Hi guys! I'm Ricardo Cesteiro, founder and producer at Camel 101. Some of you may remember to hear from me back in 2018 when I wrote my first blog post here, announcing The Those Who Are Gone. Back then, our goal was to release the game later that year, but the complexity of the project grew and grew, as did our aspirations as we committed to making the game better, and still better.
Today, I bring you the best news! as it is with great excitement that I can finally share with you all that the game will be released on May 15 – what else, I can also point out that there will be a Deluxe Edition of specialty stores that will include a digital download of this beautifully illustrated storyline, & # 39; The Remnant: Lights Release. & # 39;
So, to regain it, what exactly are the remaining ones?
We like to call it an adventure designed for the first person & # 39; mentally. & # 39; It's funny, absurd, and certainly scary at times, but we wouldn't consider it a terrific horror game. That is not what we intended to do.
The purpose is not to intimidate the player, per se – we do not use formative intimidation as a driving design policy. We feel that a strong and adventurous atmosphere and a terrifying place can become overwhelming – and very frightening – in the long run, with a random crying person suddenly appearing in front of a screen, for example. We hope you get an idea of that from the trailer, which we show you here only today.
In the trailer we show Edward arriving in Dormont, as he thinks about his life and the mistakes he made. This is one of the major themes during the game: action and results. The things we do in life and how our choices affect other people. Players will have to make their own decisions for the game – and the consequences.
The game has two keys that define the mission: one that the player cannot go into darkness. There are mysterious figures out there that will attack and kill, which means you will have to use light sources to clear the path and scare it.
The other is that the player needs to go “somewhere else,” the size of the screen that is almost a twisted version of our reality. What happens to one size affects another, so the player may need to move in size to solve a particular puzzle or situation in order to continue.
There are also several situations where a player needs to make ethical decisions that will affect the outcome. This is a game about choice and consequences, and we want the player to feel the weight of their actions.
One of the things we have really enjoyed working on in this game is to create this story, the characters, the city and all the surrounding places. We believe we are creating a rich atmosphere, and that is part of the reason for deciding to expand the media with a comic, exploring the events that take place in Dormont when everything is dark.
This is a very satisfying project to work on, as it has allowed us to explore people's feelings and relationships as the game goes down deep in people's minds. We might have made it a ghost story, or abused domestic news (a lot of the game is based), but we started doing the opposite, while talking about sensitive topics such as bullying, infidelity and suicide. These things happen unfortunately and are part of our lives, and videogames are a great vehicle to talk about.
Unhealthy and unimaginable "ourselves", we drew inspiration from many different sources and media when we created Who Remain, and especially in supernatural movies and TV shows.
For example, Dormont can easily be compared to Twin Peaks, a beautiful little town where everything seems calm and peaceful, while hiding deep dark secrets beneath.
Dark shadow figures would have easily come out of Stephen King's novel, as well as "somewhere else" – a twisted truth that can be found through the illumination of unfamiliar sites … well, we'll let you find that solitude from May 15, when you will be able to break down into the twisted truth of Dormont and find its many secrets that knew…