We could have made a ghost story, or a haunted house story (many a fine game has been based on), but we set out to make something a little different, while addressing sensitive topics like bullying, infidelity and suicide. This is a very satisfying project to work on, as it has allowed us to explore human emotions and relationships as the game delves deep into the human psyche. We believe that we’ve crafted a rich universe, and that’s part of the reason we decided to expand it to other media via the comic, which explores events that happened in Dormont when everything went dark. One of the things that we enjoyed the most about working on this game was creating the story, the characters, the town, and all its surrounding environments. This is a game about choices and consequences, and we want the player to feel the weight of their actions. There are also several situations where the player needs to make moral choices that will affect the ending. What happens in one dimension affects the other, so the player might need to move through dimensions to solve a specific puzzle or situation to progress. The other is that the player needs to travel through “the other place,” a mirror dimension that’s almost a twisted version of our own reality. There are mysterious shadow figures there that will attack and kill on sight, meaning you’ll need to manipulate light sources in order to clear a path and scare them away. The game has two key defining mechanics: one is that the player can’t go into the dark. Players will have to make their own choices in the game too - which have consequences. The things that we do in life and how our decisions affect other people. This is one of the major themes within the game: actions and consequences. In the trailer we show Edward arriving in Dormont, as he contemplates his life and the mistakes he’s made. We hope you get a sense of that from the trailer, which we’re showing you here today exclusively. We feel that a strong and foreboding atmosphere and an ominous environment can be more powerful - and much more fear-inducing - in the long run, than a random screaming person appearing in front of the screen suddenly, for example. The purpose is not to scare the player, per se - we don’t use formulaic jump scares as a driving design principle. We like to call it a first-person ‘psychological adventure-thriller.’ It’s tense, unnerving, and it certainly gets scary sometimes, but we wouldn’t necessarily consider it a typical horror game. So, to recap, what exactly is Those Who Remain? Today, I bring much exciting news! as it is with great excitement that I can finally share with you all that the game will release on May 15 - what’s more, I can also reveal that there will be a retail-exclusive Deluxe Edition that will include a digital download of the beautifully illustrated comic prequel story, ‘Those Who Remain: Lights Out.’ Back then, our intention was to release the game later that year, but the complexity of the project grew and grew, as did our ambitions as we committed to making the game better, and better still. Some of you may recall hearing from me back in 2018 when I wrote my first blog post here, announcing Those Who Remain. Hello folks! I’m Ricardo Cesteiro, co-founder and producer at Camel 101.
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