The Gameslinger's blog, Games Obscura, is a blog dedicated to covering strange, obscure, underrated and overlooked games. Some games covered are amazing games that were simply overlooked or forgotten. Some are flawed or poorly received, yet have interesting aspects or concepts that make them worth a second look. Others are downright weird; but fun and interesting, too. In any case, all are worth digging up and taking a second look at, and that's what this blog is all about: In-depth second looks at games that are worth rediscovering, for one reason or another.
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Platforms: Xbox 360 (possibly cancelled), PlayStation 3
Target Release Date: To be announced/none
Status: Development sporadic/stalled; without official publisher; possibly to be self-published
Title image for Data-Fly.
What Is This Game?
Perhaps one of the most fascinatingly obscure console titles to never be released this past generation, Data-Fly was to be, from what information was revealed of it, a 3rd-person stealth action/adventure title. Set in a coldly technological future, Data-Fly’s world is one of heavy emphasis on computerization, nanotechnology and cybernetics, with a look of cold sleekness akin to something along the lines of the Aeon Flux world. Data-Fly places the player in the role of the title character, Data-Fly, an artificially-intelligent, nanotech lifeform. As the game begins, the player finds themselves, as our lead character, in the middle of the barren Salted Desert; a desert that was, long ago, the floor of a deep-sea trench, long since dried up. At the outset, Data-Fly has but one vague directive: to find her creator. However, her objective is more complicated and difficult than it initially seems, and her creator turns out to be very illusive and heavily guarded man. As Data-Fly tracks her creator, she will be lead across her futuristic world, tracking the “creator” through numerous locales, ranging from natural, organic environments to futuristic cityscapes and facilities. And as she pursues him through the sleek, cold, tech-heavy future in which she exists, Data-Fly will have to employ all her skills of stealth, cunning and combat prowess, alongside her unique nanotech abilities, as she closes in on the mysterious creator, in an adventure that will take her across a world filled with slick, highly-advanced technology, techno-organic landscapes and the remaining traces of the natural world left behind by technology.
Data-Fly is a futuristic stealth action title with plenty of personality and potential....but the game has remained in limbo, with limited details released, for several years....
Data-Fly was first formally announced in October 2005, tentatively scheduled for a release on the at-the-time still upcoming consoles of the next-generation, the Xbox 360 and the PlayStation 3. With few details about the title initially revealed besides its nature as a stealth action/adventure title, it was one of two titles announced for the next generation by a little-known developer named ORiGO Games; the other title being what was to be the first in an epic RPG series, The Embrace of Time: Chapter One Resurrectio Ocolus. While The Embrace of Time was a project the developer had already informally announced under the title “Project Embrace,”Data-Fly was something that had never been mentioned before.
ORiGO announced its first two games as in development in 2005. Embrace of Time (left) and Data-Fly (right) were both titles ORiGO founder Adam McClard (center) had envisioned and dreamed of creating since as far back as the late 90's, before ORiGO was even founded....
It is interesting to learn, then, that, according to ORiGO Games’ Deviant Art page, the title has been in the works since as far back as 1998; two years before ORiGO Gaming Entertainment (the company’s original name) was officially founded in 2000 by company CEO Adam McClard, alongside his co-founder, and vice president, David Klein. A recent graduate of Full Sail University with a degree in Computer Animation, Film and Digital Media, McClard was eager to carve out an important place for himself in the gaming industry, and set his sights to an unlikely place: China. Largely untested water for outsiders, China’s gaming industry was a place many would have seen as an impossible task to infiltrate for somebody not native to the country, but McClard relished the challenge and instead saw an array of creative and business opportunities waiting to be reaped. In 2000, Adam, alongside industry veteran David Klein, established his own company in the Chinese gaming industry: ORiGO Gaming Entertainment was officially founded, based out of Shanghai, China, with a wide range of ambitious goals.
Developing their own titles was just the beginning of McClard’s goals for his fledgling company. McClard’s decision to base his company out of China was a product of some lofty ambitions which began with infiltrating the Chinese gaming industry and developing his own unique titles, but moreover, McClard saw the Chinese gaming industry as a place filled with untapped or unfocused potential and talent, in need of somebody who could help them focus and apply their skills and ideas to make truly great games. With this in mind, one of McClard’s primary objectives, outside of developing his own games, was to help put China and its gaming industry and developers, on a productive track to success by getting their talent and work recognized, and helping to get developer’s games published.
