Proteus is a game about exploration and immersion in a dream-like island world where the soundtrack to your play is created by your surroundings. Played in first-person, the primary means of interaction is simply your presence in the world and how you observe it.
Data de lançamento: 30 Jan 2013
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Proteus in the Humble Indie Re-Bundle 8, 1.2.1 patch

16 Mai 2014

Hi!
From now until just under 21 hours time (until 11am PST 17 May 2014) Proteus is available as part of the 24-hour re-issue of Humble Indie Bundle 8. Go here to grab it: https://www.humblebundle.com/

We've also just uploaded patch 1.2.1 which is mostly a stability fix for OSX (but required a deceptively large amount of work, porting to SDL2)

Any problems, let me know at ed@visitproteus.com or @edclef on twitter.

cheers
Ed

(Never tried posting an announcement before - hope it shows up!)

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Análises

“In a way, its lack of progression – the absence of skill trees, difficulty levels and save points – works in its favour; you won’t dive back in to mop up the last few achievements, or to climb leaderboards, but simply because you want to play Proteus. Because you want to open your eyes and be up to your waist in seawater, to walk to shore and wander through fields that sing. And that’s an itch only Proteus can scratch.”
8/10 – Edge

“I come away from it feeling elated. And that makes Proteus feel very special to me. It’s such a pleasure knowing it will be the same for so many others.”
Rock Paper Shotgun

“Its randomness and secrets make it worth playing through a few times, and beyond that, it's easy to imagine wanting to return to it just for respite from a stressful day or a noisy city.”
8/10 – The Guardian

“Proteus is beautiful, a beautiful thing. […]If it must be catgorised, Proteus perhaps is best filed alongside last year's similarly oblique but fascinating experimental games – Dear Esther and Journey.”
5/5 – Eurogamer

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Acerca do Jogo

Proteus is a game about exploration and immersion in a dream-like island world where the soundtrack to your play is created by your surroundings. Played in first-person, the primary means of interaction is simply your presence in the world and how you observe it. The procedurally generated islands are home to creatures natural and imagined, tranquil valleys and ruins with magical properties.

Key Features:

  • Meditative play: the responsive world and lack of any text or hints distils an essence of curious, investigative play, and rewards patience and immersion.
  • Dynamic soundtrack composed by award-winning musician David Kanaga follows the mood of the world and will appeal to fans of Boards of Canada, Brian Eno.
  • A distinctive 2D-but-3D graphical style with wild shifting palettes that sits somewhere between 8-bit videogames and early 20th century modernist painting.
  • Islands are uniquely generated every time, and although it's theoretically possible to see everything in one playthrough, no-one ever does.
  • Built-in "postcard" function encodes world data into each screenshot, allowing islands and discoveries to be saved and shared.

Requisitos de Sistema (PC)

    Minimum:
    • OS: Windows XP SP3
    • Processor: 1.8GHz
    • Memory: 3 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Hard Drive: 100 MB HD space
    Recommended:
    • Processor: 2.2GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: 512 MB NVidia or ATI graphics card
    • Hard Drive: 100 MB HD space

Requisitos de Sistema (Mac)

    Minimum:
    • OS: 10.6
    • Processor: 1.8GHz
    • Memory: 3 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Hard Drive: 250 MB HD space
    Recommended:
    • Processor: 2.2 GHz
    • Memory: 4 GB RAM
    • Graphics: 512 MB NVidia or ATI graphics card
    • Hard Drive: 250 MB HD space

Requisitos de Sistema (Linux)

    Minimum:
    • OS: Ubuntu 12.04 LTS, Mint 13 LTS, Fedora 16, fully updated
    • Processor: 1.8GHz
    • Memory: 3 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Hard Drive: 250 MB HD space
    Recommended:
    • OS: Ubuntu 12.04 LTS, Mint 13 LTS, Fedora 16, fully updated
    • Processor: 2.2 GHz
    • Memory: 4 GB RAM
    • Graphics: 512 MB NVidia or ATI graphics card
    • Hard Drive: 250 MB HD space
Análises úteis de clientes
64 de 80 pessoas (80%) acharam esta análise útil
678 produtos na conta
16 análises
0.6 hrs em registo
Proteus made me smile, intrigued me and even managed to lift my spirits.

