![]() GamesBeat: Is it psychosis, then? He sees things that aren’t there? What’s happening to him - he can’t be sure that this is because of some entity, or if this is just because of what’s already happened. In a sense, he’s less susceptible to the witch’s curse because of his past, because he has his own demons. GamesBeat: Your key here is it that you have to figure out what’s real and what’s not? It’s just some little part of her powers. Sending her minions after you is also something she can do. This overpowering force has diverse ways of manifesting itself. Kciuk: We considered the witch to be - it’s not some big entity you can encounter. GamesBeat: You can see ghosts or witches here, right? You’ve fit those into the world. We want to make sure that it feels natural for this universe. It doesn’t feel like Blair Witch.” We need to be very careful with what we’re adding because we want to expand it, but we want to expand it in the right direction. If you were to add something that feels unnatural, it would break the immersion. We want to expand this universe, but we’re aware that we need to do it in a way that feels natural. GamesBeat: You didn’t have guns or knives or any kinds of weapons in the game, which is an interesting choice. But not being entirely sure what’s going on is an important part of the game. If you play the full game, obviously, you’ll understand much more. There were things that aren’t really explained. I’m sure you experienced that during the witch house. That’s one of the things that makes it scary, and it’s also something we want to use in our game. With the context that the movie provides, it’s impossible to understand what’s going on. What’s scary about it is you don’t understand it. Kciuk: You never knew what was going on, especially if you consider the ending. It wasn’t an active or intrusive kind of horror. GamesBeat: If I remember what was scary about it, it was very minimalist. What methods does your medium have to convey the same feelings? What are the themes? You need to find a way to use those themes in your game. What we believe you need to do is to think about what makes the source material great. ![]() So why use the same method the second time? In a game, working in the camera that way would actually create more distance. You’re playing in first-person and you control the characters. But in a game that’s not necessary because that distance is already pretty short. ![]() For example, Blair Witch the movie uses found footage, and that’s done to shorten the distance between the viewer and the characters in the movie. They use different methods of expressing the story. GamesBeat: How did you start thinking about what would be different in the game as compared to the film?īarbara Kciuk: We believe that you can’t simply take the source material and adapt it to different media.
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