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Our Most Anticipated Crowdfunded Horror Games

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It’s hardly a universal truth that absence makes the heart grow fonder, though the rule does seem to apply nicely to the increasingly competitive world of crowdfunded video games, and specifically for those of the horror persuasion.

Platforms like Kickstarter and Indiegogo have had a profound impact on the rise of indie developers in a time when the financial risks associated with modern games development have made breaking into this industry an inordinately difficult task without the aid of a publisher. Crowdfunding hasn’t, and very likely won’t, solve that problem alone, but it has and will continue to be a precious resource for developers to use to overcome one of the more frustrating issues that plague this industry.

As for the idiom I threw out earlier, it’s rung true for a growing number of developers that have sought the tools to excavate the beloved skeletons of horror gaming’s past. The community is eager to see more from the series that publishers might’ve deemed too risky, including Clock Tower, Fatal Frame, Eternal Darkness, Pathologic, Friday the 13th and System Shock, among others. What these games have in common is they’ve all been backed by thousands of members of their respective communities who have spent millions of dollars to try and bring them back.

One fun fact about this week has to do with those last two games. Until very recently, Friday the 13th: The Game was the horror genre’s greatest crowdfunding success, having raised over $1.04M across two campaigns. That’s no longer the case, as Night Dive Studios’ hotly anticipated remake of the original System Shock has raised a little more than that with a week left in its enormously popular campaign.

Let’s celebrate that with a look at the horror games we have to look forward to over the next two years, thanks to crowdfunding.

OUR MOST ANTICIPATED HORROR GAMES:
Zombies | Science Fiction | Virtual Reality | Lovecraftian

CF2_V2_WorksOfMercy

What’s interesting about The Works of Mercy is how the indie thriller uses the player in such a genuinely unnerving way that you can’t help but be uncomfortable. It’s the video game equivalent of unsettling films like Funny Games and Would You Rather, only this time, the insidious puppeteer is sending his orders over the phone. With inspiration like Roman Polanski’s Repulsion and Stanley Kubrick’s The Shining, I suspect this game will find a way to get under our skin when it arrives later this year.

Crowdfunding Details: Pentacle raised $13,800 (approx.) on Kickstarter in March 2016.

Release Date: August 2016 (PC, followed by MAC/LNX, PS4, XBO)

CF2_V2_Friday13th

In a few short months, we’ll finally have our long overdue reunion with one of the horror genre’s most iconic villains in the 7v1 asymmetrical multiplayer slasher game Friday the 13th: The Game. The story follows a tired Jason Voorhees as he picks up his machete one more time so he can rid Camp Crystal Lake of yet another infestation of ’80s teen stereotypes.

Crowdfunding Details: Gun Media raised $823,704 on Kickstarter in November 2015, $1,047,626 total.

Release Date: October 2016 (PC, PS4, XBO)

CF2_V2_NightTerrors

In addition to being the only dedicated mobile title on this list, Night Terrors may also be the most innovative. This supernaturally themed augmented reality game brings its horrors to life by populating your home with frightening scenarios and otherworldly creatures that appear real. It does this by processing the feed from your phone’s camera in real-time, which it uses to guide you through a uniquely harrowing experience.

Crowdfunding Details: Novum Analytics raised $46,732 on Indiegogo in June 2015, $49,747 total.

Release Date: October 2016 (iOS, Android)

CF2_V2_ThroughTheWoods

At the heart of developer Antagonist’s upcoming third-person horror adventure game Through the Woods is a story about a mother and how far she’ll go to save her son. It’s sort of like The Park, if that game had been set inside a creepy forest on the western coast of Norway and inspired by Norse mythology. Its narrative comes with a clever twist, as your actions are dynamically reflected in the mother’s retelling of events that have already happened, as far as the game’s concerned.

Crowdfunding Details: Antagonist raised $43,833 on Kickstarter in June 2015.

Release Date: October 2016 (PC, PS4, XBO)

CF2_V2_CampSunshine

The slasher genre has finally returned to video games, its revival led by games like Until Dawn and Dead by Daylight, as well as the upcoming Friday the 13th: The Game and Last Year. With company like that, it’s refreshing to see a game like Camp Sunshine make an effort to stand out by slapping a delightful 16-bit art style on its familiar tale of secluded summer camps and the murderous maniacs that can’t seem to get enough of them.

