3/15/2023 0 Comments Othercide fanart![]() The real horror comes when you ask yourself “why does this monster look like that, has this sound design, moves that way”, rather than being shocked by blood or a loud noise! The entire game and story were built with this mood in mind, and we think it’s created quite an interesting take on the tactical genre that usually keeps away from those themes. There is a certain beauty to be found in horror there can’t be a beautiful light without an incredible shadow being cast. Is that something that will play a big role in the game’s world and its story?Īlexandre : When Othercide deals with “horror”, don’t expect jump scares and flashlight gameplay! Our game deals with the dark psychological mood aspect of “horror”, trauma and metaphors. Othercide’s horror vibes certainly give it a very unique identity. Did you know that some people dream exclusively in black and white? This direction brought a lot of constraints, but pushed the art team to be creative in thinking of how to give the game a “soul”. The strongest choice we made was to go all out on the black, white and red aesthetic, as we felt it depicted the “noir” and nightmarish feeling we wanted perfectly. ![]() ![]() We tried to tie each element to the lore, as each single creature or environment is part of the multiple traumas of our main villain, the Child. The idea of creating an “in-between two worlds” vibe, pinned on the edge of dreams and nightmares, drove the entire project into those twisted realms of symbolism and ethereal concepts. We wanted Othercide to stick out in the tactical genre and be immediately recognizable in a genre full of sci-fi, military, or heroic-fantasy universes and add a different flavor with a dark, grim, gruesome horror-themed vibe. Othercide features a striking, beautiful visual aesthetic- can you talk us through the process of how you landed on this art style for the gameĬhaudret Alexandre (Art Director) : One funny thing about art direction, is how much it’s a balance between impulses and iterations over a long time: it is very much a consideration of choice and consequence. "We wanted Othercide to stick out in the tactical genre and be immediately recognizable in a genre full of sci-fi, military, or heroic-fantasy universes and add a different flavor with a dark, grim, gruesome horror-themed vibe." NOTE: This interview was conducted prior to the game’s launch. You can read our interview with Larsson Anders (creative director and CEO of Lightbulb Crew) and Chaudret Alexandre (art director) below. Wanting to learn more about the game and what makes it tick, shortly before its launch, we sent across some of our most burning questions about it to its developers. And if the game’s reception from audiences and critics alike since its recent launch is anything to go by, it seems like that potential is something Othercide makes good on. At first glance, its striking monochromatic aesthetic with shocking flashes of red catches the eye, and when you look deeper, the promise of its fascinating setting and rich, deep mechanics and battles hint at exciting potential. The turn-based tactics genre is one that inherently attracts audiences, but even among those, Lightbulb Crew’s Othercide immediately stands out from the crowd.
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