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Alone in the Dark Interview

PC PlayStation 2 Xbox 360 PlayStation 3 Wii
Interview by Tom Bramwell

22 January, 2008

Page 1 of 3. Page 2 ->

Alone in the Dark looked amazing when Atari and Eden Games first unveiled it. Over two years later, some of its smarter ideas - physics puzzles, high levels of environmental interactivity, fancy lighting, a mixture of third- and first-person controllers - have been and gone in other games. With an additional delay until May 2008, there's a lot of scepticism about its quality, and suggestions that the game's in trouble. Not so, said Atari, when they rang us up yesterday. In fact, why don't you ask the developer yourself? So we did. Nour Polloni, the game's producer, gave us an update on development, and explained how the game will go about living up to its lofty billing.

And when you're done, why not check out our brand new Alone in the Dark trailer to see how Polloni's comments compare to the reality?

Eurogamer: Can you shed some light on why Alone in the Dark has been pushed back to May?

Nour Polloni: We're committed to releasing the game when it's ready, and that has meant more time to tune and polish it to the high standard that us and the players want to see. Any game with new applications of technology in the gameplay takes a lot of time to test and balance and it's vital to get that right so that innovation never comes at the expense of fun.

Eurogamer: What stage of development have you reached and what is left to do?

Nour Polloni: We're at the beta stage now where we've got the whole game running from end to end with all the assets in place. What we're doing now is focus testing and tuning all the elements, so lighting, post-production effects, character control and reactivity, animations, AI, plus we're also finalising the cinematics, music and audio mix.

'Alone in the Dark' Screenshot 1

Eurogamer: Tell us about the episodic format - did you plan to do that all along, and what challenges did you face integrating it with your storyline? Did you have to change events to achieve cliffhanger endings?

Nour Polloni: The episodic structure is something that was integral to the game design and we did it for two very specific reasons. Firstly, we wanted to shake things up a bit and approach the video gaming medium from a new direction in terms of how the game is presented. Secondly we wanted to adapt the game to the tastes of today's gaming audience, who consume lots of different popular media, not just games, and have a limited amount of time to do it.

The main inspiration for the episodic format was the recent crop of US TV dramas like 24, Lost, and Prison Break. While working on the early stages of the game design, we were all addicted to watching these shows each night, then dissecting them around the coffee machine the next day. We realised that this was exactly the effect we wanted our game to have for Alone. We analysed these shows and what makes them so great - the paced dynamic of each episode with action, character development, plot revelations and cliffhangers - then translated this into the dynamic of the game. By bringing this kind of style to the game we hope it will make the game interesting to the audiences who watch these kind of shows and not just the hardcore gamers. Playing one episode of Alone is like watching one episode of 24 in that it can be enjoyed on its own or as part of the whole game, and if you've got limited time to spare you can make a choice between watching an hour of a DVD or an hour of playing Alone, knowing you'll get a full experience from it.

'Alone in the Dark' Screenshot 2

Eurogamer: How many episodes are there, and will you consider releasing new ones - perhaps to fill in story blanks - as downloadable content?

Nour Polloni: The game is comprised of eight episodes with 10-15 hours of gameplay taking into account the free roaming you can do in Central Park. As for downloadable content, the format and the story do lend themselves very much to additional episodes delivered in this way and it's something we'll be looking at once the game is released.

Eurogamer: Things like physics puzzles and hot-wiring are less impressive in 2008 than they were in 2006 when you first showed them - what else will you use to "wow" players?

Nour Polloni: The physics puzzles we've demonstrated so far are really the tip of the iceberg in terms of what you can do in the game. Hot-wiring is one way to start a car or open a closed door, but there's always other ways to do things. Giving the players choices based on the 'real world rules' concept behind the gameplay was our goal. This makes situations intuitive in way that they aren't normally in games. Here, you don't have to think in usual game rules but you can be more free and investigate based on what you think you would be able to do in real life. The different ways you use and combine items in the environment to create completely new weapons is a really exciting feature which leads to emergent gameplay and a lot of fun where each player could potentially find a completely new way to do something that even we haven't thought of.