Crowdfunding Details: Fossil Games raised $1,195 on Indiegogo in April 2016.

Release Date: October 31, 2016 (PC)

CF2_V2_LastYear

Remember what I said about the Friday the 13th game? Last Year is more of that, but with five ’80s teen stereotypes who must enlist the powers of teamwork and friendship if they’re going to have a chance at surviving a night with a stab-happy serial killer who’s very interested in seeing what their insides look like.

Crowdfunding Details: Elastic Games raised $88,600 (approx.) on Kickstarter in December 2014.

Release Date: November 2016 (PC)

CF2_V2_InnerChains

Surreal is one word you could use to describe the gorgeous first-person shooter Inner Chains and its nightmarish biomechanical world that’s lousy with enemies, from the alien creatures that inhabit it to the deadly fauna that surrounds them. This game promises to be unlike anything else, and that goal extends to its arsenal, which features an assortment of creative weapons that use bones, lightning and hellfire for ammunition.

Crowdfunding Details: Telepaths Tree raised $18,708 on Kickstarter in April 2016.

Release Date: Fall 2016 (PC/LNX)

CF2_V2_AshenRift

The horror genre is no stranger to apocalyptic scenarios, and neither is Ashen Rift or the two characters it revolves around. When a man sees visions of his own demise, he and his trusty canine companion set out in search of answers and for a way to fight the Rift — a monster-spewing portal that’s spent a decade spreading demons and devastation — before it completely wipes out what’s left of the world.

Crowdfunding Details: Pyroclastic Games raised $13,500 (approx.) on Kickstarter in November 2015.

Release Date: Fall 2016 (PC/MAC/LNX, PS4)

CF2_V2_Perception

Perception is a story-driven horror game from some of the former developers of Dead Space and BioShock, but that’s not even the best part. That honor belongs to its lead character, a blind woman who’s able to “see” using echolocation, like Daredevil, but with less fancy karate. This gives the game an immediately recognizable art style that’s eerie all on its own, as pale apparitions are briefly illuminated by sounds in the environment.

Crowdfunding Details: The Deep End Games raised $168,041 on Kickstarter

Release Date: Fall 2016 (PC, PS4, XBO)

CF2_V2_Grave

I’ve had the opportunity to play two demo versions of Broken Window Studios’ surreal open-world horror game Grave, and both times felt comparable to experiencing a lucid dream. The world shifts and moves as if it were alive, obscuring or revealing things that weren’t there before, and when the sun goes down, the game transforms into a nightmare as light-sensitive creatures wander about in search of prey. It’s when the night comes that this mind-bending experience goes full survival horror, as you fight for survival using every source of illumination you can find (flashlights, flares, fire, and the environment).

Crowdfunding Details: Broken Window Studios raised $37,622 on Kickstarter in April 2014.

Release Date: Fall 2016 (PC/MAC/LNX, PS4, XBO)

CF2_V2_Asylum

Senscape’s Asylum is a H.P. Lovecraft-inspired psychological horror game from Agustín Cordes, the creator of Scratches. It was successfully funded on Kickstarter more than three years ago, so it’s understandable that some fans would’ve come to the conclusion that it may never release. I might’ve thought the same thing, had it not recently been stirred from its slumber with some new footage and a “100% guarantee” from its developer back in January that Asylum will release this year. The sooner the better. I’m eager to get to work exploring the 100+ rooms — no joke — that comprise the Hanwell Mental Institute.

Crowdfunding Details: Senscape raised $119,426 on Kickstarter in February 2013.

Release Date: Fall 2016 (PC/MAC/LNX)

CF2_V2_Visage

Of the handful of like-minded indie developers that have gathered to salvage something from the smoldering crater left by P.T., it’s in Visage that I can see the most potential. It’s also one of the more literal successors to Kojima’s game, with a blend of near-photogenic visuals and a creepy house that’s very clearly haunted by the vengeful apparitions of its former occupants, many of whom met brutal and premature ends inside its immaculate halls.

Crowdfunding Details: SadSquare Studio raised $92,800 (approx.) on Kickstarter in March 2016.

