As you might remember, our proud nation is once again gearing up for a majestic presence at gamescom in Cologne. The Belgian games booth will be even bigger (168m²) than last year so all Belgian game companies can show the gaming world what they’re made of.
We’re nearing the end of our preview of companies that will be on show at the Belgian games booth, but we’ve got a few more stories to tell. Game studios often have the craziest names and that’s something this next company has understood like no other. You’ve already guessed it (it’s either that or you’ve read the title): we’re talking about God as a Cucumber.
A cool sounding studio should of course work on a cool sounding game. One-man show Stijn Van Coillie decided that the working title of his project, No Way Out, was too bland for his taste. On top of that a lot of people were confusing the game with A Way Out by Hazelight and EA or were looking for torrents of old wresteling show. There was no two ways about this: No Way Out had to go over the top rope as Liquid Sunshine entered the ring.
Liquid Sunshine doesn’t just sound a lot cooler, the name also fits better with the psychedelic theme of the story. In this game, that fuses the art style of a comic book with puzzle platform gameplay, you play as tree jungle animals. They have their own skills and you’ll need to work together to navigate the levels. Oh right, and they might also be just some low-life thugs that are tripping balls on acid. Details.
The black and white visuals combined with the trippy soundtrack might just give you a slight case of epilepsy, so be careful when you get your hands on the brand new demo he’s put together. If you happen to be really good at porting pc games to console, make sure you snag a God as a Cucumber business card, as there might be some work in it for you. If anything, rumor has it they are really good for prepping a line of cocaine.
As always: a warm thank you to the wonderful people at Flanders DC, who turn gamescom into an essential experience. They couldn’t do that without the valuable support of Digital Wallonia, Brussels Invest and Export, Screen Brussels, VAF Gamefonds, WALGA, Creative Europe and ADN. Thank you all!