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thepiedpiper
22/01/08 @ 11:37
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10-15 hours INCLUDING free roaming? that sounds like it's going to be another short game.
JonFE
22/01/08 @ 11:38
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There was this moment in the original AitD, where Edward Carnby walks down a mansion corridor and a mad dog bursts through a window and chases after him. I don't remember myself getting more terrified while playing a video game, ever. If this new installment can offer even half of this excitement, we're in for a treat...
thepiedpiper
22/01/08 @ 11:40
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There was this moment in the original AitD, where Edward Carnby walks down a mansion corridor and a mad dog bursts through a window and chases after him. I don't remember myself getting more terrified while playing a video game, ever. If this new installment can offer even half of this excitement, we're in for a treat...

-----------------------------

didn't the first resi evil do that?
mingster
22/01/08 @ 11:49
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I enjoyed Alone in the Dark on my old PC..
It was a 486 33mhz with 16mb of RAm and the 3D at the time was amazing.
this will probably run worse on a fully specced out up-to-date PC.
The original AITD was ahead of its time and was probably sent back in time from the future so i doubt this is any better.
JonFE
22/01/08 @ 11:51
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@thepiedpiper:

TBH I haven't played any RE games bar 4 (PC gamer only at the time), so I can't comment on that. However, it is my understanding that the original AitD precedes the RE games, so even if RE did it, AitD done it first (could be wrong of course :).

Also keep in mind that, since AitD is documented as the first survival game presented in 3D, the whole experience (for me at last) was amplified by the dynamic presentation of the scene (inspired camera angle / point of view).
Edited 1 times, most recently on 22/01/08 @ 11:52
Kryon
22/01/08 @ 11:58
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The original AitD was great on the old 3DO...I haven't really enjoyed the sequels to the same degree though. Lets hope that this new one is better!
LeD
22/01/08 @ 12:01
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I'm very much intrigued now!
alimokrane
22/01/08 @ 12:11
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The interview has me all pumped for the game now and the new video showcases exactly the type of the gameplay aspects the developers went through. Atari, plz, do no let me down with this one!
thepiedpiper
22/01/08 @ 12:12
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@ JonFE:

No I think you're right, Alone in the dark was 1st. Never played it myself. I was just kinda pointing out the 'ol resi evil nicked a load of stuff from Alone in the Dark.

On a side note, where does that 7th guest game come in on the timeline? And how about that hostage FMV one on the Mega CD?

Edit: Night Trap!!! That was the mega CD game. That was going to annoy me all day if I hadn't remembered it. .
Edited 1 times, most recently on 22/01/08 @ 12:24
cathalzx
22/01/08 @ 12:14
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I thought that interview was a little lame - sounded like EG just fed them a list of questions that Atari had pre-approved. meh.
mingster
22/01/08 @ 12:17
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7th guest came out after AITD on the PC.
The original AITD came out before CD drives where standard
chicknstu
22/01/08 @ 12:25
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"we've achieved what we set out to do, which is that everything you see in the game world can be handled and manipulated as in the real world"

If I had a dollar for every time I'd heard that.....
Lexx87
22/01/08 @ 12:33
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Piper, isn't that the whole point? To be a short, episodic experience?
Eighthours
22/01/08 @ 12:52
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I like the new trailer. Looks interesting.
DUFFMAN5
22/01/08 @ 12:57
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Be good, be good oh please for the love of God be good.
thepiedpiper
22/01/08 @ 13:00
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@Lexx87:

They wanted to make the game short? If that was the goal, great. As long as it's not full price.
space ace
22/01/08 @ 13:11
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but does it have books?
kangarootoo
22/01/08 @ 13:42
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"didn't the first resi evil do that?"

The first ResEvil game came out years after the first AITD. Res learned a lot from AITD in some respects. I played the 3rd one on a Mac back in the day. It was set in a wild west environment and was a lot of fun iirc (would probably suck if I played it again, nostalgia bieng what it is).
Artemus
22/01/08 @ 15:07
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Should have asked them about the PS3 delay.
Artemus
22/01/08 @ 15:19
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Is this Carnby meant to be the same guy that appeared in the original? The mustachioed ginger nut with bowtie. Because unless there's time travel involved, it can't possibly be him.
Bohnsen [staff]
22/01/08 @ 15:31
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@ Artemus.

