The most curious aspect of the game – “you could only win if you never killed, injured or damaged anyone or anything in the game.” This is perhaps the weakest link in the whole idea and why the game did not work out.
Escapist Magazine writes:
“A nonviolent shooter presents interesting, if not necessarily sensible, design challenges. We decided on a story of demonic invasion in mythic ancient
. Gameplay would permit violence and perhaps even reward it in the short term, but violence would pollute your karma and ultimately complicate your long-term progress. India
This was indeed ambitious, not to say foolhardy. If you're facing powerful adversaries but must circumvent them nonviolently, obviously the game needs that always-tricky feature, a stealth model. The game also has to judge your actions. If you trick two demons into killing each other, what is the karmic effect?”
The game project was shelved mainly because the team was incapable of producing such a huge game. Secondly the graphics were substandard.
The idea is not bad but needs to be polished. Especially, the ‘ahimsa’ concept, there is nothing wrong in defending or killing when your life is in danger. In fact, shying away from your Karma is sin.Still, the group had the courage to think different and to bring out something fresh.