Usually I go into details about the mechanics of the game and what I liked and didn't like...for Proteus, I really don't want to do that. It's a little like recieving a poem and a bunch of flowers and letting you wonder through the words and colours, it's really rather lovely.

Thank you Ed Key and David Kanaga.

Publicada: 14 abril 2014
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97 de 152 pessoas (64%) acharam esta análise útil
324 produtos na conta
4 análises
0.6 hrs em registo
2deep4me
Publicada: 18 Mai 2014
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10 de 13 pessoas (77%) acharam esta análise útil
609 produtos na conta
56 análises
2.9 hrs em registo
It's kind of hard to describe Proteus in words to somebody who has not played it.

Sure, you can explain how it takes place on a randomly generated island where you walk around taking in the sights and sounds. You can tell somebody that all the critters and plants and other elements make their own sounds and tones which contribute to the dynamic musical experience of the game. You can even tell them about how different the island is from season to season, and about all of the little things to find and explore.

But no written description will really cover all of the emotions and experiences you get when you play through Proteus. Proteus is about the joy of beauty and discovery, and simply must be played to be fully experienced.

TL;DR If you like chasing frogs and turkeys this game is for you.
Publicada: 6 junho 2014
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8 de 11 pessoas (73%) acharam esta análise útil
51 produtos na conta
2 análises
0.4 hrs em registo
Highly sensory and emotional; Proteus is essentially the love child of ASMR and BBC's Planet Earth. High-saturation, dreamlight colors and audio similar to Austin Wintory's flOw and Journey soundtracks. This is as aesthetic and atmospheric as indie games get, almost like reliving your first road trip as a child. Absolutely stunning.
Publicada: 29 junho 2014
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8 de 11 pessoas (73%) acharam esta análise útil
107 produtos na conta
3 análises
0.6 hrs em registo
Not much gameplay to be seen here. Personally I do not recommend it unless you have stress issues.
Publicada: 2 agosto 2014
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2 de 2 pessoas (100%) acharam esta análise útil
334 produtos na conta
6 análises
3.1 hrs em registo
Há quase dez anos, Kieron Gillen propunha os críticos de videojogos, como ele próprio, enquanto “jornalistas de viagem de lugares imaginários”. Proteus, um “jogo de exploração e descoberta audiovisual” que será lançado oficialmente ainda durante este mês, parece desenhado para se cumprir aquela definição programática.

Em Proteus, despertamos no mar (como náufragos, divindades marinhas?), ao largo de uma ilha deserta. Caminhar é o único modo que temos de interagir com uma paisagem digital que reage aos nossos movimentos.

A ilha, seguindo o compositor David Kanaga, co-autor do jogo com Ed Key, é uma natureza “feita de instrumentos musicais” em que as coisas — árvores, plantas, sapos, insectos, os astros — “cantam e dançam” em celebração da nossa passagem. Ao proporcionar uma experiência de plena imersão numa paisagem sonora que manipulamos através das nossas acções, Proteus é um dos esforços mais consequentes de adopção das ideias do músico e produtor Brian Eno sobre “música generativa” .

Em Proteus, encontraremos construções abandonadas, menires e estátuas que testemunham presenças humanas (presumindo-as humanas) mais ou menos remotas. Estas estruturas, juntamente com caminhos abertos na paisagem, sugerem velhos itinerários. Apesar de não existir enredo em Proteus, estes vestígios intrigantes narrativizam a paisagem, no sentido em que nos conduzem a interpelar esses elementos como pistas que desembocam numa narrativa, eventualmente trágica.

Esteticamente, Proteus evoca o grafismo dos jogos das pioneiras consolas Atari, comercializadas nos anos 70 e 80. Deste modo, a ilha é também um lugar de rememoração do passado dos videojogos. Prescindindo de convenções básicas dos jogos, Proteus, como actualização dos “clássicos”, enfatiza que são as experiências sensoriais e o imaginário que perduram na memória dos jogadores, mais do que as “proezas” efémeras alcançadas através da perícia. É, afinal, um “jogo”? A aventura em Proteus consiste em perdemo-nos nas classificações.

(Publicado em http://p3.publico.pt/vicios/hightech/6276/postal-de-proteus)
Publicada: 26 novembro 2013
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