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Red Barrels: An Interview with David Chateauneuf and Philippe Morin

It has been a long time since we have seen an interesting survival horror game - until OUTLAST was released by Red Barrels. With OUTLAST they set an example for the current, and next generation of horror games.

FogKnight talks with the co-founders for Red Barrels, David Chateauneuf and Philippe Morin about the foundation of Red Barrels, the making of OUTLAST and OUTLAST: Whistleblower, and their success for both of those great horror products.

FOGKNIGHT: How was Red Barrels born as a gaming studio?
 
PHIL: The company started 3 years ago when a project that we were working on at EA Montreal got canceled. At this time, Philippe, Hugo and I decided to go all in for a new adventure. So we quit our jobs to work on a demo and look for money. After 6 months of hard work, we finally finished our fake gameplay footage, but it took another before we got money from the Canada Media Fund to complete our budget. That is how everything started.
 
FOGKNIGHT: What are Red Barrels' goals as an independent game studio?
 
DAVID: Be innovative. Stay small and focus. Deliver AAA quality game at low cost. Have fun. It’s a passion you know! We want to push boundaries and go where nobody went before us.

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FOGKNIGHT: Did Red Barrels initially want to have a horror game as the team's first game? (Why/Why not)
 
DAVID: Yes! When Philippe and I worked at Ubisoft, we already talked about creating a horror game at the time. It’s only when we started to look for a project that we saw, on many forums, that players wanted to play some original scary game like they used to make them a few years ago. It’s was a good opportunity for us to jump into the action of create a freaking scary experience.
 
FOGKNIGHT: What were Red Barrels' hopes with Outlast?

PHIL: Our goal is to create emotional roller coaster ride, so we hope Outlast will become known for being that kind of experience.
 
FOGKNIGHT: What game/movie/book/etc influenced Outlast during the creation of the game?

DAVID:
-Amnesia: The Dark Descent for the gameplay aspect
 
-The Shinning for the music
 
And
 
-Rubber Johnny for the artistic direction
 
Then we got inspiration from my library of horror movies for some events and details in the game. Movies like: Session 9, The Ward, Case 39, Cloverfield, Creep, Dark Floors, Grave Encounters, House of Haunted Hill, Hostel, Madhouse, etc…
 
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FOGKNIGHT: Why an asylum was the setting of Outlast? There could have been more options so I am curious about that one.
 
DAVID: Well, for many reasons. At first, we wanted unpredictable enemies. By looking at some horror movies, we realized that the asylum is the perfect place for that. Criminally insane patients are unpredictable. They might hurt you and some might ignore you. Watch Asylum Blackout. J 
 
FOGKNIGHT: How did you all manage to make inmates seem genuinely insane? Did the team research around; was it all in the writers' creativity?
 
DAVID: We worked with a group of scientific consultants: Thwacke!  You can look at their website:  http://thwacke.com/.  They provided profiles and real life cases.  The rest was just us following our instincts.
 
FOGKNIGHT: How different was the final game to the one from the initial trailer in terms of both the story-line and game-play? Chris Walker's appearance as an example

PHIL: The look of Chris Walker did evolve quite a bit.  When we did the trailer, we didn’t have a well-defined storyline.  So, of course, things changed.  But game-play wise, we the final game is pretty close to our initial vision.
 
FOGKNIGHT: If I may ask since I could be hinting a spoiler question, did the writers, initially, want to add any form of super-natural element in the game?
 
PHIL: We always wanted to add a twist in the game. To have the players progressively discover the nature of the experiments.  And we wanted something that could look/feel supernatural, but actually be grounded in reality or at least be plausible.
 
FOGKNIGHT: What ideas for Outlast and the story had to be scrapped and didn't appear in-game? And why?
 
DAVID: We had a girl in the story that was your contact inside, but we decided to cut her for production reasons and scope.  Also because we wanted to make the player feel really alone with no hope of finding someone who could help him and no backup.
 
FOGKNIGHT: Did Red Barrels expect the success of Outlast? What was the team's reaction? What parts of the game resonated with gamers in unexpected ways?
 
PHIL: We were confident we could make a good game, but can you never know for sure how people are going to react to it.  It wasn’t before PAX East that we felt confident the game was working.  Seeing players jump and scream was a very good feeling.
 
FOGKNIGHT: Did the team plan Whistleblower from the start or not?
 
