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Drew Haworth and Jeff Smith By Randy
Sluganski Randy recently interviewed Drew Haworth
(concept and additional art) and Jeff Smith (PR Monkey) of the Nocturne development
team. Whereas many developers target their violent games at children and then
hide behind closed doors when the media arrives, the Terminal Reality team is
adamant in their insistence that Nocturne is marketed for an adult audience only,
and we applaud their honesty in a industry plagued with hypocrites. Whereas
most Internet reviewers are satisfied asking questions about game specs and graphics,
Randy is known for asking the tough questions that are usually avoided in game
interviews. To the credit of Jeff and Drew, they were honest and forthright in
their answers. 
Of
all the games I saw at the E3 this year, Nocturne is still the one that
is most vivid in my imagination. Nocturne is set in the 1930s; aren't you
afraid that you will lose some of your potential younger audience by setting the
game in this era? After all, you are drawing heavily on The Shadow, Pulp Fiction
and The Untouchables, not to mention a political atmosphere that many
players just are not familiar with. Nocturne isn't
intended for younger audiences. The intention from the beginning of Nocturne
was to create a gaming experience adults could enjoy on their level and not
feel coddled or spoken down to. The politics touched on in the game are actually
pretty basic grade-school history class stuff. Though the stories have a lot more
depth than a vast majority of other games, we really just picked up on themes
that modern pop culture awareness assigns to a roughly "30s" period:
gangsters, Universal horror films, men that wore hats and overcoats. Think of
it as "30s Lite." Spookhouse: did you have any
basis in fact for this? If not, then what gave you the idea to transport was is
basically a 1990s X-Files/Koljack the Night Stalker theme back to
this particular period of time? Theodore Roosevelt and
Attorney General Charles Bonaparte actually formed the first federal investigations
bureau in 1908. It eventually evolved into the FBI. We're just advancing the postulation
that, as a world adventurer and big-game hunter, Roosevelt would have encountered
many unexplainable phenomena abroad. He would rightly have considered the supernatural
as a threat to domestic tranquility. The formation of a secret, shadow organization
to preserve the general welfare coincides perfectly with his "speak softly
and carry a big stick" stance. Remember that Spookhouse in its original incarnation
was formed as a strictly domestic agency and comprised of staunchly patriotic
supernatural experts (and creatures). Nocturne is
a cinematic game, and you guys have captured the feel and atmosphere of the 30s
quite well. Do you have any current plans to use the Nocturne engine anywhere
else? Speaking of cinema, we're currently in production
on an unnamed Blair Witch Project tie-in with Haxan Films. It's shaping
up to be a remarkable gaming experience. Our readers are
adventures, pure and simple. This is your chance to reach an audience that you
would normally not reach as most adventure gamers don't haunt the action web sites
or newsgroups. What can you say to convince an adventure player that Nocturne
is worth purchasing? Four distinct, self-contained
tales of pulp-style horror fiction for adults. Realized characters with actual
depth. Exceptional screenplays with unparalleled voice acting. Exotic locales,
amazing abominations, and real, honest-to-God scares. Fiendish puzzles galore.
Nocturne stands tall and spits in the eye of the notion that adventure gaming
is stale or dead. Your screenplay for this game was 170
pages--is there a lot of dialogue and adventure elements, or are we looking at
an out-and-out gorefest? Over 1,100 lines of spoken dialogue.
You've never heard voice acting this good in a game before. One of the coolest
things about Nocturne is that gore-hunters can blast their way clear through
the chapters and feel satiated by that experience. For careful explorers, however,
story runs very deep--the more they look, the more there is to find. Subtext and
revealing conversation abound everywhere. If you want adventure, Nocturne's
dripping with it. Run down the plot for us. The chapters,
etc. Is there a common link that provides some sense of cohesiveness to the story?
Really, Stranger, Spookhouse agents and operations, and
the time period are the only running threads. We've been promising since inception
that there will be no "Final" boss, no wicked overlord that coordinates
the actions of all monsters worldwide, no "Monster Mash." As much as
we slay a ton of monsters in Nocturne, we're also paying homage to them,
updating them, making them scary again. The approach of "all monsters in
one story because it's convenient" just cheapens their image and the fascination
they hold for people everywhere. Most adventure gamers
don't care or even know about real-time shadows or real-time cloth simulation
(though I must say on a side note that having seen the game, these two features
add to it immensely). How do you market the product to capture an audience that
is not aware of these features? We believe that audiences
haven't clamored for these features in games because it's never been reasonable
to expect them before. But now that we've provided a glimpse into what a real,
immerse experience these features provide? Well, we just may have ruined audiences
for games without real shadows and cloth forever. Mark
Randel has said "Our goal is to ensure that our audience is appropriate for
the mature themes presented in Nocturne." If that is so, then why
would you include an option to contain a setting whereby adult language, nudity
and bloodshed can be turned off? Is this not more of an attempt to appeal to an
inappropriate audience--namely children? Nocturne will feature a prominent
parental warning on the front of the box. Which is fine. But it will also feature
an option to turn off the blood, gore and nudity. How do you guys feel about this
option? Isn't a little like your work is being edited? Nocturne's
not for children, regardless of the Mature option. Even without gore, nudity,
and language, its themes and situations are just too adult for the kids. However,
we want all adults to be able to enjoy the wealth of game Nocturne has
to offer. We feel that we've been vigilant in employing those "questionable"
elements only where they enrich the adventure. Some grown-ups are just turned
off by this stuff, though. They're the ones we put the Mature option in for. (And
for adults that live in places where their governments or local retailers see
fit to require such restrictions.) Because Terminal Reality loves them, too. You
have made no bones about it--Nocturne is geared toward high-end users--P400
and above. Is there enough of an audience out there to support such a product?
Yeah, we believe there is. History has proved that if
a software title is desirable enough, people will purchase or upgrade systems
accordingly. We feel strongly that Nocturne is one of those titles. Hell,
I bought a CD-ROM drive just to play 7th Guest! And for people that have
just purchased a shiny new hot-rod system, what better way to bask in all its
processing glory than running the very gorgeous Nocturne? Even
if you do reach this audience, are you not worried that the game might be too
difficult for "newbies" to play? You have spent months of product testing
raising the difficulty bar of the scenarios. Really, even
for neophytes, Nocturne is very easy to control after about a half-hour
of playtime. There is a single universal action key that performs myriad tasks
in-game. Moving Stranger around is a great deal of fun--our skeletal animation
system with inverse Kinematics makes him very responsive. Being
realistic, if Nocturne is not a hit--what next? If Nocturne is a
hit--what next? Terminal Reality and the Gathering of Developers
are firmly committed to Nocturne. If, in some weird science-fiction twist
of events, Nocturne falls flat, we'll analyze why very closely. Many Nocturne
fans have told us that our close relationship with the public is unprecedented
for a game developer. We ask, and then we listen. Very, very closely. At the absolute
worst, there will be one more Nocturne title, but we expect to be expanding
the mythology of Spookhouse for a long time to come. Thank
you for your time.
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