White Night dev on the importance of review scores, game length & nostalgia

White Night dev on the importance of review scores, game length & nostalgia
James Orry Updated on by

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White Night, the survival horror game from indie team Osome Studio, launches March 4 on PC, PS4 and Xbox One. Intrigued by the studio’s first game we fired over a few questions for creative director Ronan Coiffec to discuss inspirations, resolutions, game length, review scores and more.

Q: Why did you decide to make White Night your first game?

A: We started working on White Night for multiple reasons. Firstly, we have experience with adventure games (Alone In the Dark 5, Remember Me, Life Is Strange) and we knew where we were heading with the production and technical aspects. We were also very excited with the specific artistic style and the survival horror world – we wanted to bring new ideas and a unique atmosphere to this game genre. And finally, it had a lot to do with nostalgia.

Q: I’ve seen some criticism that the idea of a scary mansion is a little clichéd and perhaps overused. What’s your argument for choosing the mansion setting?

A: When we were working at Eden Games, we had the opportunity to work on a prototype of an actual remake of Alone In The Dark 1, which was cancelled, sadly. Five years later, when we started working on White Night, the mansion appeared like a reminder, as a real tribute to that first survival horror game. Also, the mansion is a symbolic place, with a strong meaning, which offers many interesting opportunities for staging.

Q: As far as I know White Night is a standalone game, but would you consider future games using an episodic model as Capcom is trying with Resident Evil Revelations 2?

A: For now, we are concentrating on the release of White Night. We can’t wait to see the reception that players give the game and we hope they enjoy it!

Q: Do you have ideas for a sequel or would you rather try new game ideas?

A: We always have lots of ideas, but right now we’re focused on launching White Night.

Q: How much game are players getting for their money?

A: White Night is an adventure that lasts between eight and ten hours. We also sprinkled secrets and collectibles throughout that players will have fun discovering and they will help immerse the player in the story.

Q: What freedom does independent development give you over working with a major publisher, as was the case with Alone in the Dark?

A: Being independent allows us to take more risks. For example, we are free to make strong choices regarding visual style, and stick to them. We can push our ideas further and experiment with new things. Indie developers bring fresh new air to the gaming industry.

Q: With the growth of indie games do you feel we’re entering a golden age of horror gaming?

A: Indie developers can bring a lot to the horror game genre. Just like cinema in the 70s, 80s and 90s, we’ll likely see many new ideas coming to the surface, diversifying the genre and offering fresh perspective.

Q: What resolution do the console versions run at?

A: Both console versions run at 1080p 60Hz.

Q: Are you fan of review scores or would you like a ScoreAway TAB?

A: Giving a universal score to a specific experience is a very difficult exercise, since appreciation criteria varies from one individual to another. We pay more attention to the reviews content. Understanding the strengths and weaknesses of the title helps you to know whether it will fit your expectations. We can compare a game to a book, a film or a play – a game may get given a bad score but still be loved by many people, and vice versa.

So, all things considered, we will have two ScoreAway TABs and one David Scammell. Do you ship to France?