The Dark Pictures Anthology expands with The Devil in Me, and we have the chance to interview its director
Surely many of you know the famous series of games that make up The Dark Pictures Anthology. A proposal where suspense reigns in each delivery, although changing its approach, the characters and even the types of fear in each story. All this without losing an audiovisual section that always shines exceptionally. Now, after three games in the market, it’s time to continue with the fourth iteration called The devil in me. Fortunately, we were able to access some interesting news thanks to the interview that Albert was able to do with Tom Heaton, Franchise Manager in this Gamescom which is held at the moment.
Horror with news
Albert: The Devil in Me, the fourth game in The Dark Anthology Pictures series, will include what you described as new features like inventory, puzzles and even the ability to jump, climb… How were these mechanics introduced into your new game ?
Tom: After three versions on the market, we wanted something different for this new version. We hear the feedback press, user feedback and we wanted to include new features in The Devil in Me.
We have included three features. The first of these was exploration. On this occasion we are going to let the user have more control to explore and for this we have created overwhelming scenarios. In order for us to survive, we will have to investigate each scenario in search of objects, which makes the game more terrifying. We will see things that fall, that move, and we will have the power to decide to hide, to flee, etc. It’s a host of novelties related to exploration that you will surely like.
The second novelty was the inventory. A simple and direct inventory that the fan of Dark Pictures Anthology will appreciate, since it also influences decisions, the direction of the story or the control of the characters. There will be items such as cameras to take pictures, microphones to record conversations. There will be paths that will only be valid if you have a particular tool, and you can lose it beforehand, or exchange it for something else, or even break it. And of course, this change of direction in the adventure can lead to your team’s death.
And the third peculiarity are the puzzles, important because we will be in this kind of mansion/hotel full of secrets and traps. They are not complicated puzzles, but they will force us to search the scene, find codes and this type of action.
Without losing an iota of its essence
A: Undoubtedly, important novelties that link very well with its strong point which is the narration. Have you ever thought about changing the theme of the game, adopting other genres, or are you comfortable with the mechanics of The Dark Pictures Anthology?
T: We continue to explore and investigate with each episode. Every cutscene, every element of exploration, every combination of elements. It brings out those new mechanics that weren’t in other deliveries before.
A: I have another question about the animation and character design that makes up The Devil Inside Me itself. How does it feel to compose a game with multiple endings, multiple deaths, alternate paths, etc. ? How do you keep the player interested in every pick?
T: We have a high user replay rate. When a player loses a character or two, they immediately come back to choose a better path…or the other way around. There are people who want to see how they all die.
Luckily, we have experience building games with various narrative branches. We try that with each alternate path, the player finds totally different things. This is how we make the game like new by replaying it again.
Let’s talk about fear in The Devil in Me
A: I saw the gameplays, the teasers of The Devil in Me, with all this oppressive atmosphere every moment… How do you like horror games? Because I don’t like games fear of jumpingI almost prefer games where I know where I’m going and what I’m going to find.
T: It’s more like tension in our games. There are different types of terror, and there is a phrase by Stephen King that defines it very well. Of all the types of terror, one is the horror of something that is about to be revealed, and that creates tension. As you explore the mansion, with all the sounds and the dark setting, it makes us expect something to happen next, and it creates a sense of tension that we expect to find.
A: When you started creating these kinds of games, what were your inspirations? Movies like Alien, Stephen King novels…?
T: This time we looked for inspiration in real cases. We are based on HHHolmes, America’s first serial killer. He lived in Boston in the 1980s, built a hotel there, and killed his victims there. When they arrested him and people entered the hotel, they found a real carnage there, full of bloody walls, windowless rooms with mutilated bodies. A most terrifying scenario.
As a person, Holmes was a most charismatic character, and even loved by people before he discovered his murderous side. In fact, those familiar with HHHolmes will see many references in The Devil Inside Me.
Of course, we also relied on horror films, especially those that have decision-making by their protagonists. Or those where there is a murderer who preys on his victims. These allow us to see how powerful a serial killer can be.
A: Last question. We’ve seen how your first installment, The Dark Pictures Anthology: Man of Medan, appeared on Xbox Game Pass, so it’s possible The Devil in Me will show up at some point… but that’s not the point. I wanted to know what you think of the new direction that the “games on demand” industry is taking.
T: I can’t wait to see how it all unfolds. I don’t have an opinion on this yet because I’m more focused on making good games than on valuing the industry I can get. We’re not looking at those things right now, but at creating a good base of players who care about our mechanics, who like what we put out there.
Without a doubt, services like Xbox Game Pass are relevant. There are people who play our first title and without thinking they buy our next episodes, so it’s a good way to spread the word about our developments. In this way, we open the registration to new players.
Table of Contents