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Interview Midnight Nowhere |
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Versione tradotta - Translated version
IGZ: Could you introduce Saturn+ team to our readers? Past experiences, future plannings.
How many people are actually involved in Midnight Nowhere's development?
S.T.: We’ve been in the gaming business for 3 years now. At first we made only 2D cartoon adventures, but about a year and a half ago we began developing 3D games as well. Midnight Nowhere is our second 3D title. As to 2D adventures, by now we’ve made 6 ones. We are located in the city of Voronezh. Now the team includes over 40 members. Presently we have 3 projects in development.
IGZ: "You wake up and find yourself in a mortuary. The room, which you are in, is in a mess. Dead bodies lie scattered all around you... What am I doing here? What happened in the room? You cannot remember... The answers await you at the end of your journey...." Yeah, it seems it will be an amazing story. Could you tell us something about the main character and his terrible adventure?
S.T.: As you can guess from this intro, the main character lost his memory and found himself in – to put it mildely – a rather strange place. And in the flow of the game he’ll have to make his way out of that place. On his way he’ll have to solve a number of puzzles, each of which will be a step to recollection of what actually happened to him and who he is after all. He’ll have to recall the succession of events, which brought him to that place where there are so many dead bodies and so few living people. Finally the hero will remember everything…but sure it won’t make him happy…
IGZ: Midnight Nowhere is an horror adventure, just like (the most famous among players) Capcom's Resident Evil. Which are the structural differences between them?
S.T.: Resident Evil is more dynamic. I mean, there is more action about it. In Midnight Nowhere we concentrated mainly on puzzles, the plot, and the atmosphere. That is you can’t die in the flow of the game, but still the way to victory will be very difficult.
IGZ: How important are exploration and action in Midnight Nowhere? Is the story "one-way"?
S.T.: Yes. There’s only one way to walk the game through, but in each location there is a lot of additional information, which adds very much to the atmosphere of the game. Thus even if the player knows that there is only one way to victory, he\she will be still interested in wandering around and.. hmmm.. sightseeing ?
IGZ: There will be a particular interaction with npcs or any other element in the game? What about npcs' function?
S.T.: The main character will talk to NPCs to get information, which he will need to go forward. But there are not so many living ones in the game, much more often the hero will see dead bodies around.
IGZ: Do you think players would be scared playing Midnight Nowhere? Why?
S.T.: Well…we hope they’ll feel rather acute emotional strain at least ?. The atmosphere and some things the hero will have to do in the flow of the game make a lot for it.
IGZ: What about the soundtrack and its role?
S.T.: Various sounds play the most important part in the creation of the atmosphere. Music is not as important. It only adds to the whole picture.
IGZ: Have you planned any demo release?
S.T.: The game is ready and has already been released in Russia. Now we are not planning a demo…But..plans may change, of course.
IGZ: How many hours of intensive gaming to finish Midnight Nowhere?
S.T.: About 30 hours of gameplay for an average gamer.
IGZ: We would like to know your favourite games.
S.T.: Unreal
Warcraft 3
Half Life
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