21-01591
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21-01591
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21-01591
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21-01591
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21-01591
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21-01591
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21-01591
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21-01591
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21-01591
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21-01591
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Deponia Doomsday

[Video Game]

Client

Daedalic Entertainment, Hamburg

Design

Daedalic Entertainment, Hamburg

Art Direction

Simone Grünewald

Creative Direction

Jan Müller-Michaelis

Executive Production

Carsten Fichtelmann

Production

Tom Kersten

Story Writing

Jan Müller-Michaelis, Rene Anhaus

Deponia Doomsday is the fourth part of the Deponia saga. The adventures take place on the junk planet Deponia and its idiosyncratic environment. Anti-hero Rufus is a selfish, illtempered egocentric who believes that he is destined for something better. He takes the player on a peculiar adventure through a uniquely designed world. In contrast to other comparable games, Deponia Doomsday plays with the stereotypical game mechanics of adventure games and the player’s expectations for it. Players are continuously led into situations that are solved by the genre-typical trial-and-error procedure. However, due to Rufus’ eccentric and grumpy personality, circumstances worsen. As a result, by trying to solve one problem, Rufus creates new and even worse ones that players have to struggle with. In the course of events, players have to frequently cross their moral boundaries.

Statement by the jury

Deponia Doomsday can be understood to be a kind of homage to the Deponia trilogy. The game has been expanded by a time travel aspect that fully convinces and enriches the game. Deponia Doomsday was designed so that each single screen, in principle, would also work as a painting with many lovingly crafted details – the settings are wonderful, the characters are diverse and entertaining. Although following typically point-and-click mechanisms, the interaction manages to continuously surprise players with new ideas in puzzle design and solution.

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This project can be found in the
International Yearbook Communication Design 2016/2017.

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