ORiGO was officially founded under the name 'ORiGO Gaming Entertainment' in 2000, by Adam McClard, alongside his co-founder David Klein. A recent graduate, McClard was a young man with big ambitions in the industry; ones both in development of his own games and far beyond....and he set his sights to China, where he saw a trove of opportunity and talent waiting to be reaped....
Rome wasn’t built in a day, however, and while ORiGO was founded in 2000, it wasn’t until 2005, just before the official start of the “next generation,” that ORiGO began to really make a name for itself and make a push for awareness of their company, their goals and their games, on an international level. But with a new generation on the horizon, and number of years prior spent establishing itself in the Chinese gaming industry, it seemed ORiGO’s time to brings its ambitions and games to the world was at hand.
In September of 2005, Adam McClard represented ORiGO in an interview featured on IGN, in which he spoke on and revealed some of the ambitions, intentions and games ORiGO had been working on over the past few years. A relatively small group of just 20 at the time, ORiGO had big plans to grow in size as the industry moved forward over the next few years, and revealed plans to create branches outside of China, partnering with companies in Japan, the U.K., and the U.S. They also spoke on their intentions within the Chinese industry. When questioned on the current state of game development in China, McClard told IGN that “the market internally is running mostly off the sales of MMO titles,” adding that “the market is crumbling itself by producing too much without market strategy, and lack of proper education for their employees.” McClard went on to say “ORiGO is here to assist, we plan on developing an education program first in Shanghai, then throughout China to cover the broad needs and necessities of the importance of learning more proper development methods, and technology skills towards the game market.”
Likewise, on the subject of the Chinese gaming industry and ORiGO’s planned role in helping developers gain the opportunities and recognition they deserve, McClard said "China will grow, and it will grow quickly,” citing Tose Software, Sega, Ubisoft, Konami and EA’s recent interest in the region, and went on to say that the bigger hurdle was China getting its games to outside markets. McClard elaborated, stating that China has been looked down on by the industry in the past, and that getting over such mindsets and securing publishers for talent with ambitious ideas and games would be their biggest challenge in the coming generation; but that China was a market with truly limitless potential just waiting to be tapped. McClard’s views on the prevalence of piracy in China echoed similar sentiments, as well, stating that much of the cause of it involved largely disproportionate pricing in the industry, which did not line-up with the economy or average income of the Chinese people. Thus, this (coupled with the infamous Chinese console ban) was leaving many who wanted to play video games with no choice but to pirate them, as they simply could not afford the cost of purchasing them legally, even when they were available.
It was with these lofty ambitions and inspirations fresh in mind that, just a month later, in October 2005, ORiGO formally announced two titles set for the next generation: the first being The Embrace of Time: Chapter One Resurrectio Ocolus, the RPG they had previous teased as “Project Embrace,” and the latter being our current subject of interest, Data-Fly. Both titles having been in various stages of planning and development since as far back as the late-1990’s, ORiGO was finally beginning to make a name for itself and now seemed like a good time to reveal two works which the company, and Adam McClard, had held a passion for for nearly a decade at the time. With few details on either title released right away, it wasn’t until December, roughly a month after the launch of the Xbox 360 and the official onset of the new generation, that more details on either of ORiGO’s upcoming titles would surface.
While further details on The Embrace of Time remained absent, some more details and insights into Data-Fly appeared in mid-December 2005, detailing some tid-bits on the beginning of the game, a basic outline of its mysterious plot and setting, and revealing some of its stealth-oriented gameplay elements. While details were still a bit scarce on the game, it was still rather soon after its announcement, and it seemed we’d hear more on the game soon….
However, as time passed and the new generation came into full swing, any word on Data-Fly or Embrace of Time remained totally absent, and gamers and the gaming press heard little from ORiGO. Months turned to years, and soon, it was simply assumed by most sources that both games had been unceremoniously cancelled.
