BagoGames at EGX Rezzed 2016: Syndrome Interview

<p>If there is one game genre that always inspires scepticism in me &lpar;besides how awkward it is we use film genres for games&comma; but that&&num;8217&semi;s a discussion for another day&rpar;&comma; it is horror&period; Don&&num;8217&semi;t get me wrong though&comma; I thoroughly enjoyed &lpar;and still enjoy&rpar; the first four Silent Hill games and Resident Evil 2&period;<&sol;p>&NewLine;<p>However&comma; the line between enjoyable romp and frustration can usually be boil down to year of release&period; The games of old managed a blend of combat and vulnerability&period; In contrast you have on one side the action-horror title&colon; where you&&num;8217&semi;re stuck with so much ammo in your pockets thatyour trousers risk falling to your ankles&period; On the other hand you might be trapped in a walking simulator horror title where you creep from corner to corner using only the most basic stealth mechanics while punishing you for observing what you&&num;8217&semi;re meant to avoid &lpar;likely so your imagination ramps the fear factor up in ways art struggles with&rpar;&period;<&sol;p>&NewLine;<p>This is without dipping into the glee developers seem to get when the publisher forgets to yank back on the leash&comma; and they fill the title with jump scares&period; Don&&num;8217&semi;t even get me started on if a horror game should or should not scare and how much &lpar;mostly because the genre classification in games still sucks&rpar;&period;<&sol;p>&NewLine;<p>So I was at first partially dismissive when I saw Syndrome at EGX Rezzed&comma; mentally chalking it as &OpenCurlyDoubleQuote;eh&comma; walking simulator in the dark or massacre simulator of ghoulies&period;” Digging more into it&comma; and trying it out at EGX Rezzed&comma; it seemed to have more similarities with horror games of old like<em> System Shock<&sol;em> &lpar;just&comma; well&comma; without the RPG elements&rpar;&period; So I became curious of if this would scratch the itch of old&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180306&sol;6&period;jpg" alt&equals;"6" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>I interviewed Ricardo Cesteiro&comma; managing partner and producer at <a href&equals;"http&colon;&sol;&sol;www&period;camel101&period;com&sol;">Camel 101<&sol;a>&comma; about how Syndrome differentiates itself while revisiting the past&period;<&sol;p>&NewLine;<p>Kailan May&colon; How will Syndrome balance between being an action-horror title &lpar;e&period;g&period; Evil Within&rpar; and being a straight-horror walking simulator &lpar;e&period;g&period; Amnesia&colon; The Dark Decent&rpar;&comma; instead existing in the Resident Evil&sol;System Shock sweet spot&quest;<&sol;p>&NewLine;<p>Ricardo Cesteiro&colon; When we started working on this game&comma; there was one major idea that we had in mind&period; It was that the player should be vulnerable&comma; but not completely vulnerable&period; If the player has access to a huge arsenal&comma; he’s not vulnerable&period; He’s just fighting enemies in a horror setting&period; But we also didn’t want to repeat the formula of running and hiding from the monsters&period;<&sol;p>&NewLine;<p>It all comes down to giving the player a chance to fight but with limited weapons&period; In Syndrome&comma; the player can find several different weapons&comma; but ammo is very scarce&comma; which means it must be wisely spent in the toughest encounters&period; Most of the times the player will have the option to fight&comma; hide or create distractions&period;<&sol;p>&NewLine;<p>KM&colon; How will your game balance between having your melee weapon be a dead-weight or an over-powered tool of destruction&quest;<&sol;p>&NewLine;<p>RC&colon; The melee weapon in Syndrome is the only one that doesn’t require ammunition&period; But it spends stamina&comma; which means that the player can’t keep striking the enemies over and over&period; Stamina recovers over time&comma; so the player also needs to block enemy attacks before attacking&period; Since running requires stamina too&comma; the player won’t be able to run away if he keeps attacking the enemy&period;<&sol;p>&NewLine;<p>&lpar;this feature wasn’t implemented yet on the EGX Rezzed build&rpar;<&sol;p>&NewLine;<p>When mastered&comma; this weapon can be somewhat effective against the basic monsters&comma; but it will be almost useless against the most powerful ones&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180213&sol;11&period;jpg" alt&equals;"11" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>KM&colon; Some horror games in the past have featured a sanity metre &lpar;e&period;g&period; Eternal Darkness&colon; Sanity&&num;8217&semi;s Requiem&rpar;&comma; will your game feature a mechanic like it&quest;<&sol;p>&NewLine;<p>RC&colon; The main character is a bit troubled&comma; as he’s suffering from hallucinations and lack of memory&period;<br &sol;>&NewLine;This all ties in with the story&comma; but it has no specific mechanic&period;<&sol;p>&NewLine;<p>KM&colon;The mechanic of having a map has seen a mixed history in