campaign with a unique, procedurally generated world. Each Seed then contains further procedural data that causes it to terraform before your eyes. “You change the world as you go,” he says. “It becomes even more unique.”

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The debut from Scandinavian outfit Dead Astronauts promises shooting, survival, and, in a shake-up to the genre, seeds that terraform its pristine world right before your eyes
The wilds of the sub-Arctic north: towering pine trees, flashes of psychedelic-yellow lichen, and a sun that never wholly sets during the summer months. This land is gorgeous, yes, but also unforgiving, yet in Haex (pronounced “hex”) you have an unusual tool at your disposal to make it a little more hospitable: a cube that fits snugly in the palm of your hand out of which grows a plant. You plant this so-called Seed in the earth and – voilà – the world around you transforms: new vegetation and topography but also narrative threads to follow, and, naturally, enemies. Wield these small-but-mighty kernels of change at your own peril.
“Your adventure and your world is player-shaped,” says Haex’s creative director Tobias Nyman. He explains that everyone starts a campaign with a unique, procedurally generated world. Each Seed then contains further procedural data that causes it to terraform before your eyes. “You change the world as you go,” he says. “It becomes even more unique.” Continue reading…Technology | The Guardian

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