After several years of absence, Data-Fly suddenly reappeared in March 2009, with a post on PlayStation Universe's forums by ORiGO and a new teaser site announcing an upcoming teaser trailer and an appearance at the upcoming Game Developer's Conference. Pictured above, the cryptic image released at the time alongside the game's reappearance.
Then, suddenly, in March of 2009, Data-Fly reappeared, as, just weeks before the 2009 GDC (Game Developer’s Conference), ORiGO put up a teaser website for Data-Fly, with a countdown and some cryptic messages eluding to the game’s concept, while promising an all-new trailer for the game soon, and an appearance at Game Developer’s Conference in just a few weeks. ORiGO choose to drop the Data-Fly news via PSU.com’s forums originally, which soon thereafter, as the PlayStation Universe website became aware of the post, lead to the website being the first to break the news; and plenty of speculation from fans that the title may have gone from multi-platform to PlayStation 3 exclusive. ORiGO neither confirmed nor denied this, with their post stating simply that "Because PSU's audience has been most supportive we have decided to post this directly from the source. Keep your eyes open to PSU for the announcement."
ORiGO itself, it appeared, and McClard, had actually been very busy over the past few years, despite the general lack of news or information coming in on the company or its games. In fact, the lack of focus on their own personally developed titles could have had very much to do with all the other tasks McClard had been busying his company and himself with as the generation had moved along. Over the past few years, McClard had been busy making a name for himself in the Chinese gaming arena, and establishing ORiGO as a company focused on one of his closest and most passionate subjects of interest: bringing the Chinese gaming industry to the rest of the world, and helping developers get their games published, their ideas set in motion, and their staff properly trained to create exceptional games.
In the time that had passed, McClard had managed, working in the background, to entrench himself deeply in the gaming industry, especially within China itself. Amongst his accomplishments, in January of 2006, he co-founded the Shanghai division of the IGDA, or International Game Developer’s Association; a non-profit organization with chapters across the world, dedicated to helping game developers with various stages of production and helping them get their ideas and games out to the world. This was just one of McClard’s impressive accomplishments in that timeframe. He’d also founded the Video Game Investment Information Network (VGiiN) in 2007, an organization created to provide investors and similar entities with a better understanding of international video game markets, and to provide video game creators with a platform to be better prepared and educated on investments. In addition, McClard also managed to become the first non-Chinese member of the SISA Shanghai Online Games Committee, and in 2008 began work as an advisor for the Entertainment Media Council, a U.S.-based organization working with the entertainment industry to connect entrepreneurs with business professionals.
While development of Data-Fly and Embrace of Time may have gone silent for several years, ORiGO and McClard had kept very busy over the span of time, becoming further entrenched and more prominent in the industry. Amongst his accomplishments, McClard co-founded the Shanghai division of the IGDA, and also became the first non-Chinese member of the SISA Shanghai Online Games Committee.
Amidst all this, it appeared ORiGO’s own titles had somewhat fallen by the wayside, but with the new info and the promise of more Data-Fly details to come as GDC 2009 approached, it seemed that the title was back on track. When the Game Developer’s Conference rolled around, ORiGO teased the game with a new “teaser image” as they promised, and soon thereafter, come the beginning of April, ORiGO released a teaser trailer for the game, showing off some of its style, setting and somewhat reworked character designs. McClard commented at the time, stating that ORiGO was “aiming for PS3 as the lead platform, due to the fact the gamers appreciate more original titles on PS3." For obvious reasons, this lead to further speculation that the game had become at least a timed PS3 exclusive, if not a PS3 exclusive entirely. Over the next month, ORiGO kept up with a steady trickle of Data-Fly details, releasing five new pieces of concept art by the end of April, stating that it was “just a sneak peak of what is to come,” and that the new art “barely scratches the surfaces.”
ORiGO followed through with its promise of more Data-Fly at and after GDC....including a teaser image at GDC (pictured above), new concept art and a teaser trailer (below) over the following month.
