Summary
Texas chain saw massacre One of the most infamous American horror stories. Getting wet in the disorganized tones of Texas summer and trembling at the sound of metal on metal. How do you bring it into an interactive space and create an experience similar to modern gaming?
Gun Interactive is no stranger to asymmetrical horror multiplayer games, with which it has created a blueprint for the genre. 13th Friday: Game. But just as every element 13th Friday: Game The franchise had to fit into an almost obsessive level, with an approach Texas chain saw massacre Adding another goal depends on the same authenticity basis: innovation.
This attitude towards authenticity is not only related to the film, but also to the region. Complete with photogrammetry and references from places and locations seen in the iconic film. The team toured Austin and the surrounding area, the panoramic sky, every flower, every texture, all the little things that make it bigger. Feelings Due to being in that part of the country. But it didn’t stop there from the landscape and the vegetation. The main gas station, the relocated family farm house, and every detail inside it was painstakingly documented and used in the game.
The study of the film, the region, the tone and the mood are all a part of the authenticity for the gun. But what about The sound? If you’ve seen the original 1974 film, you’ve noticed that the film’s sound design combines uncomfortable conflict and industrial noise to create music that you’ve never heard before. Enter a device you’ve never seen before: The Appreciation Engine.
Wes Keltner, CEO and President of Song, invented the rarest instrument in the world, the Appraisal Engine. And with the help of Ross Trenger, Sumo Digital’s lead audio designer, they started creating something that could deliver a sound of truth. Texas chain saw massacre. All the photogrammetry and research, now combined with creating this unique soundscape for play, creating excitement and expressing it, how does it all go from abstract to interactive? How does that interactive entry innovate as well? Not satisfied with the new Leather In our previous entry into the asymmetrical horror genre, innovation has become another cornerstone, another pillar of the song group.
A great start to team-based, three-on-four gameplay and as a primary defense for stealth hunting, repeating and unraveling key loops Texas chain saw massacre. The structure of a one-sided match, the imbalance of power within the family, the complete danger of seeing a chain, and a cast of victims desperately coming together just to survive, would be the end of the game. The deck is seemingly piled up against you, yet you are still fighting, you are still struggling to free yourself from the family. These ideas not only checked the box for something different, they shaped the game itself.
All of our victims have a complete and detailed backstory, the reason they are there and now, finally, you get a chance to see a slice of how it goes in the game. Creating these characters was hugely important for the gun, and every aspect of them had to be fully developed, in full shape, to convey their features and characteristics in the game. Knowing that we have five capable characters at your disposal for a team of four people means coordinating with other players around you to double their efforts or balance their flaws. Cooperation is the most powerful tool in their settlement, but individually they are all capable of fighting a hell of a fight in their own unique and unique way.
And so, the stage is set. Maria Flores is missing, and local law enforcement seems to have stalled their search. Her younger sister Anna, joined by some of Maria’s friends from college, embarks on a search for Maria. Play as Julie, Leland, Connie, Sonny or Anna and face off against The Cook, The Hitchhiker and of course Leatherface. From the iconic family house to the gas station, even a local slaughterhouse, remember to keep quiet, turn off the lights and stay in the shade.
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