Release Date: Spring 2017 (PC, PS4, XBO)

CF2_V2_RidesWithStrangers

Rides With Strangers is a game that exploits one of a great many (mostly) unnecessary fears that continue to inspire so many horror films by simulating the anxiety and desperation that follow the realization that you’ve just picked up the wrong hitchhiker. Like The Works of Mercy, it’s a genuine practice in psychological horror that actively aims to drag you, the player, out of your comfort zone and into the blinding headlights of an oncoming car, from which there’s no escape.

Crowdfunding Details: Reflect Studios raised $32,524 on Kickstarter in February 2016.

Release Date: Summer 2017 (PC/MAC, PS4, XBO)

CF2_V2_GhostTheory

It’s bizarre that we could go so long without a “serious” horror game about paranormal research and not realize how wrong that is. Fortunately, it’s no longer a problem as we await the arrival of Ghost Theory from Dex developer Dreadlocks. The concept is as simple as an episode of “Ghost Hunters: International”, as you’re tasked with exploring real-world locales that are believed to be haunted and investigate those claims using actual ghost-hunting gadgets and your character’s clairvoyant abilities.

Crowdfunding Details: Dreadlocks raised $76,400 (approx.) on Kickstarter in May 2016.

Release Date: Fall 2017 (PC/MAC/LNX, PS4, XBO)

CF2_V2_SystemShock

Night Dive Studios is bringing SHODAN back with a comprehensive remake of the 22 year-old cyberpunk horror game System Shock. For those of you who never played the original, let me fill you in. The general goal is to wander about the space-dwelling Citadel Station looking for cybernetic abominations to bludgeon with a wrench, which the game makes more challenging with the introduction of a megalomaniacal jerk of an AI who wants nothing more than to squash your self-esteem.

Crowdfunding Details: Night Dive Studios raised $1,350,700 on Kickstarter in July 2016.

Release Date: Fall 2017 (PC/MAC/LNX, PS4, XBO)

OUR MOST ANTICIPATED HORROR GAMES:
Zombies | Science Fiction | Virtual Reality | Lovecraftian

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Editorials

‘Killer Klowns from Outer Space: The Game’ Preview: A Fresh Twist on the Multiplayer Horror Formula

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“Everyone knows who Jason is. Everyone can point out The Predator. And, of course, everyone’s familiar with the Ghostbusters!”

So says Jared Gerritzen, Chief Creative Officer at IllFonic, as we sit down for a quick interview with him on Discord. He’s certainly an authoritative voice on this matter too, given that he’s worked on adaptations for each of those cherished properties over the years (in the form of Friday the 13th: The Game, Predator: Hunting Grounds and Ghostbusters: Spirits Unleashed), giving them all the asymmetrical multiplayer treatment that his development studio has got down to a fine art by now.

He continues: “And that means that people have pre-conceived notions of what those franchises should be. I guess what I’m saying is that they come with the burden of expectation, as you’ve got to [appease] fans of every individual movie or comic-book, regardless of their varying degrees of quality.”

Yet Gerritzen seems less wary of any such purism when it comes to IllFonic’s latest release. Probably because it’s based on an IP that’s nowhere near as venerated in the pop-culture zeitgeist.


From Enduring Blockbusters to a Cult Movie

There’s no two ways about it; Killer Klowns from Outer Space is a textbook example of a cult classic. While it might be yet another hallmark of the 1980s, it’s one that’s far less recognizable to your Average Joe cinemagoer than Ghostbusters and it’s effectively been left untouched by the Hollywood system for almost four decades.

If you’ve not seen it, the film is a B-movie pastiche about a group of ancient astronauts, who inadvertently inspired our planet’s tradition of jesters and fools, running amok in a Gremlins-style rampage. Their goal being to encase hapless earthlings in cotton candy cocoons, so that they can later drink their gelatinized fluids as a means of sustenance. It’s every bit as daft as it sounds.