However, after April 2009, ORiGO again went silent on Data-Fly. It wasn’t until almost two years later, in early April 2011, that anything more was released or revealed about the elusive game. On April 7th, 2011 a slew of concept art for both Data-Fly and the long-since unmentioned Embrace of Time was unceremoniously posted on ORiGO Games’ Deviant Art page, with some interesting and enlightening factoids about both games accompanying the art. Much of the art for both games appeared not to be new art, but instead art created over the past several years, which the company had decided to release for those interested, in consideration of both games’ status as being caught somewhere in limbo. Some revealing tidbits about both games came to light via McClard’s comments accompanying the images, including the first public mention that both games had been originally envisioned as far back as the late 1990’s, and that, specifically in Data-Fly’s case, ORiGO Games still intended to one day see the game through to completion…though the time and date was unknown even to them. It was mentioned that Data-Fly was a work of passion by its creators, and was always intended to be a “pure sci-fi” world and story, one of originality and inspiration, and some interesting designs and names for various environments and enemies were revealed. It seemed there was no planned time for Data-Fly to see release, however, comments made mention that “when the time was right,” Data-Fly and its world would one day be realized. It appeared that while Data-Fly was caught in limbo, the team was still passionate about the title, and confident that one day, their vision would be realized.
A slew of concept art for Data-Fly appeared on ORiGO's Deviant Art page in April 2011. To view all of the art, follow the link below to ORiGO's Deviant Art and view their gallery. http://origo-games.deviantart.com/
Since then, though, nothing new has been mentioned on Data-Fly. The same cannot be said for ORiGO Games, however. In the past few years, McClard has continued to advance himself and ORiGO in the industry. ORiGO Games has expanded greatly in recent years, and branches of the company have opened in locations across Asia and North America, including ones in Singapore, Shanghai, China, Seoul, Korea and Bangkok, Thailand in Asia, as well as Los Angeles, California and Baltimore, Maryland in the United States. The company has busied itself over the past few years with one of its primary goals, mostly: helping developers get their games published, and in recent times, has expanded its vision for this goal beyond just China to an international level. Most recently, the company has worked on publishing downloadable titles, including A.R.E.S. Extinction Agenda, and has more titles they will be published soon in the works, including a puzzle-platformer called Beyond Ordinary, and an action side-scroller, Mirage. ORiGO shows no sign of stopping, and most recently, within the past year, changed its official logo to appear as “OR1GO.” While information on Data-Fly has remained absent, the game can still be glimpsed on ORiGO’s official homepage, via a piece of art that scrolls by in its top bar, so it is at least safe to say the game is not forgotten by its creators.
ORiGO has spent its time recently helping smaller indie games get published. A few of the recent games they've worked on publishing (left to right); A.R.E.S Extinction Agenda, Beyond Ordinary and Mirage.
Data-Fly remains in limbo, and many have precluded that it is gone forever, with the title listed as “cancelled” in many places, including GameFAQS. However, Data-Fly is still out there, in some form…..and one can only wonder what such a passionate and intriguing work might have in store for us if it ever truly does come to fruition…..
What’s It All About?
Details on Data-Fly have been scarce over the years, but a number of interesting bits have surfaced over time, and while it remains mysterious, there are some revealing details out there.
As stated earlier, Data-Fly has the player take on the role of the title character, Data-Fly, a nanotech, artificially-intelligent life form. Tasked with a lone objective, to “find her creator,” she’ll traverse a futuristic world while hunting the mysterious creator, a heavily guarded and elusive man. The creator is indeed a mysterious figure because, as far we know, at the game’s outset anyways, who he is and why Data-Fly must track him down is unknown, at least to the player, and seemingly to Data-Fly herself. We know Data-Fly will have an interesting array of abilities related to her nanotech make-up and that she will use them as she tracks the creator across the varied expanses of her futuristic world, and that her world appears to be one over-saturated in sleek technology, but also one which appears to have fascinating remnant of a more organic and natural past, and a large world outside the realm of man that is ruled by nature, but infused with technology. The best way to describe Data-Fly’s unique world and style would seem to be as a hybrid of a number of futuristic science fiction styles, including utopian, dystopian, cyberpunk and techno-organic.
Data-Fly combines a number of futuristic sci-fi stylings to create something fresh and fascinating.