Actually, it IS supposed to be 1920s Carnby. The player is supposed to find out what he does in this day n age.

cheers,

Alex
Edited 1 times, most recently on 22/01/08 @ 15:32
achronous
22/01/08 @ 17:13
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Alone in the Dark 1 was probably the best game I ever played. It was cleverly done and just brilliant. The fixed camera was massive: it added to the horror and suspense. The slow monsters coming towards you was like watching an unstoppanble avalanche ("I have 3 seconds to choose which weapon to use!" )

I doubt that this one will manage to make me pore over the pc, trying to work out what to do, watching the action and worrying when the next monster will come in, and actually screaming when it does. Of course the fact that I was, I don't know, 10, and it impressed on me so much, won't help this game :)

However I am waiting to see how it turns out. Looking before jumping.
Edited 2 times, most recently on 04/08/09 @ 15:13
Muddtallica
22/01/08 @ 19:44
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I hope this game ties in with Uwe Boll's hit movie adaptation and features fully photoreal 3D models of Christian Slater, Tara Reid and Stephen Dorff, as they try to solve the mysterious riddle of what the hell happened to their careers.
Drakron
23/01/08 @ 00:31
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I can tell why they gone over episodic content ... it was because Valve tried and for some bizarre reason many people thought it was going to be the "next thing".

Then Valve was being Valve and screwed up the Half Life 2 Episodes release dates and episodic content never lifted off.

Krelle
23/01/08 @ 05:29
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thepiedpiper:

Whats wrong with short games? 8-12hours is the perfect lenght. I wouldnt even call that "short" to begin with.
The game doesnt suffer from lack of ideas and repetitiveness if the developer knows when to end the game. You are also able to actually finish the game during a single weekend which is great for story driven games. If the time you have over to spend with games is limited, "short" games are also a bliss.

Ofcourse, if you buy an rpg, a (console) zelda/okami, a strategy game, a sports game etc, and it ends up being 10hours long, I would also complain. But those are totally different genres from AITD.

So, I ask you again. Whats wrong with short games? Or rather, why would a story driven game benefit from being 20h plus?
thepiedpiper
23/01/08 @ 14:29
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@ Krelle

Fair point dude. Short games can be great. I think the point I was making is that games are getting shorter while the price of games is getting higher. Seems a little bit cheeky that's all. But, as you say, if the quality is high, I guess we shouldn't complain.
Krelle
24/01/08 @ 06:43
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thepiedpiper:
wow, you aint one of those who would start a flamewar just for the sake of it. loads of respect to you for that.

and yeah, i agree about the prices. They are already too high in most countries, and when the lenght of a game gets closer to that of a movie, or rather a season of [insert tv show], maybe the prices of games and those medias should be about equal.

(Im not a native speaker of english, so forgive my random mistakes here and there.)
Bohnsen [staff]
25/01/08 @ 09:27
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I honestly never really understood the debate about games pricing. I don't know about you guys overe there, but back in the day a SNES-game cost up to 140 Deutsch Marks over here, which roughly equals 70 of todays euros. When you look at the "16-levels-in-4-worlds"-structure that was so popular among traditional actioners and j'n'rs up until the mid-nineties you had about 2-4 hours of pure gameplay. So I'd say the price is rather kind of consistent, while in gameplay terms you actually get much more to show for.

cheers,

Alex
Edited 2 times, most recently on 25/01/08 @ 09:28
Krelle
25/01/08 @ 19:03
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Bohnsen
Hello there. As an example, a new ps3 game will set you back about 73euros in sweden. Its not acceptable.

This is probably one of the reasons why swedes are the people in europe who import most from US/japan (and also the uk).
Bohnsen [staff]
25/01/08 @ 23:48
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Krelle

Well, I'm not rich either, so don't get me wrong. :) I'm all for fair pricing and 73 is kinda pushing it, you're right. But I just find the prices to be kinda the same (well, they were a bit lower in the late PSone and PS2 days) over here. And you can always go about and compare different retailers and online shops (which most of the time saves me up to 15 euros per game). But, yeah. 70 bucks is a lot of money...

cheers,

Alex

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