An interview discussing Alexandra Evans’ planned game, ‘Abandon’, and games in general.
AE = Alexandra Evans
I = Interviewer
I: So, I hear you’ve been designing a game?
AE: Yeah, it’s an idea I’ve had for a long while now. I was inspired a long time ago because it was brought to my attention how much I hate it when in games that are supposed to be ‘realistic’, you can get shot in the stomach five times and still live, y’know? It just gets on my nerves.
I: Well, there are games that go against that. In a lot of games nowadays you get one-hit kills from headshots, an-
AE: Yeah, yeah, I know, but in my opinion the realism is still, kind of, forced? You get what I mean? I mean, dying because you get shot in the head, that’s a bit obvious. But like, dying from bleeding to death from a stomach wound? Or a leg wound? You don’t see that often in games.
I: With those kind of rules inforced, though, it’s going to make the game very difficult, isn’t it?
AE: I think it depends on the situation completely. In a FPS or any other game where there’s going being bullets flying everywhere or intense fighting, then of course, realistic deaths would be irritating and make it too much of a challenge, but in something like a survival horror, it adds to the fear. In the words of Yahtzee, “If I’m not dreading every single moster encounter, then it’s not horror, is it?”
I: You’re a big fan of Zero Punctuation, I take it?
AE: Oh, yeah. I love it.
I: That’s from his review of Silent Hill Homecoming, isn’t it? Which he didn’t like.
AE: That’s right.
I: Your game, Abandon, like Silent Hill, is also going to be of the survival horror genre. People have said that your game seems to be influenced by it. Are you a fan of the Silent Hill series?
AE: I’ve actually never played any of the Silent Hill games except for Origins which I borrrow from my friend once, but couldn’t play because it scared me. The thing is, I have terrible.. and I mean terrible nerves. The jump-out scares in games and films and stuff mess with my head. I was never desenstized to horror when I was young, so I don’t watch horror films or play games like Silent Hill now.
I: You’re missing out.
AE: I know I am. But I just can’t cope. It creeps me out.
I: That’s kind of weird considering that you want to make a horror game.
AE: Well, yeah. But tension and fear doesn’t affect me as badly, it’s just, like I said, ‘jump-up scares’, that get me. The problem I have is that most modern horror games do use that. It’s a cop-out, it’s just an easy way to scare people so you can call what you’re doing a horror, along with excess gore. But that’s just what happens here. I love Japanese horror, because it uses the isolation and oppression to create the fear, it’s not relying on shocking you. From what I understand of the Silent Hill series, one of the main reasons it’s going downhill is because it’s stopped using that. America ruined it.
I: Harsh.
AE: Well, it’s true. And that’s why I want to make a game that uses that oppressive fear. I’m okay with it, because however it pans out, it won’t have any shock-scares in it.
I: What do you mean, “however it pans out”?
AE: Assuming that I’m still around during the production of the game if I do manage to get funding, then I’m not going to let it be a cop-out horror. Because that’s defeating the object completely.
I: I see. So, tell us more about the game itself. What is the plot?
AE: Without giving away too much, your character finds themselves in an abandoned hospital.
I: Hence the name?
AE: Yeah, well, it’s just a working title, I don’t know if I’ll stick with it yet. But, yeah, they wake up in this hospital. And no, they don’t have amnesia, I just want to make that clear now. That’s another cop-out that I hate in games.
I: Right.
AE: Mm.. and the point of the game is to get out of the hospital. That’s the plot from the outsiders point of view. But the rest of the story you find out through exploring and looking around.
I: You’ve mentioned before that there are ‘enemies’ as such, in the hospital. What are they?
AE: Well, you find out what they are while you’re looking around, like I said, I don’t want to give away too much, because the exploration and finding out what has happened is the secondary objective. You don’t actually have to search for clues about why the hospital is abandoned, or what the creatures are that you see, but if you don’t, you don’t get the full experience of the game. That’s the idea. You’re rewarded for your curiousity.
I: So, it’s a sandbox game, in that sense? A sandbox horror.
AE: Yeah, I suppose that is the genre it fits.
I: You have said previously that you get completely free roam of the area. Your aim is to achieve perfect realism.
AE: Exactly. I want to have a game that is completely realistic, without letting it boring because the situation is completely unrealistic.
I: Like living out a fantasy? If your fantasy was being scared out of your senses.
AE: *laugh* That’s right.
I: I’ve seen some of your preliminary drawings of the ‘creatures’ in the game. You did one particularly detailed one of th-.. Am I allowed to talk about this? Does it give away too much?
AE: Yeah, go for it. I need something to make it sound interesting.
I: Okay, well, the.. boss enemy? I don’t know, is that what it is?
AE: Essentially. Alongside the normal creatures, there is Zeta, who is one of the only characters that I’ve planned the appearance of completely, I know exactly what it’ll look like, although the drawing I showed you didn’t represent that very well. *laughs*
I: It was okay. Now, let’s start wrapping this up, before people get bored.
AE: That’s cool.
I: Last question; In the past, you’ve mentioned character customisation, use of the PS3 controller’s motion sensing, and super-intelligent AI, all of which you want to use and focus on in Abandon. Are these still desired goals for you in the final game?
AE: Oh, yes. Of course. I want character customisation so you can make the character yourself, or Batman, or whatever. If it’ll help you identify with the character visually, then that’s achieving my goal. I wanted to have the game use the motion sensing to help with movement and in combat, to add to the realism, but I’ll talk more about that later.. What was the other thing?
I: Intelligent AI.
AE: Oh, yeah. Well, that’s kind of an obvious thing, really. But I just wanted the creatures to have personalities, because in a lot of games, the ‘enemies’, as such, are just there to attack, and that’s all they do. But in Abandon, I wanted the creatures to act differently. Not just different types of creatures, but within types, so some will attack, some will ignore you, some will run away, etc, etc. And that would also tie in with the difficulty levels which you choose at the start of the game. So, if you choose a lower difficulty level, a lower percentage of creatures will be willing to attack you, and at higher difficulties, more will. But the actually amount of creatures in the hospital won’t change.
I: It’s an interesting idea. Well, that’s all we have time for. So, thank you for your time, Alex. And thank you for the.. insight into your ideas for the game.
AE: *laughs* No problem. Any time.