On the subject of Data-Fly’s world, the concept art revealed via ORiGO’s Deviant Art page, and its accompanying comments, revealed a good amount about Data-Fly’s world and the environments the player would be exploring and sneaking through. Ranging from the salted sands (a desert that is the remnants of a long-dead ocean), to the vast caverns below them, to more lush settings infusing the primitive and with technology, to the depths of high-tech facilities which litter the lands of the future, to what appears to be high-tech temples and power cores, to the sleek and advanced capital city of Azadeh, and the lands still ruled by nature, filled with lush greenery and organic life beyond, the variety and imagination behind Data-Fly’s world is certainly impressive. And with what we’ve glimpsed being just a sample of its world, one can only imagine what else lies in store in its vast, varied and imaginatively lush futuristic world.
It appears Data-Fly will have no shortage of enemy types; and each appear to be distinct in appearance and abilities.
Data-Fly has also revealed itself to be an immensely stylish game in its character designs, with multiple designs befitting of the game’s interesting look and style, combining sleek technology with the organic. Enemy designs are very interesting, combining cybernetic elements with strangely organic features ranging from humanoid to fish or bird-like. Multiple enemy and boss designs have been revealed, including the mysterious “Light-Bringers,” the human-like “Nanophytes,” the hulking “Nanolysts,” and the sleek “Picerian,” and concept art for the first boss; and while the enemies remain mysterious, they are no doubt befitting of the game’s sleek, cold style. Concept art has likewise revealed natural lifeforms of the Data-Fly world which appear strange and unique. But even more striking and unique is the design of the main character herself. Data-Fly saw two iterations of her design with the same general idea but some pretty big stylistic changes. Upon the game’s original announcement in 2005, her appearance was slightly more “anime-esque,” whereas, upon the game’s reappearance in 2009, our heroine had undergone some stylistic changes giving her a darker, more serious and realistic vibe, with an overall look that remained true to her general design concept, but made her appearance significantly more serious and even slightly (intentionally) more unnatural, with wilder hair and an almost unnatural thinness to her form, which the developers described as a part her design intended to reflect her existence as a nanotech lifeform designed for performance, speed and perfection in her tasks.
While the general idea of her design remained consistent, our heroine saw a large change overall in artistic style between her initial design revealed in 2005 (left) and when the game reemerged in 2009 (right).
Considering the extremely interesting design of the characters, enemies and the world itself, alongside the thus-far mysterious but very intriguing story and setting, it is no stretch to say that Data-Fly has more than enough potential to be an extremely intriguing experience. Equally intriguing is simply the game’s look and style, which is something very much its own, but also seemingly sees inspiration from 80’s and early 90’s sci-fi; a nostalgic throwback which hits a chord with me personally. With a look reminiscent of something like the Aeon Flux animated series, combined with hints of 80’s cyberpunk and sci-fi, as well as both utopian and dystopian futires, and the techno-organic, the game certainly has an appealing style to draw us into its mysterious world. The world looks to be filled with intriguing locales to explore, and no doubt Data-Fly herself, and her mysterious creator, will be fascinating to learn more about, as well as their futuristic world. We can assume, from the mysterious nature of the trailer and story premise, and the seemingly intentionally vague details provided on the characters, world and premise, that it all hints towards an adventure full of mysteries, which, judging by the art, comments and details provided, we’ll unravel for ourselves as the game progresses.
Much of Data-Fly and its world still remains shrouded in mystery.....
How Will It Play?
While details released on Data-Fly have been few and far between, what we’ve heard and seen gives us a very good idea of how the game will play.
Data-Fly is to be, at its core, a stealth-action title. In some ways, Data-Fly does follow a stealth-action formula, but that isn’t to say it doesn’t appear to be very creative and unique; especially considering that stealth-action is a sub-genre that is not over-populated in the first place. In my experience, one could generally divide the stealth-action sub-genre into two more sub-genres of its own: "Tenchu-style” games, which emphasize the “stealth kill,” and center much of their action around eliminating your enemies as you progress. The other would be the “Metal Gear-style,” which places more of an emphasis on the infiltration aspect of stealth, and generally on finding a way past the enemy defenses; with elimination of enemies taking a backseat to sneaking past the defenses altogether, and killing being an auxiliary measure.
