EDGE

The Light Keeps Us Safe

Big Robot goes dark with a scary, stealthy survival adventure

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PC

The light might well keep you safe, but after the blue-sky sci-fi of The Signal From Tölva, Big Robot’s latest is a return to much darker territory. And we’re not just talking about the colour palette – while Sir, You Are Being Hunted offered a more playful brand of scare, this is the studio adopting the tone and tenor of serious horror. Set in a desolate, procedural­ly generated world patrolled by twitchy machines – instructiv­ely, the first area you visit (and the game’s original working title) is Bleak Road – it all but demands to be played with the lights down and the volume up. “We do atmospheri­c stuff pretty well,” creative lead Jim Rossignol says. No kidding.

For all its danger, it’s a weirdly alluring place – certainly more so than the dingy, grotty little bunker you find yourself in at the start. Encouraged to venture outside by a woman’s voice – Burnistoun’s Louise Stewart strikes a fittingly stark, sombre tone – you’ll find yourself exploring a world built around a high-contrast aesthetic that gives you landmarks you can easily pick out from a distance, with bright lights representi­ng both danger and opportunit­y. A red glow in the distance might mean a building full of supplies; it will also, almost certainly, mean there are machines nearby to distract or disable before you can get inside and grab them.

It’s a survival game of sorts, then, but it’s not one where you constantly need to fret about food and medical supplies – it’s fairly generous on that front. And it’s not a Roguelike either: dying doesn’t mean having to start over. Your job, at least in the early stages, is to gradually upgrade your modular flashlight, which over time becomes a multitool that steadily allows you to venture

further, and tackle enemy threats without quite so much running, hiding or bottlethro­wing. It factors into exploratio­n and puzzle-solving in some surprising ways, which shouldn’t be spoiled at this stage – not least since they’re potentiall­y subject to change.

Perhaps it’s not quite the game you were expecting; indeed, Rossignol suggests that the audience response so far has been quite the eye-opener. “The extent to which people’s assumption­s define their experience is really fascinatin­g to watch,” he says. “The procgen doesn’t really demand death and replay, as you’ll have already experience­d. But there’s a whole bunch of people reporting on the game as if that’s how it is, which is really weird. So we almost feel like maybe we should adapt it to meet expectatio­ns if the messaging isn’t there. Having spent months alone in this developmen­t environmen­t, all these different understand­ings come into play and you start having to consider, well, do we need to develop to specifical­ly address some of that stuff?”

Don’t worry – Light isn’t about to become more generic just to meet player expectatio­ns. “We don’t really want to make the same game as everybody else,” Rossignol continues. “We can’t really jettison that approach and still be making Big Robot games. It’s partly genre expectatio­ns, but it’s partly structural on our part – if you want someone to play a game in a certain way you have to teach them to do it. So yeah, that’s definitely our job.” He suggests that the game has been built in such a way that it could potentiall­y be bent into entirely new shapes. Indeed, it began as something more akin to a road trip before the hub structure was incorporat­ed, while the light element only came into play late on; Rossignol had scribbled ‘the light keeps you safe’ on a Post-It note, originally conceiving of “a procedural Lordran” where the player would carry a blazing torch and light lanterns to make their way through the world.

If there’s plenty that will likely change between now and the final release, that stiflingly potent atmosphere needs no adjustment. Through headphones, the insectoid clicks and whirrs produced by the robotic enemies prove even more unsettling. And the low-level ambience is punctuated by startlingl­y loud diegetic sounds when you are spotted, making for a more palatable brand of jump-scare than the hackneyed use of orchestral bursts. It’s a technique Rossignol clearly loves. “When stuff does happen – BANG!” he shouts, clapping for emphasis. “It’s suddenly very loud and that can be very intimidati­ng. I think that kind of contrast is really exciting. If you’re able to marry visual contrast with audio contrast when you’re doing something like that, then the effect is even greater.” Our shattered nerves are testament to that.

“If you want someone to play a game in a certain way you have to teach them to do it”

 ??  ?? You’ll have to return to the bunker to power up your torch, but this strange device also needs to be brought back online. You’ll need to locate some kind of fuel source first, you’re told
You’ll have to return to the bunker to power up your torch, but this strange device also needs to be brought back online. You’ll need to locate some kind of fuel source first, you’re told
 ??  ??
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 ??  ?? ABOVE Bottles come in handy until you’ve found enough components to upgrade your flashlight: one beam temporaril­y disables smaller enemies once alerted
ABOVE Bottles come in handy until you’ve found enough components to upgrade your flashlight: one beam temporaril­y disables smaller enemies once alerted
 ??  ?? TOP LEFT Rossignol rightly acknowledg­es there are plenty of “gloomy, dark, horror-y worlds” out there, but Light is instantly identifiab­le as a Big Robot game. “One of our keystones has always been: make sure people can recognise your game from the screenshot”
TOP LEFT Rossignol rightly acknowledg­es there are plenty of “gloomy, dark, horror-y worlds” out there, but Light is instantly identifiab­le as a Big Robot game. “One of our keystones has always been: make sure people can recognise your game from the screenshot”
 ??  ?? ABOVE If you think the robots sound horrible, you should hear the noise when you take fall damage. Rossignol laughs mischievou­sly: “I can’t remember which game it was, but there’s something out there that has the most horrific ankle-breaking noises. I’ve always had that bookmarked in my head: fall damage needs to sound like you’re crunching cartilage”
ABOVE If you think the robots sound horrible, you should hear the noise when you take fall damage. Rossignol laughs mischievou­sly: “I can’t remember which game it was, but there’s something out there that has the most horrific ankle-breaking noises. I’ve always had that bookmarked in my head: fall damage needs to sound like you’re crunching cartilage”
 ??  ?? The studio has discussed potentiall­y adding challenge modes – the foundation­s to add new game types are already in place
The studio has discussed potentiall­y adding challenge modes – the foundation­s to add new game types are already in place
 ??  ?? LEFT No prizes for guessing what your flashlight’s Dissolver Beam can do
LEFT No prizes for guessing what your flashlight’s Dissolver Beam can do

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