Thursday, November 20, 2014
Alone in the Dark Retrospective, the godfather of survival horror games
Alone in the Dark Retrospective
The Godfather of Survival-Horror
As the '80s gave way to a new decade, a young amateur game designer named Cristophe de Dinechin entered the Infogrames office in Villeurbanne, France with the hopes of landing an internship. To make his case, he had with him a small demo designed to show off a fast 3D engine. As the interview progressed, he realized that he had set his sights too low. He didn't land an internship, but instead secured the most generous development deal the company had ever given a freelancer. His assignment was to turn that demo into a game.
Alpha Waves, as the finished game was called, would turn a few heads. It is regarded by game historians as the first true 3D platform game, and while it didn't inspire waves of imitators, it caught the eye of one of Infogrames' programmers, Frédérick Raynal. He persuaded his superiors to let him take on the time-consuming task of porting the Atari ST version of Alpha Waves to MS-DOS PCs. After the experience, Raynal was convinced of the power of polygons, and he knew what his next move would be: a 3D game with animated human characters.
With that idea, the rest of the vision came together: a haunted house, walking dead, and a desperate plight to stay alive -- just like the zombie movies Frederick grew up watching. Infogrames brass wasn't convinced, so Raynal took the initiative and started working on a demo.
Carnby steps into the first Alone in the Dark
He developed a character engine that set new precedent. It interpolated the movement of points on a 3D model to create characters that not only animated smoothly, but could bend and flex instead of being cobbled together from solid blocks. Raynal knew that the primitive 3D graphics of the day weren't enough to lend his haunted manor the needed atmosphere, so he created a system that used bitmapped backgrounds to illustrate his 3D space with dramatic (but static) camera angles. At first he thought digitized photos would be the way to go, but before long he settled on hand-drawn art by Yaél Barroz and Jean-Marc Torroella.
His bosses were duly impressed, and placed Raynal in charge of the project. He would direct, design, and program the game. To establish the eerie mood he wanted, Raynal turned to H. P. Lovecraft for inspiration, borrowing mythology and monsters from the Cthulu stories. It was a different sort of storytelling, perhaps ahead of its time. Rather than imitating other media and explicitly telling a story using movie-like devices such as dialog, cut-scenes, and narration, Alone in the Dark would allow players to discover the story as investigators, piecing it together from books, journals, and environmental clues.
The atmosphere was thick. In 1920, an old plantation house in Louisiana called Derceto becomes the site of the unexpected and inexplicable suicide of Jeremy Hartwood, a man who had become fixated on learning about the occult during his final years in the house. Players could choose to play as either Emily Hartwood, Jeremy's niece, or Edward Carnby, a private investigator called to investigate what really happened. Interestingly, since the story is discovered through investigation, the player choice doesn't really affect the actual story. The player's imagination is left to piece together the unholy events that have transpired, not unlike more recent games like Bioshock and Half-Life 2..."
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