Brazil, 1700s. Portuguese rule has brought immense misery upon the slaves subjugated to work amongst the dreary sugarcane plantations. Isaura is amongst those unfortunate. Captured from a small village in the depths of Kongo, Isaura is separated from her child upon arrival to the New World and is forced to work on the plantations. After years of bondage, she escapes from the fields and sets out to find her lost son, hiding amidst the Brazilian wilderness while being sought as a runaway.
Thralled is an interactive experience that portrays the surreal journey of Isaura, a runaway slave separated from her newborn child and tormented by memories of a painful past. Set in 18th-century Brazil, Thralled follows Isaura as she traverses a nightmarish representation of the New World, reliving a distorted reminiscence of life in captivity and the events that led to the taking away of her baby boy.
A chronicle of the unfaltering love of a mother and the sacrifices she makes to protect her child, Thralled seeks to set foot in the unconventional realm of interactive art and create a heart-stirring experience for all audiences, gamers and non-gamers alike.
Thralled is an interactive experience that portrays the surreal journey of Isaura, a runaway slave separated from her newborn child and tormented by memories of a painful past. Set in 18th-century Brazil, Thralled follows Isaura as she traverses a nightmarish representation of the New World, reliving a distorted reminiscence of life in captivity and the events that led to the taking away of her baby boy.
A chronicle of the unfaltering love of a mother and the sacrifices she makes to protect her child, Thralled seeks to set foot in the unconventional realm of interactive art and create a heart-stirring experience for all audiences, gamers and non-gamers alike.
“[Thralled is] a thickly painted narrative that takes this moment in time back from dry statistics in a picture-free history book, and turns it into an interactive slice of art in which the open-minded are invited to immerse themselves.” - Chris Stead, Grab It Magazine.
"...if games like Thralled continue being made, we will have interactive experiences worthy of preservation" - Drew Dixon, GameChurch
"...if games like Thralled continue being made, we will have interactive experiences worthy of preservation" - Drew Dixon, GameChurch