the past&comma; with different amounts of information being displayed &lpar;e&period;g&period; where you&&num;8217&semi;ve been&comma; where to go&comma; where you are&comma; if doors are locked&comma; any misc notes&rpar; assuming you even have a map&period; How will your map mechanic work&quest;<&sol;p>&NewLine;<p>RC&colon; Another thing that had in mind with this game&comma; is that we didn’t want to spoon-feed the player&comma; telling him exactly where he needed to go and what to do&period; But we didn’t want him to feel helpless too&period; Again it’s a question of balance&period;<&sol;p>&NewLine;<p>The player has access to a floor map that details where which specific room is&period; And the objectives will tell the player what he needs to do&period; So it’s somewhat easy to understand what needs to be done without having an arrow pointing to the exact location of the next objective&period;<&sol;p>&NewLine;<p>There are also subtle hints and data logs that can be found by searching around in lockers&comma; computers etc&period; These sometimes provide useful information like the location of keys or passwords&period;<&sol;p>&NewLine;<p>KM&colon; How will <em>Syndrome<&sol;em> handle saving&quest;<&sol;p>&NewLine;<p>RC&colon; We’re going with a more classic approach in Syndrome&period;<&sol;p>&NewLine;<p>There are specific locations spread around the ship where the player can save the game&period; He can go there anytime and save the progress&period; There’s no quick-save&comma; though&period; It’s all up to the player&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180137&sol;3&period;jpg" alt&equals;"3" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>KM&colon; There has been a trend in horror games to favour dark and rustic corridors that tend to blur together into a confusing frustrating mess&comma; seemingly afraid to use colour and light at all as though it will remove all the horror from a game despite effective use in the past&period; Even when trying your game in the EGX Rezzed demo&comma; I found myself getting lost in the dark rustic corridors of the ship&comma; without a torch on hand&period; Will <em>Syndrome<&sol;em>&&num;8216&semi;s corridors be constantly dark and shades of grey and brown&quest;<&sol;p>&NewLine;<p>RC&colon; The action in Syndrome takes place aboard a ship&period; The ship has 8 decks&colon; the lower floors have the machinery and cargo bays&comma; and are darkest and dirtier&period; The upper flowers have the living areas and the officer’s quarters&period; These are clean and shiny&period;<&sol;p>&NewLine;<p>We want to create the feeling of going down &equals; getting darker&comma; even though we’re inside the ship&period; So yeah&comma; we have variety of colors and environments in different areas of the ship&period;<&sol;p>&NewLine;<p>And the player finds a flashlight shortly after starting the game&comma; so he won’t be lost in complete darkness&period;<&sol;p>&NewLine;<p>KM&colon; What type of scares will Syndrome contain and how will it achieve the style&quest;<&sol;p>&NewLine;<p>RC&colon; We’re going with a more atmospheric horror style&period;<&sol;p>&NewLine;<p>A horror game is all about immersion and tension&comma; and we’re doing by creating a place that feels alive&comma; so that it feels really scary&period; If we fail to immerse the player&comma; then the place won’t feel scary&period; We play a lot with shadows&comma; lights and sounds&comma; but the whole story and narrative add up a lot to the fear factor too&period; Not just the particular details of what’s going on with the main character&comma; but also the backstory of what happened with the crew of the ship&period; These can be learned by picking up text logs &sol; journals from dead crew members&period;<&sol;p>&NewLine;<p>We tried to avoid the typical jump scares&comma; as they get repetitive and frustrating after a while&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180249&sol;8&period;jpg" alt&equals;"8" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>KM&colon; Will your game be story heavy or favour focusing on just providing a horror environment&quest;<&sol;p>&NewLine;<p>RC&colon; We focused on both&colon; a strong narrative and an immersive horror environment&period;<&sol;p>&NewLine;<p>As I mentioned before&comma; the main character is suffering from a few mental issues&colon; lack of memory and hallucinations&period; Shortly after starting the game&comma; he’ll meet two other characters over the radio that will try to help him&period; But each one of them has a different version of what happened in the ship&period;<&sol;p>&NewLine;<p>So everything will be a bit confusing in the start&period; He doesn’t know who to trust&comma; and he doesn’t even know if everything he sees is real&period; As the game progresses&comma; the story unravels and he slowly recovers his memory&period; But things don’t end there&period; There’ll still be a situation that needs to be solved&period; So yes&comma; we’re putting a lot of effort into creating a powerful story&period;<&sol;p>&NewLine;<p lang&equals;"pt-PT">KM&colon; How will <em>Syndrome<&sol;em> deliver its story&quest;<&sol;p>&NewLine;<p lang&equals;"pt-PT">RC&colon; We’re trying to create a really immersive experience&comma; so we decided to stay away from cutscenes&period; The use of cutscenes gives us more options while unraveling the story or highlighting a particular event&comma; but they also break immersion&period; Whenever a cutscene starts&comma; the controls are taken away from the player&period; His mental state automatically goes into a &OpenCurlyDoubleQuote;safe area&comma;” as no one can harm him during a cutscene&period;<&sol;p>&NewLine;<p>We decided that whenever something happens in <em>Syndrome<&sol;em>&comma; like dialogs or random events&comma; the action is never taken away from the player&period; Like this&comma; things are always totally unexpected &lpar;or so we hope&rpar;&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180154&sol;14&period;jpg" alt&equals;"14" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>KM&colon; What will you be creeping around hiding from&quest; Will there be one enemy type through-out the game &lpar;akin to Amnesia&colon; The Dark Decent&rpar; or various types of different strengths &lpar;akin to Resident Evil&rpar;&quest;<&sol;p>&NewLine;<p>RC&colon; There are several types of enemies in the game&comma; each with their own strengths&period; The most basic enemies are slow and not too strong&period; Others are just faster&comma; and then there are some really strong guys that are almost impossible to outrun&period; Some of them also have particular weakness that the player can use to his advantage&period;<&sol;p>&NewLine;<p>The enemies are constructs made of mixed flesh and machine&period;<&sol;p>&NewLine;<p>KM&colon; Will these beings of flesh and steel be new creations to the universe &lpar;lore wise&rpar; or will they be familiar territory for the main character&quest;<&sol;p>&NewLine;<p>RC&colon; The creatures are a complete surprise to the character&comma; and to everyone else&period; Before the incident aboard the spaceship&comma; no one ever had any contact with them&period;<&sol;p>&NewLine;<p>It’s the first contact&comma; so it’s unfamiliar territory for everyone&period;<&sol;p>&NewLine;<p>KM&colon; Will there be VR capability and how do you think it will affect playing Syndrome&quest;<&sol;p>&NewLine;<p>RC&colon; Yes&comma; we’re working on Oculus support right now&period; We’re aiming to have it available upon release&period; We’ll probably add Vive support too after release&comma; since we’re a bit time constrained to do it now&period;<&sol;p>&NewLine;<p>VR can make a game really come alive&period; It’s the difference of playing a game or being inside a game&period; That’s one of the reasons why we want Syndrome to be really immersive&colon; like I mentioned before&comma; cutscenes can break the immersion&comma; but in VR it’s even worse&period; So when we started development&comma; we already had this in mind&period;<&sol;p>&NewLine;<p>Horror games are currently some of the best experiences to be played in VR so&comma; we definitely think that Syndrome will be great too&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180230&sol;4&period;jpg" alt&equals;"4" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>KM&colon; Do you have a release date yet&quest; Is there any confirmed platforms it will be on and do you have a price in mind for it&quest;<&sol;p>&NewLine;<p>RC&colon; We’re aiming for a June &sol; July release on PC&comma; PS4&comma; Xbox One&comma; Mac and Linux&period;<&sol;p>&NewLine;<p>As for the price&comma; we can’t say yet&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>When I got to try <em>Syndrome<&sol;em> out&comma; as I said in the interview&comma; I did have problems with it&period; The map environment I stumbled around in was in the lower decks where it was dark and shades of brown and grey&period; It even got to the point where I had to ask the developer to help me&comma; as without a torch I managed to get lost in a T junction corridor&period; There was also the concern of how I was easily able to get into a rhythm quickly of beating a cyborg off with my wrench to kill it &lpar;although it took a lot of hits&rpar;&period;<&sol;p>&NewLine;<p>However&comma; if the game follows the path the developer laid out in the answers I got&comma; I believe it stands a strong chance of being an interesting horror game&period; This is especially considering it&&num;8217&semi;ll hopefully have VR support on release&comma; which I believe lends itself perfectly to atmospherically scary horror games&period; Although the atmospheric horror genre is a balancing beam that&comma; while tricky to nail&comma; is always satisfying when it is pulled off&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180120&sol;13&period;jpg" alt&equals;"13" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Syndrome&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>You can find Syndrome <a href&equals;"http&colon;&sol;&sol;www&period;syndrome&period;camel101&period;com&sol;">here<&sol;a>&period;<&sol;p>&NewLine;

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