Elude Cover

IGDB / 152474

Elude

2010 Platform
Elude aims to raise awareness for depression and to inform about this dangerous illness. It is specifically intended to be used in a clinical context as part of a psycho-education package to enhance friends' and relatives' understanding of people suffering from depression about what their loved ones are going through. Modeling what depression feels like by contrasting it with other mood states (normal and happy), El Show full summary

Elude aims to raise awareness for depression and to inform about this dangerous illness. It is specifically intended to be used in a clinical context as part of a psycho-education package to enhance friends' and relatives' understanding of people suffering from depression about what their loved ones are going through. Modeling what depression feels like by contrasting it with other mood states (normal and happy), Elude portrays depression metaphorically. The various parts of the game-world represent emotional landscapes that correspond to different moods with the gameplay changing according to mood changes. The core gameplay (i.e. "normal mood") happens in a forest filled with "passion" objects that resonate and act as power ups when one calls out to them. Only when infused with passion is it possible to overcome the obstacles on the way to the tree tops, where one reaches "happiness".

World design Nicht eindeutig

Deep dive / Spielprofil

Everything about Elude: story and gameplay

A structured look at the narrative, game feel, and traits that define this game.

Story & context

Elude aims to raise awareness for depression and to inform about this dangerous illness. It is specifically intended to be used in a clinical context as part of a psycho-education package to enhance friends' and relatives' understanding of people suffering from depression about what their loved ones are going through. Modeling what depression feels like by contrasting it with other mood states (normal and happy), Elude portrays depression metaphorically. The various parts of the game-world represent emotional landscapes that correspond to different moods with the gameplay changing according to mood changes. The core gameplay (i.e. "normal mood") happens in a forest filled with "passion" objects that resonate and act as power ups when one calls out to them. Only when infused with passion is it possible to overcome the obstacles on the way to the tree tops, where one reaches "happiness".

1 weitere Tags
Traitdepression

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Trailer

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Game profile / Plain language

Elude: release, platforms, and facts

Studio, play style, releases, and official sources — compactly prepared from external IGDB data.

01
Studios & ownership

Studio & publishing

Developer
Singapore-MIT GAMBIT Game Lab
Publisher
Nicht angegeben
Franchise
Standalone
02
So spielt es sich

Spielprofil

Modi
Single player
Perspective
Side view
Themes
Educational
03
Wo & wann

Platform releases

  • PC (Microsoft Windows) Q2 2010

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