Hitman and Project 007 developer IO Interactive has hired Ulas Karademir as its new chief technical officer.
02.05.2024 - 14:35 / blog.playstation.com
It’s no stretch to say that the original PlayStation is where the survival horror genre came into its own. Many players in the late 90s spent nights huddled in front of a CRT television, sweaty palms grasping a DualShock as their heart raced, dreading what might lurk in the next room. That nostalgic feeling is what small independent developer SFB Games aims to recreate with their original PlayStation-inspired horror adventure, Crow Country.
“Crow Country is a classic style survival horror, very much inspired by games from the PlayStation One era, which is our favorite or my favorite era of gaming,” says Adam Vian, the creative director, lead developer, and designer.
It’s 1990, and the Crow Country amusement park just outside Atlanta abruptly shuttered two years ago. The former owner, Edward Crow, has been missing all that time. Special agent Mara Forest visits the abandoned park to solve this mystery.
I asked Adam about the inspirations behind the game’s setting. “I’m a big urban exploring fan; I watch a lot of it online,” he says. “They’ve been to all kinds of amazing places, slightly beautiful, sad places that are empty but have left behind stories. It’s so fascinating. Crow Country is about the yearning to look behind the scenes at a theme park. Get off the rides and look behind the animatronics. Go in staff-only doors and look at their machines, the control panels, and all the stuff you’re not normally supposed to see in this amazing network of tunnels. And it’s quite creepy and dark because they’re not designed to be seen by the public. But they’re amazing.”
So, what about the original PlayStation era of survival horror inspired Adam to make a game in that vein?
“I think it’s mostly about how sophisticated the graphics were,” he says. “It was complex enough to show human characters but not yet photorealistic. Once you go too far past that generation, you’re too close to photorealism for your imagination to need to do any work. Some things aren’t quite clear, you can use more stylization. And it’s more engaging for that reason. For horror, it’s all about leaving that gap of ‘I’m not quite sure what I’m looking at.’ And it’s scarier than if I was looking at a high-resolution image.”
SFB Games had to weigh whether modern gaming conveniences should be eschewed to get that retro feel down just right.
“I would say the big one we have avoided is auto-saving checkpoints,” says Adam. “Almost everything you play now will auto-save and give you checkpoints. One of my favorite traditions in horror games is the save room. You can rest, reflect, and calm down for a moment while you save your game. The save room loses its power if you’re not threatened with losing progress. So you have to respect that old
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