So recently a new game has surfaced on the internet called Allison Road which looks like and is being called a spiritual successor to P.T.; The doomed teaser for Konami’s now cancelled Silent Hill Reboot.
We recently managed to have an email interview with the creator of the game; Christian Kesler of Lillith Ltd. about the game which you can see below:
Q. Just want to kick things off by saying well done with how the game has come along so far
A. Thank you very much :) appreciated!
Q. Now obviously, P.T./Silent Hills recently got canceled and many fans of that see Allison Road as a kind of successor to that teaser; Did P.T. influence the development of Allison Road in any way
A. Yes it did, actually! In fact P.T. was the reason I decided to make this game in the first place. You know, my background is actually Film/Visual Effects, but I loved games ever since I was a kid, really.
I was toying with the idea of making a game for a long time, but at the same time I’m absolutely aware what sort of man-power and money has to go into the making of a game.
I had a few ideas for (open world) horror games for quite a while, but I never really quite committed to actually starting something, because I was a little scared of it becoming a bottomless pit that I’ll never get out of again haha.
On that note, I should probably mention that I’m the type of person who prefers doing one thing thoroughly, rather than starting many different things at the same time. So I knew that once I’d start making a game I’d be fully invested for a long time.
When I played P.T. I was amazed by the visual fidelity and the fact that the environment is so small, and yet the game is so effective in its delivery. At that point I realized that I don’t need to do a big open world game; the entire thing can just be set in a house. That’s a small enough environment for me to manage by myself I thought. And so I dug out some of my old notebooks and got started :)
As you probably know, over time the team expanded and we’re currently actually 6 working on it, which is great, because even though the scale is small, it’s still a pretty ambitious project. Too ambitious for one person to develop.
Q. So from the few videos we have already seen the game looks highly detailed and realistic; Did you aim to make this game look as realistic as you can?
A. Yes, definitely. I love CGI and all things visual. And highly realistic/high fidelity graphics are very important to me. I think it just really helps with the immersion and you buying into the fact that what’s happening on screen is real. :)
Q. In your most recent video for the prototype gameplay; I noticed that quite a few items were interacted with during the video, does this mean we can expect item examination to solve puzzles?
A. Yes, absolutely. Allison Road takes a more ‘back to the roots’ approach to survival horror, so you can expect to examine things to uncover the story, combine items, solve puzzles that way and so forth.
Q. Now in addition to the examining of objects; some items that were interacted with had the ability to store into an inventory which suggests that you will be able to carry items around with you; Could this possibly mean you will have to use weapons in the game?
A. Yes, there is the occasional use of weapons in the game, however, there is not really a focus on combat. It’s more a means of self-defense, rather than actively going hunting so to speak.
Q. So the protagonist of the game spoke at times during the prototype gameplay and the voice sounded slightly familiar; By any chance is the voice actor anybody we may know?
A. I’m not sure; maybe? :)
Q. From the brief bits of gameplay that you have shared with the public so far; It is quite obvious the game is a survival horror title. When you set out to make the game; did you have the intention to make a game that could potentially make grown adults crap their pants?
A. Haha, it’s really great to see people reacting to it this way, I have to say. I didn’t set out to make ‘a super scary game’ per se. What I really wanted to is make an ‘actually scary game’ if that makes sense at all.
Over the years I felt that horror deteriorated somewhat; In cinema and in games. 10/15 years ago it was all about anticipation, subtleties, the fear of the unknown, things you can’t see. Fear is such a primeval instinct and I think there are really great ways to play with that in order to have an experience that lasts long after you put the gamepad down. What’s happening nowadays, however, is tons of (random) jump scares, action and perpetual darkness. It’s cheap and not very effective in my opinion.
Q. So what is the premise for the single player campaign?
A. Haha; All I can say right now is what is already out there publicly, sorry :)
You will take on the role of the unnamed protagonist who wakes up one day without any recollection of prior events.
Over the course of five nights It is your objective to uncover the whereabouts of your family, unravel the mysteries of the house, and face off against Lily and other dark entities that are nested deep within the house, while the clock is relentlessly ticking towards 3:00am.
What would you do if you could feel something stalking you in the dark in the safety of your own home?
If you couldn’t tell what’s real and what’s not?
Q. The footage in the prototype gameplay felt very eerie to me and had a real creepy feel to it that had me on the edge of my seat and kind of gave me an Insidious-like vibe, Will there be plenty of that in the final product?
A. Oh yes, absolutely. That was the whole reason for putting this gameplay video together, because I really wanted to show folks what the game will feel and look like. :)
Q. So obviously we saw the house in the gameplay demo video recently; Just how big is the game in terms of scale? (For example is it restricted to just the house or will there be a town to explore?)
A. Almost the entire game will be set in that house; It’ll definitely be the main location where most of the stuff is happening. I think one of the real risks (initially) was to come up with a captivating narrative that actually works in such a small environment, without being tempted to expand on it too much. Since we are only (by comparison) a tiny crew, there is just no way to make the game larger and still be able to say we can finish it with certainty.
Having said that, there is plenty of ways to manipulate your perception of space, so even though it is in theory ‘only’ one house, we’ll squeeze quite a lot out of it, no worries ;)
Q. What games inspired you to go into creating video games and Allison Road in particular?
A. Oh there’s just so many. I love games and my favorite genre is horror. But I also like first-person shooters. When I was a kid I liked 2D side scrollers a lot, stuff like Super Metroid, Alien, Dragon’s Quest etc. However, since Ps1 and N64 came out things obviously transitioned into the 3D realm.
Q. So the game has just recently entered pre-alpha stage; When is the game aimed for release?
A. We’re currently aiming for release end Q3 2016
Q. OK and before we go; Do you have any details as to which formats Allison Road will be appearing on?
A. Since we already got greenlit, it’ll definitely be available for PC via Steam. We are also currently in talks with Playstation and Xbox, however, I can’t confirm anything just yet :)
Q. OK thanks very much guys and I wish you all the best of luck with Allison Road’s development.
A. Thank you very much for taking the time to do this interview! :)
Allison Road is currently in development now with an aimed release for Q3 2016. We would like to thank Chris and the guys over at Lillith Ltd. for taking the time to have this interview with us.
So what do you think? Are you excited for Allison Road? Have you seen the footage yet; If so what do you think? Be sure to let me know your thoughts in the comments section below and be sure to stay tuned to UGNN for all your gaming news and reviews and be sure to follow us on Facebook, Twitter and YouTube. In the meantime, Check out the videos from Allison Road below.
Article by Matt McNamee