Quarry – IGN Until Dawn Interview and Quarry Map!


Talking about his and Supermassive’s passion for horror, he said they may not focus on the genre indefinitely, which is interesting information.Quarry - IGN Until Dawn Interview and Quarry Map!

Obviously we know about the 30+ famous horror stories they’ve outlined for dark cinema, but “The Quarry” shows they’re fully capable of making feature-length interactive films while putting dark cinema aside to do its own thing.
Quarry - IGN Until Dawn Interview and Quarry Map!
Does this mean they’re already thinking about non-horror games? We’ve seen them make a mystery thriller in Hidden Agenda and a political thriller in Broken State, as a side note, can we put this on psvr or something because I don’t even know what daydreaming is, so anyway, what’s next, spy games, supernatural drama, can we get something from something told from a vampire perspective, I’m wondering what they might have been doing now that Quarry is almost over and Viles talked about how they tried to make Quarry feel like fun horror or date night horror without being dark or too tense so we can expect humor and try to keep the mood light in the final game, guess I’m a little skeptical of that statement a little skeptical, though it may just be that I have a different sense of humor than he does, I watched that prologue and it was persistently tense until it got overtly scary, by far the scariest thing in the game was just Ted Raymond threatening people while trying to look professional Seriously, what a great detail the blood on Travis’ neck is, it lets you know that for Max and Laura, the night can’t possibly end well because no matter how well they do to convince him that nothing suspicious happened, Travis will be sitting in his patrol car, looking at himself in the mirror, realizing that they saw blood and need to deal with it, and scenes like that are great too, and on the subject of horror, I guess it’s going to be super gory too because this is the super big game that those people one thing you can guarantee in a super mega game is that these people like their gore, although you know a lot of people find that funny, so I get it, and then we get the biggest new piece of information, according to Biles, Quarry offers four different types of horror, and he explains that if before dawn is two types of horror, teen horror and creature feature films, then The Quarry has four types of horror films.
Quarry - IGN Until Dawn Interview and Quarry Map!
By his criteria, we can immediately identify three of those teen horror and creature feature films, which he inaccurately calls Hickor, but what the fourth type of horror is, which they haven’t hinted at, whether it has to do with Eliza being a ghost or some kind of spirit, whether it’s the meta-scream thing they’ve been hinting at, the matrix reference makes more sense than we realize, which is an exciting thing , he mentioned in passing that another exciting idea is that the promise file mix ensures that decisions are made He said that when players make a choice, they should get what they expect, even though that choice may have unintended consequences, and I don’t think anyone wants a repeat of the Matt Emily hanging from the ranger tower episode where Matt decides to help Emily get him killed by the monster and leaving her doesn’t, even though the two decisions involve performing the same action at the same time, producing the same immediate result.
Quarry - IGN Until Dawn Interview and Quarry Map!
He also mentions the custom tool they made to draw the decision tree, and we’ve actually seen them in action, look at this screenshot, right now it’s just the interaction between Travis and the advisor about what’s happening on the road and where they’re going, but it’s still very interesting to see how the different decisions branch out, and if the camera were a little closer to the screen we could see an explanation of the branching system an explanation of how it works.
Quarry - IGN Until Dawn Interview and Quarry Map!
We saw some great footage of the actors performing, and an example of how all the scenes are drawn with animation before the actors get close to the scene, so they have an intuitive sense of what they should be doing and where the camera is in the scene, which is of course very important for the actors, but it’s hard for them to do that when they’re doing a motion capture performance because there aren’t any cameras, it’s all exciting stuff, which makes me wonder if there’s more interviews to be done