Interviews
[Interview] ‘Code Vein’ Producer Aude-Alexia Koch on Bringing Something New to the Action RPG
Contrary to your first impression, Code Vein is more than just another flagrant Dark Souls wannabe. Though it may share common DNA with FromSoftware’s trailblazing hit, it manages to transcend its influences and carve out a niche all of its own, by making clever twists on the action-RPG formula.
Not only does it have a distinctive world that’s totally unlike anything else out there – a vampire-themed Mad Max with a hint of anime – but it also finds new and innovative ways to tackle things like co-op, leveling up, and character classes. We’ve really enjoyed what we’ve seen so far and can’t wait to get our hands on the finished product.
In the meantime, we did get a chance to catch up with Aude-Alexia Koch, a producer on Code Vein, to talk about everything from the title’s approach to difficulty, to how its unique character progression system works.
Bloody Disgusting: I thought we could talk about the ‘’code system’’ first. I’ve never really seen anything else quite like it, where you can switch between classes on a whim. How do you think it impacts upon the overall experience?
Aude-Alexia Koch: Well, the dev team really wanted players to experience something new within the Action-RPG genre. This idea of being able to switch codes whenever you want provides just that. It means that you can have a unique playthrough and also makes a huge difference in terms of co-op, where you can make a strategic decision with your friend about who’s going to play in what role and then [alternate] whenever you need to.

BD: And I suppose that’s something that you need to be mindful of when you’re designing the game. Specifically from a balancing perspective?
AAK: Yeah definitely. We had to take [that] into account, the idea that no two people are going to play in the same way. We also have to make sure that we didn’t repeat ourselves with any of the codes, so that they weren’t too similar to each other.
BD: Another of the game’s unique aspects is the buddy system. Obviously, it makes a big difference in gameplay, but I was wondering if our choice of companion might affect the narrative in any way as well?
AAK: Not really. Whilst the game is very story-driven, you will have the same experience no matter what when it comes to the narrative. You can’t make choices or have the plot branch off in different directions. Like you said, [The buddy system] is much more about the gameplay side of things.
BD: Gotcha. When it comes to these Soulsborne games, one of the key appeals is that trademark difficulty. A lot of people play them for the exhilarating sensation of overcoming a challenge. Did you want to cater to that audience with this game, or were you more interested in making it accessible to everyone?
PR Rep: Personally, I think both camps will find something to enjoy in this game. We wanted to make it work for those who come for the story, whilst also appealing to gamers who want the challenging combat. The best of both worlds really.

BD: Cool. Would you be able to talk a little bit about the actual setting of Code Vein? Because this world is really intriguing, mixing vampire mythology with a post-apocalyptic theme.
AAK: That’s definitely something that we liked right from the start. The fact that you’re playing as a vampire really brings something new to the table. You have this world around you that’s completely destroyed, and you yourself are already dead. But you still have to fight. You have to fight to reclaim your memory and discover what happened to the world. It’s a really exciting [premise].
BD: You just mentioned that idea of reclaiming your memories and I wanted to touch on that a bit more. In this demo, after defeating one of the bosses, we got to walk through their past and experience their memories. Is this something that will recur throughout the game?
AAK: It won’t happen every time you defeat a boss. This particular fight was something special, because you were fighting another revenant and after you defeated him you absorbed his blood code. That’s why you got to see his memories. So, it’s not all the time, but it will happen every now and then. When it does, you’ll get to learn more about your own character, as well as those around you.
BD: One of the things that impressed me about the demo was the enemy variety. How exciting was it to work with all these amazing creature designs?
AAK: That was all done in Japan. We weren’t too involved with that stuff directly. But we did get to look at the concept art, four years ago [when development first began], and it’s interesting to see how it’s evolved since then. As we’ve refined things over time.

BD: What would you say is the thing you’re most excited for players to experience when they first get their hands on the game?
AAK: I think more than anything we’ve made something that is quite unique and new. That’s probably the most exciting part.
PR Rep: For me, it’s that you’ll get to experience the whole thing from start to finish with a friend. That’s quite unusual for this genre.
BD: Speaking of which, you have a permanent A.I partner as well. How do you think that impacts upon the difficulty of the game?
PR Rep: Speaking gameplay wise, you can actually choose to strike out alone if you want.
AAK: It’s recommended that you do it with a companion though. It’s been designed that way, and obviously, it all depends on the type of partner you have. On their blood code – whether they be a healer, a brawler, a tank or a caster – it will change your experience.
BD: Are there any benefits to doing it without a partner, or is it just for that extra challenge?
PR Rep: Just the bragging rights!
Code Vein is out on PS4, Xbox One, and PC later this year.
Interviews
Paul Tremblay on Fighting AI with Horror in New Novel ‘Dead But Dreaming of Electric Sheep’
Paul Tremblay didn’t start his writing career believing he’d be battling machines over the sanctity of his job, but like so many writers of his generation, the battle found him. In the years since Large Language Models (LLMs) and neural networks started gaining traction as an advertised shortcut to creativity, Tremblay has been active in lawsuits to prevent the use of his works in training AI models, and he’s found that, with each new project, he has to consider the possibility that some LLM, somewhere, is going to latch on to what he’s creating.
“Now I feel like I’m thinking about, ‘Man, how am I going to write things that would be really hard or impossible for an AI to replicate?’,” Tremblay told me, speaking by Zoom from his home in Massachusetts. “Maybe some of that is ego. I’m sure every writer thinks, ‘Oh, an AI could never write what I write.’ Yes, I’d be lying if I said that wasn’t part of the thought process.”
While that’s something Tremblay might consider with any new work at this point in his career, the Bram Stoker Award-winning author of A Head Full of Ghosts, The Cabin at the End of the World, and many other novels and short stories tackled it in a more direct way with his latest book. Inspired by Philip K. Dick, Harlan Ellison, and the quirky humor of the Coen Brothers, Dead But Dreaming of Electric Sheep is Tremblay’s attempt at a sci-fi-horror mash-up that’s both darkly funny and existentially nightmarish. It’s also, in his own words, a screed against the movement by AI companies to supplant human artists.
“I didn’t want to make it too didactic, but no, I playfully described this book as an anti-AI screed,” he said. “This book, in particular, was driven by anger and frustration, for sure. Not every book is going to be driven that way.“
Despite the emotions that fueled it, Dead But Dreaming of Electric Sheep does not read like a screed. Instead, wielding offbeat humor and tech concepts that feel both lived-in and frighteningly tactile, the book lays out tandem narratives all building to the same conclusion, each of them exploring our relationship to machine learning in a different way. One of these narratives belongs to Julia, a former gaming streamer looking for a new challenge in life, who gets a call from a California tech company with an interesting offer.

