Video game developers have known for a while how to design cheap "jump scares" -- basically the equivalent of an older sibling jumping out of a room to scream "BOO!" as you walk unsuspectingly down a dark hallway.
But over the past few years, as we've seen big-production games in the horror genre take on the action-oriented angle, independently-developed games like Home, Amnesia, Lone Survivor and others have been exploring game design that evokes a creeping uneasiness in players. It's a kind of design that, instead of breaking immersion with a cheap scare, cultivates fear throughout the course of play.
Adrian Chmielarz, one of the founders of game studio The Astronauts, wants to deliver his own twist on the psychological horror experience with The Vanishing of Ethan Carter, a game inspired by the weird fiction genre. The Astronauts is no stranger to game development, as its three founders come from People Can Fly, creators of Painkiller, Bulletstorm and other titles.
You can read more about the game itself here. To learn how Chmielarz plans to make horror video games a little weirder, read on.
"Weird fiction." I read that as "Lovecraftian" (and that's not a bad thing, for me!). Where does the game pull its influences? Seems like quite a departure from your previous work.
Molier's Monsieur Jourdain discovered one day that he has "been speaking prose all my life, and didn't even know it!" I think it's the same case with weird fiction horror. For example, a lot of what Stephen King writes is weird fiction horror, but most of the readers are not necessarily aware of that. To them, he just writes horror stories in which strange things happen, some bordering on surreal. But that's exactly it -- that's weird fiction. That's, for example, how China Mieville describes it: as something halfway between pulp and surrealism. However, our approach is a bit more old-fashioned, and we're more into the original weird fiction than the "New Weird." What I mean by that is our approach to weird fiction is "pulp meets strange," not "pulp meets surrealism." We're a little toned down. I love disciplined storytelling and I love the believability of a story. Surrealism is a step too far. So in Ethan Carter we put a lot of emphasis into making sure this is about strange things happening to real people, and into avoiding the loss of credibility of the experience. As for the horror part, the one distinct element of weird fiction for me is the fact that it's about fear, but not about jump scares, and it's about macabre, but not about gore. You mentioned Lovecraft, and he is indeed a great example. You don't necessarily hide under the bed when you read Lovecraft. Most of the time his stories are not that scary on the surface. But there's always something in the air, right? When you let him, Lovecraft actually reaches deeper than most horror authors, and the images he paints, the images of indifferent cosmos are more terrifying than, say, the terrors of the flesh. But the way he tells stories is devoid of any cheap scares. And I love that. Is it a completely new direction for the guys who made Painkiller and Bulletstorm? To be honest, not really. Painkiller had obvious horror undertones, what with the undead and cemeteries and haunted orphanages. And after Painkiller we wanted to make Come Midnight, which was a mix of horror and pulp thriller. Unfortunately, THQ cancelled the title after a year of production, along with many other titles, during one of the changes of leadership and direction. Water under the bridge, but all I am saying here is that we were into the darker side of things for a long time. And now we can finally get back to that.You've decided to go with no cut scenes. What led to that decision?
The utter devotion to maintaining high levels of immersion and presence. Obviously we're not very original here, Half-Life 2 hid its cut-scenes under first-person scripts and so did Call of Duty. And it works. When you think about it, it's kind of really weird to have cinematics in an [first-person perspective] game. You role-play someone, and you have almost perfect control over the character: you jump, you shoot, you crouch, you move...But every now and then that is all taken away from you, a cut scene plays, something happens, and then you're given that control back. That reminds the players they are merely actors in the script that's already written, and this is not something a game designer wants. So the entire trick is to maintain the illusion of freedom, and make sure that no immersion or sense of presence are ruined. Total holodeck freedom won't be possible for a long, long time.