After a profitable stint as Sony’s masters of horror over on PlayStation, Supermassive Games goes multiplatform – and it’s doing so with a game that’s without delay very acquainted and really totally different to every thing it has accomplished earlier than.
Man of Medan is the UK studio’s first new undertaking with third celebration writer Bandai Namco, however this isn’t only one new horror game from the makers of Until Dawn.
Instead, Man of Medan is the primary in an anthology collection of horror games – shorter, extra bite-sized releases than Supermassive’s PS4-exclusive work however no much less polished or visually spectacular. The studio is taking pictures to launch two of those distinctive, separate anthology experiences a 12 months, with every falling underneath the broader banner of The Dark Pictures – an applicable title certainly for Supermassive’s jump-scare pushed model of B-movie horror.
A short time again VG247 acquired to take a seat down with Supermassive boss Pete Samuels to debate the studio’s new partnership with Namco and it’s new journey into the world of anthology – however crucially, not episodic – gaming. In our chat we contact on the reasoning behind the change, pleasure about lastly reaching Xbox and PC gamers, and potential for this franchise to go anyplace – even to house.
“We’ve got enough material, I think, for about 800 years. That’s not a commitment, by the way!”
VG247: You guys are identified for a selected type of game. This is a query that goes each methods – what do you say to the individuals who love that type of game already about what you’re doing otherwise this time round, and what do you say to those that are followers about what they’ll discover acquainted?
Pete Samuels: I imply, the very first thing that’s very totally different is… and it sounds somewhat bit daring to say it, to place it this fashion, but it surely’s the supply format. It’s the truth that it’s an anthology and that we’re aiming for 2 games yearly, to construct a neighborhood round that and serve that neighborhood in as some ways as we are able to. I believe that’s a part of it. It’s what we needed to do, and it’s actually why we felt Bandai Namco was the suitable accomplice for us, as a result of it’s what they need to do as properly. We actually do need to create and encourage and preserve an viewers, a fanbase round this. We haven’t actually been in a position to do this with a few the issues we’ve accomplished. And in order that’s actually the primary key distinction.
There can be different issues which might be introduced as we go forwards, and I don’t need to spoil these immediately, primarily as a result of we need to give attention to that first level. Like, it’s an anthology, what does that imply? Well, for one, they’re stand-alone games. They’re not episodic. With that stated, they’re in the identical universe, however the tales aren’t related… stuff like that.
VG247: So you point out Namco being the suitable accomplice – what’s it you are feeling you’re getting from being partnered with them? Also, you’re coming off the again of a profitable partnership – was that tough to depart behind?
Samuels: Well, we haven’t left that behind! Sony are nonetheless an excellent, shut accomplice for us. So we haven’t left something behind, we nonetheless love working with Sony. But now, we’re having fun with one other relationship with Namco, which has been completely nice. One of the massive issues that we get from a writer relationship is that it retains us trustworthy as builders. It’s very simple as a developer to, er, be excited by your personal hype and imagine you’re doing the suitable factor…
VG247: Especially after a number of profitable games, proper.
Samuels: Absolutely proper. And what you want is – I imply, we have now mechanisms for it by way of person testing and so forth, but it surely’s actually helpful to even have one other accomplice there that’s acquired pores and skin within the game that may name you out on stuff that’s not working and problem you on it. That’s nice. Namco have been actually good, actually good at that.
VG247: Plus, I think about you are feeling there’s been a spot available in the market for games of this sort on non-PlayStation platforms, too.
Samuels: That’s very thrilling for us – massively thrilling! To be capable to broaden the viewers, to succeed in those who beforehand haven’t had the chance to play what we create. I believe any creator truly needs to get their stuff in entrance of as many eyes as attainable, have as many individuals as attainable take pleasure in it. So yeah, that’s one of many massive issues about this undertaking that we’re buzzed about.