Paul Tremblay in documentary series “First Word on Horror”
The company has, it seems, implanted some new technology in a brain-dead middle-aged man which will, in theory, allow them to pilot the man’s body through a rudimentary, still-developing system of controls. Julia, with her gaming background, would be the pilot, in her own way just as much a test subject as the human vegetable she’s controlling.
Julia is a Gen Z streamer with an omnivorous pop culture appetite, inspired by Tremblay’s own adult children, who riffs on The Big Lebowski constantly and calls her strange new meat puppet “Bernie” in reference to Weekend at Bernie’s. Her wide frame of reference, and her interest in art and stories far beyond video games, is in part informed by Tremblay’s own experiences with Gen Z, and in part a response to AI companies who scrape art and culture as a means of consuming it for reference without really experiencing a story.
“I know that one of the arguments that OpenAI and other tech companies are trying to make is like, ‘Hey, you writers, you artists, you take pop culture, you take your influences, and you create something. That’s just the same thing that the bots are doing.’ And it’s just not,” Tremblay said. “I wanted to have Julia have her outlook informed by all this pop culture, and I wanted to make that feel really human as a way to show how inhuman the AI is.”
The other side of the story belongs to “Bernie,” who’s addressed in his point-of-view chapters as “You.” In these chapters, the technology in Bernie’s body starts to flicker images through his seemingly dead brain, delivering half-remembered imagery and perspective in a nod to the “hallucinations” of an AI model groping for understanding it can never reach. These chapters in particular show off Tremblay’s flair for formalist shake-ups, and echo the kind of hyperstimulated writing that Dick and Ellison made so influential.
“I think it was more just the general Philip K. Dick feeling of ‘The world is so strange,'” Tremblay said. “He’s a lot funnier, I think, than maybe a lot of people credit him. That’s definitely what I was thinking of when writing the book.“
Bernie’s chapters embody the strangeness of Dead But Dreaming of Electric Sheep, presenting imagery that’s at times puzzling, at times eerily filmic, and always unnerving. They also mirror Julia’s own journey in fascinating ways as the odd couple – the Gen Z gamer and the middle-aged vegetable – traverse the United States, and the tech in Bernie’s body wakes up to the possibilities of using his flesh for its own purposes. It’s a compelling narrative technique, but it presented some new writing challenges for Tremblay.
“I quickly realized I couldn’t write this book the same way I have in the past,” he said. “By that, I mean all my other novels I had written in the order in which it was presented, even things that are nonlinear, which is most of them. I knew I couldn’t do that in this book. It’s not a spoiler, but hopefully the readers figure out pretty early that the Bernie chapters are a little bit of a preview of the next chapter from Julia, what’s actually happening with Julia. It’s all refracted from him.”

Mary Roach’s Stiff
Dead But Dreaming of Electric Sheep began with a simple image, inspired by Tremblay’s reading of Mary Roach‘s book chronicling the history of our treatment of corpses, Stiff. As he read, Tremblay imagined a body sitting on an airplane, remote-controlled by someone else. At the time, it was a “silly what-if” concept, filed away in his head. Years later, when he became an author suing a tech company to keep AI from scraping his work for ideas, it started to feel frighteningly plausible, taking the “silly what-if” into the territory of a high-concept horror show about what happens when we try to exploit and commodify uniquely human aspects of consciousness.
“It stuck with me,” Tremblay said of that what-if imagery. “And then a few years later, when I was a part of the case suing OpenAI on behalf of writers, that what-if suddenly didn’t seem as silly. The more I learned about how that corporation operates and without really any sort of ethical thought to anything, I was like, ‘Oh, I’m going to play with that. That’s actually happening.”
So, what if someone actually in favor of generative AI picks up Tremblay’s self-described “anti-AI screed?” He hopes that, at the very least, he’s made the ride enjoyable in a distinctly human way that might begin to reshape the conversation.
“I think that was another reason why I wanted to have the humor,” Tremblay said. “If people are reading this book who aren’t on the side of like, ‘Hey, LLMs taking authors’ books is bad,’ maybe if they read something that’s cut with some humor, that maybe they’ll be more easily swayed.”
Dead But Dreaming of Electric Sheep is now in bookstores everywhere.

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