With that said, apart from the fact that its titular ETs have glowing red weak spots for noses, there’s nothing about Killer Klowns that makes it feel like a particularly obvious candidate for a video game revival in the year 2024. The demented brainchild of the Chiodo Brothers — a trio of special effects renaissance men with shared expertise in claymation, animatronics, creature design, stop motion and more — it’s a modestly budgeted affair that hardly set the box office ablaze, didn’t really penetrate the mainstream consciousness, and never got a sequel (in an era when that was practically an industry mandate). And yet here we are.

For his part, Gerritzen is cognizant of the brand’s relatively niche appeal, conceding: “It’s one of those things where some goofy kids had this absurd idea almost 40 years ago, turned it into a movie and then it just kind of [disappeared] into the ether. But over the decades people keep on rediscovering it and there is a real passionate fanbase out there! You’d be surprised by the number of people who have approached us at expos like PAX, proudly displaying their tattoos of Jumbo or getting starstruck [when they] meet the Chiodos over at our booth.

“And for those who don’t know Killer Klowns, we hope that our game will serve as a gateway into that wonderfully weird world. That they’ll play it and seek out this completely insane film that they’ll fall in love with too.”

On that note, even if it’s not as legendary as Predator or Ghostbusters, IllFonic is still adapting Killer Klowns from Outer Space with the same reverence they held for those other, arguably more prestigious, licenses. Regarding that original film as a kind of holy text, they have been careful to honor its spirit, its tone, its mythos and its iconography in every single aspect of their new title.

So if you are a card-carrying Klownhead, there will be ample opportunity here for you to do the Rick Dalton fingerpoint. Indeed, over the course of just a 30-minute preview session, we struggled to count how many Crescent Cove landmarks we encountered (Hello Big Top Burger!), how many cute Easter Eggs we managed to spot, and how many of our favourite moments we got to experience first-hand. Whether we were avoiding detection from a balloon-animal tracker as a human, or performing a gravity-defying vertical jump as one of the aliens in order to zip around the map; it all felt so authentic.


Rebalancing the Asymmetrical Multiplayer Genre

Speaking of which, this is an IllFonic production (co-developed with Teravision Games) and so it’s naturally an online asymmetrical take on the material. Borrowing quite a bit from Friday the 13th, it’s got the usual match structure that you’ve come to expect from this sort of thing.

Those in the role of would-be victims must scavenge the environment for various items that will unlock escape routes — such as gasoline to fuel a boat, spark plugs to power various electronics, or keycards to enter shelters — while their opponents have the considerably more straightforward task of just murdering everyone in sight.

To be fair, Klown gameplay is a little bit more nuanced than the mindless slaughter F13 veterans might be accustomed to, as you’ll also need to keep your eyes peeled for valuable cotton candy cocoons. These resources can be hooked up to generators — scattered all over the environment — in order to accelerate the apocalyptic countdown that triggers the ends of the match, as well as to spawn in lackeys that will alert you to your quarry’s location. Think of it a bit like how feeding Grandpa works in The Texas Chain Saw Massacre. Not to mention, you’ll also have a suite of fun gadgets and abilities at your disposal too, like the aforementioned super jump, popcorn bazookas and oversized mallets for caving in skulls.

Somewhat unusually for this genre though, humans can give just as good as they get. From firearms to melee weapons and throwables, they have the capacity for self-defense and can take the fight directly to their interstellar tormentors, provided that they coordinate as team of course.

In fact, some well-placed buckshot or a powerful axe-swing might be enough to take one of the Klowns out of commission, meaning that you can actually rack up some kills as a survivor for once. As someone who has been hoisted upon one-too-many hooks in Dead by Daylight, I’ll be the first to admit that it’s pretty damn cathartic.

Recalling how this refreshing twist came about, Gerritzen told us: “It’s a delicate balance. We’ve made four of these asymmetrical horror games now and think we have a pretty strong understanding of what does and doesn’t work.

“The key thing is that humans have to feel vulnerable, otherwise playing as a Klown isn’t satisfying whatsoever. But we also know, from experience, that you can go too far in the other direction. If you make the killers overpowered in these games, then you leave room for annoying scenarios [wherein] somebody spawns, turns the wrong corner and is immediately killed through no fault of their own. That really sucks! It’s one of the reasons we decided to let the humans have a real fighting chance here.”

