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REMOTHERED: BROKEN PORCELAIN

Chris Darrill is bringing back the spirit of Silent Hill

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Format PS4 ETA TBC Pub Modus Games Dev Chris Darrill Arts, Stormind Games

Remothered: Tormented Fathers was widely acclaimed as a return to survival horror’s realistic roots. We sit down with artist and director Chris Darrill to learn how the sequel will scare.

OPM: Would you say anyone else is making horror games like you?

CD: It’s unusual to think that in such a rich and fertile genre there are no real competitor­s, both because it may be the only one of these new generation games to be able to boast [our] gameplay structure in third-person, and because the themes touched in the game always have a credible scientific component, which never crosses the pure sci-fi or the paranormal horror genres. Many players have ironically called the game - probably because of the very complex and strategic structure – “the Dark Souls of survival horrors” and even the “horror interpreta­tion of Metal Gear Solid”.

OPM: How does the stealth gameplay work in Broken Porcelain?

CD: Jennifer is going to have to know how to move through the shadows, take advantage of the darkness or the hidden corners that the environmen­t offers to escape the sight of the enemies. This can also be used to study their actions, which between each enemy will always be very different. Clearly, there will be specific hiding spots (such as closets, chests, couches). But keep in mind that the enemy is smart; he will know how to investigat­e and even hear us breathing, and that’s when we must keep calm.

OPM: How do you approach puzzles?

CD: We have to be honest. We all grew up with the plaques and cryptic mechanisms that Silent Hill and Resident Evil gave us. However, the approach to the puzzles will be definitely more realistic and intuitive, let’s say strategic. It will recall the puzzles that we had the pleasure to encounter in the first awesome Forbidden Siren: an example could be leveraging on a particular object to compromise its balance and get a closet to fall against a door thus leaving it hopelessly shut. This will not change our goal, which is to adopt a credible strategy by using key objects that can be easily found within the common setting, which in this case is the Ashmann Inn.

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