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A conversation of life and death on the edge of a cliff.

RELEASE

14th Nov 2017 


PLATFORMS

PS4 | iOS | Windows | Mac 


DEVELOPER

George Batchelor  | @georgebatch

 

CONTACT

mail@georgebatchelor.com

A NOTE FROM GEORGE

I started making Far from Noise straight after Hot Date came out. I was still working full time as a programmer throughout development. There were a few moments during the development of Hot Date where the conversation went two or three layers deep and I wanted to explore that further. I learned about node-based dialogue editors and gave Yarn a go. I wanted to create a game that was built entirely around a conversation that flowed naturally, where every choice was a micro-decision that could be made by entering a flow state. There wouldn't be significant repercussions for decisions, it was more a free-flowing sort of thing.


It evolved naturally into the final game after a lot of iteration. I quickly realised I didn't know how to write. Where to begin. How to write compelling dialogue that felt natural, how to make characters feel real and alive. I rewrote the entire script countless times and in the end just accepted it how it was so I could move on.


The themes developed around books I was reading at the time. A lot of transcendentalist philosophy from John Muir, Ralph Waldo Emerson and Thoreau. It was my first time trying to make something bigger that would release on a console.

DESCRIPTION

Far from Noise is a conversation set on the edge of a cliff where two characters discuss what it means to balance between life and death.

​

You are balanced on the edge of a cliff in an old rusting car.

The sun is setting behind the horizon and night will soon fall. With no immediate means of escape, perhaps all that's left is to attempt to feel some connection with the world at the end of it all.

Far from Noise is a single-player narrative told through dialogue choices. As day fades to night, experience quiet moments of interaction with a variety of creatures and witness the transformative forces of nature as they happen around you. Through conversation with a welcome companion, begin to discover your reasons for being out there, your relationship with the world, life and death, and if you'll see tomorrow.

FEATURES
A dynamic, naturally flowing conversation.

Multiple endings driven by choices that shape the narrative.

An original musical score by Geoff Lentin that flows with the story.

A rich landscape that shifts and fades as time progresses.

Narrative events that change with each playthrough.

RECOGNITION

"IGF Honourable Mention - Narrative" San Francisco CA, 1 March 2017
"IGF Honourable Mention - Nuovo" San Francisco CA, 1 March 2017
"Fantastic Arcade - Official Selection" Austin TX, 27 September 2016
"EGX Leftfield - Official Selection" Birmingham UK, 22 September, 2016
"Indie Prize Nominee - Casual Connect" Berlin, 7 February 2017
"SXSW Gamer's Voice Nominee" Austin, TX, 16 March 2017
"Perspectives - Official Selection - 41st Cleveland International Film Festival" Cleveland OH, 29 March 2017
"A MAZE. Nominee" - Berlin, 26 April 2017

SELECTED ARTICLES

  • "An upcoming game about nature and morality"  - Alex Kane, killscreendaily.com

  • "a contemplative piece about getting to know yourself, becoming attuned with nature, and accepting the possibility of your eventual death" - Joel Couture, indiegames.com

  • "Un acantilado y nuestro coche encallado en su borde, pendiendo en atrevida calma entre la vida y la muerte." - Javier Alemån - niveloculto.com

  • "Both funny and meditative, Batchelor’s game offers a neat, theatrical conceit as a way to kick up thoughts about death and nature." - alphr.com

  • "George's visually striking game..." - Steffan Powell, bbc.com

  • "Batchelor’s expectation-defying attempt to create a 21st century medium through which players can experience the soul-opening effects of truly journeying into oneself." -  Aristedes S. Hatzimemos, The Harvard Crimson

  • "... a gorgeous, ruminative game" - Philippa Warr, rockpapershotgun.com

  • "the game boasts both beautiful art and sound design" - Jordan Erica Webber and Kat Brewster, The Guardian

  • "It's as philosophically bracing as it is visually and aurally tranquil" - Tim Poon, Platform Nation

  • "Best Game Art Award - Far from Noise packs a lot of unique artistic elements into a very tight experience" - Kyle Cross, Without the Sarcasm

  • "Far From Noise, a game about a conversation in a car on the edge of a cliff, arrives on PS4 next week" - PS4 EU Blog

  • 80/100 - "Far From Noise is a kind of guided exploration of how we can choose to view those moments of terrified paralysis" - Stephanie Chan, Venture Beat

  • 8/10 -  "A beautiful, occasionally melancholic story that helped us understand ourselves a little better along the way" - Graham Banas, Push Square

  • "You can discuss all sorts of things including why you ended up where you are, where the stranger is from, nature, life and death" - Mallory Locklear, Engadget

  • "I found myself staring at the beautiful cliffside view for almost 10 minutes after the game had ended" - Tyler Treese, PlayStation LifeStyle

  • "Far From Noise is a unique experience that I’m delighted to have had a chance to play, and I loved each minute of it." - Ceidz, PS4Blog

  • 8/10 - "The experience could have ended up feeling pretentious in lesser hands; instead, it’s incredibly relaxing and pleasantly thought-provoking throughout" - Marty Mulrooney, Alternative Magazine Online

  • 7/10 - "a well-rounded overall product that cleverly blends narrative, audio, and visual style." - Mike Holmes, Gamereactor

  • "The writing is great, and really shows the distinct personality of the character you choose to create through the dialogue options" - Andrew Holmes, Defunct Games

  • 90% - "a purely well made treasure that’s also one of the best games of the year" - Destroy All Fanboys

  • 79% - "This charming and funny narrative game is like a long, deep breath that invites us to contemplate the simpler things in life." - Andrew Gordon, The Fountain

  • 8 - "It achieves an astounding amount with very little, and proves to be an experience that will not be easily forgotten." - Luke K, Critical Gamer

  • "It doesn’t try to be a game as much as it does a lesson; one of appreciation." - Kory McCool, The Indie Toaster

  • "Far from Noise is the Perfect Game to Begin the Year" - Spencer Rutledge, Hardcore Gamer

  • "I love it and I can’t stop thinking about it." - Eric, PSXboxIndies

  • “Aquí lo que impera es lo sublime de entender que todas las maravillas del mundo pueden concentrarse en un segundo” - Javier Alemán, Nivelo Culto

  • "it reminds us that all the hectic stories in our lives have conclusions, and those conclusions may be within our control." - Adam Henze, Electric Bento

  • "If you want to marvel at a beautiful horizon and appreciate some damn fine writing, Far from Noise could be your biggest surprise hit of November, or perhaps even the year." - Jimmy Donnellan, Cultured Vultures

  • "Through its visuals, sound design and writing, I was able to immerse myself in the relaxed setting and thoughtful writing." - Conor Clarke, Quillstreak

CREDITS

George Batchelor - Creator

Geoff Lentin - Music

Rosemary Valera O'Connell - Poster Design

Lottie Fry - Logo Design

VIDEOS

IMAGES

download all screenshots at .zip (24mb)

copyright george batchelor 2024
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