Evening the playing field further, Killer Klowns from Outer Space: The Game boldly eschews tradition by allowing its survivors to respawn mere moments after death (provided that a resurrection machine has been activated) and they even have a chance of coming back with the gear intact, so long as they manage to ace a quick minigame. As a result, the main concern for human players is not that they could kick the bucket too early, but rather that they might not be able to escape before the timer hits zero. That’s ultimately how you fail here, and it creates an entirely different dynamic. One that encourages you to take more risks, instead of simply cowering in hiding places while your partners do all the heavy lifting.

Should you get away, then you are also incentivized to stick around as a spectator by participating in a short arcadey minigame, through which you can gift your leftover items to any teammates who are still in jeopardy, helping them out in their hour of need. Again, it’s a neat, innovative way of balancing the scales.


Trading Blood & Guts for Confetti & Glitter

Because of that (much-appreciated) second wind mechanic, we actually managed to emerge victorious on our very first round as a survivor. And this was despite the fact that we fell victim to a “Klownality” at the 10-minute mark.

Which brings us to those wacky finisher animations.

Named in a way that blatantly nods towards their Mortal Kombat counterparts, these are uninterruptable kills that Klowns can perform should they manage to down their prey. Unlike fatalities, though, they’re not excessive displays of bloodshed and viscera, so much as they are silly little visual gags that befit the source material. Rather than ripping out spinal columns or bisecting people with saw blades then, you’re far likelier to be pelting them with an entire patisserie’s worth of custard pies.

Describing the rationale behind this, Gerritzen explained: “When we’ve been adapting movies in the past, we’ve often had the privilege of getting to work with the original creators. We were lucky enough to meet Ivan Reitman and Dan Aykroyd when doing Ghostbusters, for instance. Yet that was very much on an ad-hoc basis. They weren’t deeply involved with the project.

“Whereas I now text the Chiodos almost weekly to ask them questions and [solicit] their opinion on what we’re doing. It’s been really, really cool becoming friends with them. They came out to Boston for PAX and they hung out for the entire weekend in the booth, doing lots of interviews. They’re just super cool dudes. They even started gaming now because of their involvement with this!

“They’re also really different from people like Tom Savini [who collaborated with IllFonic on Friday the 13th: The Game]. You know, Savini always tries to figure out how to make the most brutal kills imaginable and he tries to make the audience members look away from the screen if he can.

“The Chiodos have a very different [ethos]. They’re masters of their own, far more tongue-in-cheek, style of practical effects. If you look at their work with Critters, Team America or Marcel the Shell, they’re absolutely not going for hardcore ultraviolence. They’re just not gore guys.”

Which is a characterization of the brothers that definitely chimes with their onscreen output. After all, anyone who has seen the PG-13 rated Killer Klowns will attest that it’s pretty tame viewing (even for the most coulrophobic of individuals), sharing more in common with something like Mars Attacks! than it does intense horrors like Stephen King’s It or the Terrifier films. Indeed, it never gets much worse than a blink-and-you’ll-miss-it decapitation and its most gruesome moments are generally softened with a tinge of black comedy too (like when the aliens drink blood through an extravagant silly straw!) So, it makes sense that the Chiodos would want the game adaptation to strike a similarly playful tone.

“That was actually the subject of one of my first calls with them,” Gerritzen adds. “We presented them with the original Klownalities and their response was: ‘This is very cool, but it’s all blood.’ They wanted us to rein that in and injected this idea of replacing most of the gory [giblets] with confetti, glitter and bubbles. Because that’s what’s Killer Klowns is! It really changed our way of thinking.

“We realized that we were still in that Friday the 13th and Predator mindset — where gore is a big deal — and that had to shake out of it. I’m so happy that we did that because what we ended up with is far truer to [the spirit of that] original film.”

Based on the short snippet of Killer Klowns from Outer Space that we’ve played thus far, that’s very much our impression too. It’s a game that absolutely understands its heritage, captures its creator’s unique sense of humour, and seems to be quite well-polished to boot. Whether or not it will be the Greatest Show on Earth, it’s still a circus that we can’t wait to experience in full.

Co-developed by Teravision Games and IllFonic, Killer Klowns from Outer Space: The Game will be released on PC, PlayStation 5, and Xbox Series X|S on Thursday the 6th June.

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