Data-Fly has plenty of nanotech abilities she'll use to elude, deceive and combat her foes; seen here, our heroine turning her enemies' mech unit against them.
While it is impossible to say with total certainty how Data-Fly will play, it does appear that the game leans more towards the “Metal Gear-style” of stealth gameplay, with its general theme, along with much of Data-Fly’s techniques, emphasizing infiltration and elusion of the enemy over total elimination of them. This can be assumed by the general lack of emphasis on stealth-based killing or stealth-based violence we’ve heard so far, as well as the details we’ve heard about the title character’s abilities. As a nanotech lifeform, Data-Fly will have the ability, for example, to jack into both manned and unmanned robotic enemy units and control them from afar (a technique called the ‘guardian hack technique’). This technique can be used to confuse and elude enemies, as well as gain access to areas or objects inaccessible to Data-Fly herself.
Our heroine will have a slew of other abilities to take advantage of as well; another revealed thus far is her ability to shape shift into the form of others, allowing her to take on the appearance and form of her enemies. But her ability to replicate and blend in doesn’t end there; likewise, she’ll be able to scan enemies and take on or replicate multiple aspects of them. Data-Fly will, in fact, be able to replicate not just her enemies’ appearances, but also their movements, weapons and even voices, for her own personal use. Similarly, she’ll be able to blend in with her environments, using a chameleon-like ability. While the developers haven’t yet specified all the uses of these abilities, it doesn’t take much to imagine what their primary purposes would be, and the possibilities they make for some really interesting modes of infiltration and deception are things that could make for a very unique and exciting stealth gaming experience.
Through contact, Data-Fly will be able to replicate her enemies, as well as their voices, their movements and their weapons.
This is all in addition to what will most likely be a slew of other nanotech abilities that have been implied but not officially announced; the trailer seems to imply some acrobatic maneuvers for use in stealth and combat, and perhaps even super-speed of some kind. This will be alongside, of course, the standard set of stealth abilities we’d expect; creeping along walls, hiding in and behind objects and walls, etc.
With all the emphasis on stealth and the various abilities and gameplay elements related to it, it’s surprising then to hear how much effort and emphasis ORiGO has placed on the heroine’s combat abilities and proficiency, as well. McClard stated previously that players would be able to play Data-Fly as they choose; either taking a stealth approach, or a more action-oriented one. While the game still appears to emphasize stealth as its main draw, and stealth seems to be encouraged, there is no doubt that the title character has no shortage of combat proficiency when an unavoidable battle approaches or she has alerted her enemies. It seems that Data-Fly will have a hearty selection of combat abilities and weapons at her disposal as well, for use in direct combat situations. One of her main nanotech combat abilities is something called a “body blade”…..a blade generate from her body which can take different forms and form itself in different places around her body to serve her purposes. Likewise, what we’ve seen in the trailer emphasizes her speedy, acrobatic combat techniques, and there’s little doubt that Data-Fly will prove herself to be as capable in combat as she is in stealth. Likewise, her ability to replicate objects and enemies extends to her ability to replicate their weapons….and she’ll increase her arsenal in just that manner, making her a more and more deadly threat in combat.
In addition to stealth techniques, Data-Fly's nanotech make-up provides her with a deadly array of combat abilities and maneuvers.
Naturally, if there was no regulation on the use of her special abilities, it would be easy for Data-Fly to become overpowered, so, as may be expected, special abilities of all kinds will expend energy points. To regenerate your energy points, you’ll need to seek out exposed circuitry in the environments, or the electrical components of defeated enemy units or weapons……essentially encouraging progress to keep your abilities charged up. Furthermore, you’ll use energy points to replenish your weapons and ammunition, and so, to remain effective and capable, you’ll need to progress through the environment and dispatch robotic enemy units or sentries to keep your energy, and abilities, charged up.
