Parallax Factory

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About:

The philosophy of our studio can be summed up in one sentance : Old school is good school. Those past years, video games focused on one thing : technological problems (physics, rendering), as shown at every new E3 (the more polygons, the better !). But video games are proteiform, an uncontrolled mean of expression, a new medium where everything is to be, where technology transcends possibilities generation after generation, phagocyting art after art and cutting-edge technologies. Bored to see everyone pulling the same rope, and conscious that with our means it was pointless, we decided to go in some other direction. We spent hundreds of hours playing Civilization, Jones in the Fast Lane, Speedball, Missile Commander, Captain Blood... but objectivly, those games are ugly, just a bunch of pixels. This is clear, the magic of video games is not in beauty. The conclusion is, what holds us hanged on the controllers to the point we stopped counting hours, is something else. And that's this little something we are trying to find. That's the core concept, the founding idea of the Parallax Factory : Games created one or two decades ago had a real strenght. They didn't have any means to impress the player with technique, they focused on gameplay. Video games wasn't suffering from its complex toward the movie industry, and knew how to emancipate to find its own means of expression, means that were enough to captivate the player. One can witness the emulator's success : those games have not lost their attractive force. The only problem is that the humongous technological breakthroughts make them look old-fashionned. Our goal is to rejuvenate those pearls and bring them back to life with nowadays shininess, thanks to years of experience in game design and top-notch graphics. Don't misunderstand our approach, we're not doing remix. We work a lot more like sampling : we grab little blocs of inspirations from lots of games of this period to build original content with the gilt of today games