Rescatamos por fin y al completo la profunda charla que mantuvimos con Deep Silver acerca de su survival exclusivo.
RG: So that’s one of the “fights”: between reality and illusion. And the other fight is more related to your philosophy. In the announcement, you said that this game is more “experience vs. just technology”, so you’re focusing on the experience.
Martin: Yes, that’s kind of what the company follows. Obviously we believe in technology, it’s in there, but it’s not the most important for us. The most important for us is the content, and thus we use this technology to bring out that content to the people. It’s also important for us to bring a new experience, a new feeling, that’s the reason why we picked the Hymalayas, because that’s something that hasn’t been touched before. We want to offer something fresh, something new, and we certainly believe in our content, we’ve been dealing with that for a long time… a lot of the technology people don’t understand it, that [technology] is just something that you need but it’s not something that you should rely on, completely, that you sell the game for the technology, you should sell your game for the experience and the content.
RG: I’m sure we -Wii users- are more kind to that way of doing things, because we don’t have that big technology.
About the motion controls, could you give us an example about what we’re going to do with our hands in the game?
Martin: Sure. The idea is that you’re also taught rituals and gestures from a monk; with this he introduces you to this world, explaining a lot of things. And he’s teaching you how to protect yourself against this spirits. So, what we want to do (my colleague showed you this in the press conference) is that when you’re playing [a survival game] with a [classical] controller you’re sitting like this, alone in the dark, like being afraid, [‘scared-player compact position, with knees near hands and gamepad, near the face] but we want to open that to the player. That was one of the key things for us, the main idea when we started the game, doing this [change its playing position, more opened] to the player so he has to interact with more part of the game by doing so.
When you start these rituals, there will be signs (arrows, etc) coming out of the ghosts, and you have to shake the ritual, so you can use it and then you can do the indicated gestures to fight against the ghost. There will be simple gestures, there won’t be too complicated…
RG: But not only shaking.
Martin: No, no (laughs). You can use everything for the fight: when a ghost is attacking you, you have to get rid of it like this (by shaking rapidly) and then push it away and then do the movements, so all this stuff will be part of the game.
RG: So there are different movements with the hands?
Martin: Yeah, and we also use the controller to “sense” the ghosts. Like, you know, you’re going into a world and you don’t know what happened then and then you use the controller like a lamp, you just torch the area to find the ghost and work with him and get the gestures out of him, etc.
RG: So you find the ghosts by pointing to the screen.
Martin: Yes, you search the area; you’re getting not just ghosts, but you will find also more information about the world by searching and looking at objects… And when you fight against the ghosts, you just use the two controllers to get rid of them, to push them away, the wider movements for combat, and then you have the combos: you have more signs available and you are more experienced and fast with the use of that and you can do several things and fight.
(preliminar trailer off-screen shot)
RG: Ok. And you won’t go on specifics about the climbing minigame, will you?
Martin: (laughs) There will be games in there, where you have to use the controllers. Minigames like climbing up the ladder, climbing up the mountain… We’re going to use the controller to do several things.
RG: But we just don’t know how, ok.
Martin: Well... for example, we’re also using it for balancing if you go through a small bridge. [The controller] It’s part of the Wii, it’s part of the hardware and we’re going to support it, to use it as good as possible.
RG: Is this game inspired by other games? Which ones?
Martin: I don’t want to compare it with other titles or anything that is out there, but we’re looking at a lot of games, we’re seeing what other people are doing, we’re trying to learn and to get obviously the best from other games. But there’s not just one game that we say, “this is The Game and we want to be like this”. So there are several influences, there’re a lot of horror games being released, not just on the Wii but also on other platforms.
RG: What about the lasting appeal? What is your goal? How many hours are we going to play Cursed Mountain?
Martin: That’s difficult to say at this stage, but I think it will be like ten to fifteen hours gameplay.
RG: Just for one player?
RG: Ok. You said that 140 people were working in the game and two days ago we knew that only 30 people were doing Call of Duty for the Wii. So, it’s a big amount of people and you’re one of the persons in charge of putting everything together. How difficult is it when you’re not physically near the rest of the team?
Martin: (laughs) There’re some contact on a daily basis. When we talk about 140 people they’re not working on the game all the time because that includes the complete crew, the actors, whatever… it’s all included in that. What we do is to use all technology available for communication, like e-mail, phone, instant messaging system, Skype, video conferences… with the guys that are out, so we’re just talking to them on a daily basis, that’s our main job, to be in contact with them. And it’s as good as it would be being next to them.
(preliminar trailer off-screen shot)
RG: As I said, our readers seem pretty found of the game, very interested. How successful do you guess (or hope) it’s going to be considering this first buzz?
Martin: (laughs) I don’t know… we’ll wait and see!
RG: Ok. I think we’re done with that. When are we seeing more from the game?
Martin: There will be a media tour through Europe soon, where you will get more details on the game.
RG: Nice! Thank you! Good luck with the project.
Martin: Ok, thank you! I hope I was able to answer all your questions!
RG: Yes, of course! Maybe it was toooo long? We had a lot of questions from our readers!
Martin: No, but that’s cool!