VG247: So, let’s speak in regards to the truth that is an anthology for a second. You point out that they’re not related – wonderful – so does that imply choices gained’t carry over? Or may there be an influence of a really large-ranging choice, doubtlessly? Are you leaving the door open for that?
Samuels: It’s attainable. To be trustworthy, it’s certainly one of various issues we’re taking a look at concerning easy methods to convey that whereas the games aren’t episodic, they’re not related in that sense – to convey that they’re in the identical universe. Right now, I believe we’re going to very a lot give attention to a few issues – certainly one of them being extra about easter egg sort issues to attach the games collectively.
The issue that we’re battling in choices from one game connecting to a different is that it type of instantly modifications the expertise of 1 game for a participant who has already performed the opposite. We’re actually attempting to avoid that. What we actually need is for the individuals who don’t are available at first to not really feel prejudiced or deprived by coming in midway by way of… however then in the event that they like one thing in regards to the second or third game, they will return and get the others.
VG247: I determine that one of many risks of going anthology format is that you just danger gamers feeling issues might be too quick or too bite-sized. How are you approaching that, to verify gamers really feel like they’re getting their cash’s value?
Samuels: There’s a number of issues. One is the quantity of branching. The quantity of branching in Man of Medan is considerably greater than we’ve ever accomplished earlier than – so the variety of paths you may go down, the chances, the variety of issues that may occur – that’s considerably higher. But that’s only one factor.
I believe by way of replayability… we’re speaking 4 to 5 hours – not two hours – per game. So whereas they’re not 9 or ten hours, they’re a big chunk of time. Of course, we’ve seen the profit earlier than of the entire idea of what you do and don’t do figuring out who will and gained’t survive. People will replay and replay to get the mix that they need. I used to be going to say to get all people to outlive, however that’s not what all people needs. [laughs] Some individuals simply need to kill all people, or some need to kill a selected character they don’t like very a lot…
VG247: It’s an anthology, clearly. You can do totally different tales. How extensive are you going to go? Like, I’m sitting right here interested by that and I’m pondering – man, you can do one thing in medieval occasions, or in house, or in an alternate universe. Broadly talking, whenever you’re trying into the longer term, is the sensation that you just’ll go nuts, or do you need to stick extra to the up to date?
Samuels: Yeah, we’re pondering fully nuts, to be trustworthy. We’ve recognized 39 sub-genres of horror that we imagine we may have a go at. That ranges from backwoods redneck to creepy children to paranormal to werewolves, vampires, legendary monsters, psychological – there’s an entire vary of these things. We’ve checked out them and we’ve even accomplished some small experiments within the studio – like, what occurs if we put that with that? You can get actually distinctive tales from that!
If you consider all pairs, all mixtures of two from these 39 sub-genres… we’ve acquired sufficient materials, I believe, for about 800 years. That’s not a dedication, by the best way! [laughs]
VG247: The second I heard of you guys doing an anthology and realized you could be doing totally different worlds, my first thought jumped to how you can most likely do a fairly imply Alien-style trapped in a small house story.
Samuels: It’s completely on our radar. [laughs] And we wish each to be very totally different by way of the setting, by way of the 2 genres we use, by way of utilizing a distinct solid… so yeah, we’re going for variety. We’re going nuts.
VG247: Obviously you’re on the massive platforms (Xbox One, PC, PS4), however given that is the beginning of a wider collection, are you interested by smaller experiences? I’m actually questioning if we would in some unspecified time in the future see a cell Dark Pictures game, or Switch?
Samuels: We’re very eager to develop the IP in any ways in which make sense. What we’re captivated with is telling good tales. If we are able to uncover methods to do this on any platform, then we’re going to have conversations about that. I imply, we have now already. Right now we’re completely targeted on these three platforms and it’s essential to get that proper first earlier than we begin attempting to construct elsewhere – in order that’s our focus for proper now.
The Dark Pictures – Man of Medan is due for launch on PC, PS4 and Xbox One in 2019.
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