Alone in the Dark Interview

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posted 6/24/2008 by Charles Husemann
other articles by Charles Husemann
What kind of puzzles can we expect to see in the game? Are they strictly going to be environmental puzzles or can we expect to find other challenges in the game? Is there one puzzle that you're particularly proud of?
Many of the puzzles are built using the real world physics we’ve applied to the environments so there’s logical ways to solve them using what you have around you. That’s not to say they’re easy – some of them will take a bit of working out. You’ll need to use everything you learn about how the environment and objects in it react and behave to work out the solutions to some of the problems. Later on in the game the puzzles are on a really grand scale and really impressive just to look at.


Alone in the Dark was the first survival horror game on the market, what differentiates your game from the Resident Evil and the Silent Hill games?
We love those games but think we’re presenting something totally different. Our aim was to break the constraints of any one genre and present something with a a much broader mix of gameplay presented in a highly cinematic style. The gameplay in Alone in the Dark is based on real world physics beyond anything you’ll find in other games, and we’ve implemented so many new ideas from the inventory to the way that we tell the story in episodes that we really think we’re offering something new to gamers.


The inventory system for the game is fairly unique in that you look directly at the items hanging in your coat, what was the inspiration behind the new inventory system and why did you veer from the standard coat of bottomless pockets that's been a staple of the genre for years?
Our aim was the immersion and engagement of the player, so we tried to avoid menu screens that take you out of the action. The fact that your inventory is not a bottomless pit was also part of the real world rules we applied to the gameplay, again with the aim of presenting a believable and immersive world to the player.



Was there ever any thought of adding in a co-op multiplayer mode to the game? Is that something we could see in a future iteration of the franchise?
We designed this game as a single player experience. As for the future, we don’t have any firm plans right now, but anything is possible. J


Speaking of futures, what's in store for Mr. Camby if the game does well? Are there any plans for downloadable content in the future?
It’s something we’ll be looking at certainly, but it’s too soon to confirm any plans.

Is there anything we missed that you think is important for our readers to know about the game?
If you want to play a game that will challenge you, that does things differently, that tells a great story in a new way, and that lets you stick a Molotov cocktail to a monster’s leg and watch him go up in a ball of flame, then you should definitely get your hands on Alone in the Dark.



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