I know you find it interesting to hear about some of the behind-the-scenes decisions that can be involved in creating
Letters from Nowhere 2 (affectionately known as "LFN2" around here) from the beginning to the end, and I'm happy to share the experience.
Making a Sequel
Listening to the feedback, people really enjoyed the original
Letters from Nowhere and look forward to the sequel. Just one thing seemed to be upsetting some players: the ending. Initially, we planned Letters from Nowhere as a series, but apparently it might have been too much of a cliff-hanger. In any case, the sequel will continue right where Letters from Nowhere leaves off.
The Story So Far...
First a quick review of the story...
Letters from Nowhere began when Audrey found a letter supposedly written by her husband who disappeared under very mysterious circumstances. Where is her husband, and who, or what, is sending her these letters? As she follows the trail to get information, she discovers the disappearance is much more entwined than imagined. The game concludes with the spirit of the dead postman who promises to lead her to Patrick.
Where is the Postman?
Letters from Nowhere 2 will pick up where this one left off, with even more mysteries and conclusive evidence of evil spirits, and some hints of a troubling history from the past. Why people disappear without a trace? Is Patrick alive? What is the source of the magic?
Audrey must find lost pages of the secret diary in order to get rid of the evil spirits and save Patrick. The spirit of the dead postman from the first installment will help her in this new mysterious adventure. His soul wants to find peace too.
New Features
With every new title in each of our franchises, we strive to produce new features and technical advancements.
Letters from Nowhere 2 is no exception – our fans will see many exciting new elements. First, we are adding some features that have been widely requested by our players.
1. We are expanding the story line
Apart from intro comics and diary pages with short messages, which scare and help at the same time, now the player can interact with other townspeople before entering a location and within the game. It makes the game more immersive without breaking the main concept of the game.
2. New game mode – Puzzle Mode
Traditionally, all Awem games have a large trophy room with the ability to submit all your trophies and achievements to your profile on awem.com. On our forums some players wrote that in the original LFN you had to replay the game in order to win a certain trophy given for mini-games. (I write it here because we read your comments and we take notes!)
That’s why we added a new game mode. You have to catch 25 black cats to open the Puzzle Mode. This mode gives access to all mini-games after completing the main mode.
3. Black Cat
The pet of the lead designer became the prototype for the black cat in the game.
Finding black cats is fun, hopefully engaging, but never mandatory! You can look for them in every location or catch from time to time.
One of the testers wrote: 'The menacing black cat on each location reminds that someone is watching the character.' Apart from this, cats give you extra points, which can be spent for purchasing extra bonuses.
4. New types of mini-games – Chalk Puzzle and Spot the Difference
5. Interactive areas on the locations
Some locations contain interactive areas. For example, point your cursor over the lamp in the Police to switch it on or see the ghost appearing in the library window.
We have already implemented changes that address each of those issues. And if you are inspired, feel free to tell us in the comments below what else you would like to see changed/added in the next hidden object game by Awem.
Stay tuned!