P.T inspired Allison Road has been revived!

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Posted August 22, 2016 by Richard Lee Breslin in Announcements, Gaming News, PC, PS4, Xbox One

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Back in June, we heard the sudden news that the game considered to be a spiritual successor to the cancelled P.T/Silent Hills, was cancelled. Despite a statement being released, no specifics were revealed as a reason for Allison Road being cancelled, other than perhaps the publisher and its developer Christian Kesler having some differences.  This came as very odd news at the time, because Allison Road had a great start to its Kickstarter campaign, which was then cancelled due to them striking a publishing deal with Team 17.  Then as we know, not long after that deal was announced, which seemingly secured its release at a later date, Allison Road was cancelled.

However, after releasing a statement to IGN, Allison Road developer has announced that the game will be revived and for the foreseeable future, he will be working under a new label called Far From Home, which is co-founded by Christian and his wife.  No release date details for Allison Road have been released at this time, but as originally planned, it’s safe to assume that it will release PC, PS4 and Xbox One.

 

Here’s what he told IGN:

I’m actually really happy to be able to announce that [Allison Road] will continue,” Kesler told IGN, saying he is as passionate about the project now as he was on day one. “We had a lot of support online and some folks out there are just incredibly nice.”

“It did take a bit of soul searching to find the drive again to work on Allison Road and to simply make a call on what to do next,” Kesler told IGN. “After the set back, I took a bit of a break from working on it and re-evaluated all the work that had been done so far — the whole journey, so to speak. I started making a few (in my opinion) necessary changes to the story and the flow, little bits and pieces here and there, and before I knew it, it sort of naturally came back to life.”

“For our gameplay trailer, I did all the modelling, texturing, shaders, lighting, etc., and thankfully a lot of the mechanics are already implemented from the previous development phase, so I can comfortably take the game forward by myself,” Kesler told IGN. “If and when it comes to a point where new features and mechanics are required, or old ones need changing, I’ll go look for support.”

“In September, it’ll be two years since an idea out of a notebook started to come to life and some people have been with it from the very beginning,” Kesler told IGN. “Imagine. That’s really fantastic.


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