Review Fix chats with “Albino Lullaby†developer Justin Pappas, who gives us an inside look at what has to be one of the coolest indie games of 2015.
A horror exploration game that doesn’t rely on jump scares or gore, Albino Lullaby’s gamespace dynamically twist and contorts around you in real time, as you unravel an equally twisted narrative.
“Albino Lullaby†is set for initial release on the PC through Steam and will be fully VR compatible with your Oculus Rift.
For more information on the game, click here.
Review Fix: What has the development process been like?
Justin Pappas: We thought this project was going to take six months and it’s now taken 2 years. It’s been rocky here and there, but I rely most only my talented and loyal team.
Review Fix: What was the inspiration for the game?
Pappas: This game came out of nowhere its kind of weird. Like some dark spirit is speaking through a statue. Ever since i was a kid I was drawing these french fry guys with creepy hollow eyes, so that’s where it started. Many segments of the game are inspired by music. The music came first in a lot of areas.
Review Fix: What games have you played during development and how did it play a role in this game?
Pappas: I’ve been playing Bloodborne. (I am past the Paleblood Sky) It’s nuts. Before that I was playing Alien: Isolation. I can’t wait for Frictional’s new game. I played a s-load of Destiny when it was new, so that may have affected some of the level design in later areas of episode 1, but it has been mostly movies that have affected a lot of the tone in Albino Lullaby. I spun down a lynch rabbit hole after watching all of twin peaks and fire walk with me and went on to watch everything he ever did. I swear elements of his movies started creeping into my life, it was disturbing…in the best possible way.
Review Fix: How are each of these episodes different from one another?
Pappas: I would be doing a disservice to explain the episodes too clearly. I can tell you though, that you will learn more about the weird why, who, how and possibly explore varied perspectives. You’ll def learn what the deal is with the narwhals.
Each episode will be about the same length (4-6 hours) and have a distinct ending with closure. Ultimate closure will have to wait for the end of episode 3 though. We are still examining the idea of a second season.
Review Fix: What makes the game scary if there are no jump scares?
Pappas: I’m not telling.
Review Fix: How does the Oculus Rift change the experience?
Pappas: I have to be honest and say that VR changes absolutely every thing for a game like this. I do think VR is “the future,†but I don’t think it’s going to dominate media. It will def be one of the major ways we consume games and interactive media though, no doubt. The game is immersive on it’s own but with VR it is literally immersive in that you are actually put into the space, even if it’s really just projected around you. You don’t even need to see your hands when you raise them, or feel the ground under your feet, eventually your brain forgets whats wrong and is transported. The core experience of our game is still the same without VR. We started in 2D, but our design philosophies worked so well naturally with VR that we decided to jump on that awesome wagon.
Review Fix: What do you think is the strongest feature in the game?
Pappas: The strongest feature is the setting. You are trapped in a dark and weird Victorian house, where the rooms rotate and detach from one another, sometimes to reveal dank and sullen underground caverns behind deadly, spiraling gears and cogs.
Review Fix: What are your goals for the game?
Pappas: We want people to have a great time playing Albino Lullaby.
Review Fix: What’s next?
Pappas: Immediately, finish episode one and get it out the door, then on to episode two and three. We have plans for many more horror/non-horror games in the future.
Check out some screens for the game below:
Leave a Reply