Hi, I’m Don Schmoker, co-founder and lead artist of Okomotive, and today I’m thrilled to announce that FAR: Changing Tides is coming to PlayStation 4 and PlayStation 5 on March 1st. FAR: Changing Tides is an atmospheric car. an adventure that follows the story of a boy who must navigate a flooded post-apocalyptic landscape at the helm of a unique ship.
Since the release of our debut game, FAR: Lone Sails, we’ve received a lot of feedback from fans talking about how the meditative, contemplative nature of the game resonates with them. With FAR: Changing Tides, we wanted to keep the same familiar meditative vibe while offering players a fresh, thought-provoking experience. We have expanded the setting of Lone Sails, but instead of sun-scorched dusty plains, players will encounter rough waters and flooded cities. We hope that this new environment, combined with new puzzles and ship mechanics, will be a lot of fun for fans of the series and new players alike.
Like FAR: Lone Sails, the narrative in FAR: Changing Tides is not told, but must be found. Players will discover sunken objects, images and buildings – victims of the flood – they are all relics of the past, and they all tell a story. This environmental storytelling is a completely different type of game design, but we believe it helps create a strong connection between the world and players as they choose which part of the story to look for and what to interact with. With Lone Sails, we’ve been defining and creating story elements throughout development, which has become increasingly difficult. For Changing Tides, we wrote most of the story and world building during pre-production, which gave us a better direction and allowed us to plan and design the environment along with the story.
One of the key differences in FAR: Changing Tides is the verticality added by the flooded terrain and how that adds a whole level of exploration to players. The earth was covered in water, so it makes sense that there is a whole other world below the surface to be traversed. This new landscape required a change to one of the game’s key mechanics, the vehicle. The vehicle is one of the most important elements in a FAR game, we almost think of it as the second main character! In Lonely Sails, although the ship had a sail, it was completely land-based, suitable for the dusty desert plains. In FAR: Changing Tides, the player’s journey is almost entirely on water, both above and below the waves, and we wanted to create a vehicle that could stay with them throughout that time. The sails and oars are ideal for navigating the world above the surface, and can be stowed away and the engine powered up to explore the underwater world. As the game progresses, the player will see how the relationship between the protagonist, Tou, and the ship develops. The relationship is symbiotic, the ship won’t sail without Tou to handle the sails or oars, and Tou can’t navigate certain obstacles without the ship.
We hope everyone is as excited about this next installment of the FAR series as we are and look forward to everyone’s feedback when the game launches on PS4 and PS5 on March 1st!