It was also revealed via concept art on ORiGO’s Deviant Art page, that the main character will have at least three forms, to compliment different situations and abilities. The three forms are referred to as “Pure,” “Zard,” and “Armed,” each changing her appearance slightly and presenting different aspects which compliment a variety of situations. While the specific aspects and advantages of each form weren’t specified, it appears that “Pure” is her core form, without any added offensive or defensive capabilities, most likely best suited for general stealth situations, while “Armed” appears to be a form with more heavily fortified armor (best most likely for defensive heavy combat situations), and Zard appears to be lightly armored but almost bladed and aggressive….perhaps suited for offensive close-combat situations. These are assumptions, however, and it is not the official word on what exactly each form will entail.
It has been revealed that our heroine will have three main "forms" she can take for dealing with various situations; Pure (left), Armed (center), and Zard (right), as described by McClard; or Life-Line, Nerve and Reptile as the concept art refers to them.
One aspect we’ve seen a good amount of conceptually and artistically, but little on in terms of actual in-game, gameplay-related layouts, is the environments. Environmental design is very important to a stealth title, and can have a large effect on the gameplay and the quality of it; a stealth title must be careful to have environments which compliment stealth, but also don’t seem illogically contrived for the purpose of stealth, or which make sneaking overly easy. A careful balance needs to be achieved to hit to the stealth-gameplay sweet spot. That said, ORiGO seems to know what they are doing, and the variety of environments presented conceptually provide us with glimpses of what has a lot of potential for great variety and excitement in actual gameplay. No doubt the world and environments seem to be very intriguing to discover and learn more about as it is, but the varied locales seem also like ones that will provide exciting variety in gameplay, and which have a lot of potential for varied, fresh and exciting stealth challenges as the game progresses.
On that note, Data-Fly appears to be a game which offers the player a good amount of freedom on how to play, but will progress in a relatively linear way. The game has been confirmed to take place over “stages,” not an in “open-world” fashion, which it sounds like the player will progress through in a semi-linear manner, and choose how to approach the situations presented throughout the stages. There is no word yet on how many stages there will be, however, nor the length of individual stages or the game as a whole, so these are things still purely up for speculation.
Much has been shown of the game's environments conceptually, but we've seen very little in the way of actual level design...
Data-Fly is a fascinating, little-known title from a highly ambitious creator, of which we’ve sadly heard all-too-little about since its initial announcement; so little, in fact, that most sources have, twice now at least, assumed the title was dead and gone, long cancelled…..only for the game to pop up again, in some form, just when it was thought dead. If anything, Data-Fly may have seen few details released, even over what is now approaching almost a decade since it was first announced, but is also a title which is still very alive in its creator’s and developer’s hearts. No doubt, Data-Fly has spent its existence thus far shrouded in ambiguity, and even the actual state of development it is in remains a total mystery, but there is little doubt that ORiGO is as passionate about the title as ever……Adam McClard still appears confident the game will see release one day, eluding on ORiGO’s Deviant Art that the game’s secrets will remain a mystery until “the time is right.” Likewise, glimpses of the game can be caught even today on ORiGO’s own homepage, making it more than clear that the game may be shrouded in secrecy and caught in limbo, but is still far from lost or forgotten by its creators. While Data-Fly’s fate remains in limbo, there is still hope for the title; ORiGO has silently risen to success in the gaming industry since the game's initial announcement, and as a game its creator has held passionately close to his heart since as far back as its conception in the late 1990’s, it’s safe to say that the game will not go easily forgotten by ORiGO or McClard……and perhaps, when the time is right, we will one day, at last, get the opportunity to experience this mysterious, intriguing and passionate vision of a futuristic world. If and when we ever do, Data-Fly has all the potential to be a very exciting and unique title, and a totally engaging stealth adventure through a mysterious and coldly beautiful futuristic world.
Data-Fly has long been caught in a state of developmental limbo.....but its creators remain passionate about it, and with ORiGO's consistently rising success in the industry, there is still hope that, one day, Data-Fly will finally reveal its mysteries to the world.
Who Should Keep an Eye On It?
Any fan of stealth-action titles. Sci-fi fans, especially those with a love for some of the unique futuristic setting found in 80’s and early 90’s science fiction films, shows and animated series. People with an interest in utopian, dystopian, techno-organic or cyberpunk futuristic settings….this game has elements of each style in it. Those with an eye or interest in passionate or well-realized fictional worlds, and an interest in the mysterious or even artistic side of science fiction.