PHIL: Making a DLC was always part of the plan.  We had a few ideas and planted seeds here and there so we could have as much options as possible.  But it wasn’t until the game was shipped and we had the players’ feedback that we decided exactly what the DLC would be.
 
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FOGKNIGHT: There are people who would say that Whistleblower was actually better than the main game as I agree with them. Do you feel like it was stronger? Why/Why not?
 
DAVID: Whistleblower is stronger narratively. I agree. We put a lot of effort in the presentation of every narrative moment. That is the major change that we did. For the rest, many improvements can be explained by the fact that we learned from the main game. Outlast was a creative challenge while Whistleblower was a production challenge.
 
FOGKNIGHT: What do you think made it even more appealing to players in Whistleblower?
 
PHIL: I think the presentation and the narrative aspects made more accessible.  And players got to see another side of the Asylum and get some answers to the questions we raised in the main game. 

FOGKNIGHT: Why didn't one of the two tough inmates from Whistleblower appear in Outlast? (Frank Manera the Cannibal)
 
DAVID: We wanted new inmates specifically for the DLC. Something new, something fresh that the player will not know how to deal with.
 
FOGKNIGHT: If there is one thing the team wished to change, what would they change?
 
PHIL: We crunched so hard on Outlast, we had a rough time getting things into gear for the DLC.  So, we lost several weeks of production time because of this and we ended up shipping the DLC later than expected.
 
FOGKNIGHT: What are you working on now? If so, when can we expect to see more from you?

DAVID & PHIL: Can’t tell! 

Day 11 | Red Barrels

Derekvinyard133577d ago

At least someone agrees that house on haunted hill was a good movie, plus the shining was ace

rdgneoz33577d ago

The shining was a classic.

randomass1713574d ago

The Shining was a pretty rad movie, but ironically kind of a poor adaptation of Stephen King's novel.

BiggCMan3577d ago

Red Barrels seems pretty cool, hope they keep making unique stuff!

Disagree3577d ago

totally respect devs that actually listen to fans and put out dlc the way it was meant to be, to extend the game rather than use dlc to suck peoples money with bs like day 1 pre-order dlc or on-disc dlc. thanks red barrels

oasdada3577d ago

These guys brought my trust back in horror survival games

randomass1713574d ago

Great sense of tension. Best decision they could have made was making it a game about avoiding enemies while traversing in darkness.

MrxDeath3577d ago

Red Barrels are Freaking awesome !!
i loved watching Conan play the game !

Show all comments (60)
200°

Fallout 4's 'next gen' update is over 14 gigs, breaks modded saves, & doesn't change much at all

We were expecting problems with mod support, but there are a lot of other issues.

isarai9h ago

Wow what the actual hell 🤣🤣🤣

just_looken8h ago

This is why you get the GOG version on gog you can select the version of the game to download.

On pc fallout 4 fallout new vegas and skyrim are all broken on steam because they all got the same "next gen" update.

Skyrim dec 2023
https://www.pcgamer.com/sky...

Can not find new vegas but anyone that modded it knows the script extender there was also broken

Valkyrye6h ago

Not accidental, they want modders to stop modding their older games to force them to mod Shitfield.

just_looken5h ago

There doing the same on starfield with a mods store and blocking mods

There goal is like blizzard and what they did with fallout 76 you make mods they can sell and you become a slave.

On skyrim they have "trusted" mod devs now basically a badge that lets your mod on the store you get a crumb of the sale when someone buys it.

Inverno3h ago

lol to the disagrees, the last Skyrim update broke mods too. They've been trying to kill mods to monetize them in creation club for years, it's not a stretch that they purposely put out patches just to break free mods.

porkChop2h ago

The disagrees are from people who have common sense. They aren't trying to kill mods. Most mods for any game will break with a new update because they rely on files/code that have been changed. This isn't new. Even with Bethesda this would happen way before the creation club. Mod support is literally one of the things that got Bethesda to where they are, and they're one of the only devs that releases comprehensive mod tools for each of their games.

Chocoburger3h ago

Over 14 GBs and doesn't change much at all? What? Taking up that much drive space for a pathetic 'remastering' is shameful.

Par for Bethesda.

Aussiesummer2h ago

It's not a remaster, it's a next gen update.

badz1491h ago

LOL people are actually expecting massive improvements or something? From Bethesda?? the same people who released Skyrim multiple times and the all look like shit? THAT Bethesda? are people for real?

Profchaos1h ago(Edited 1h ago)

The ps5 version doesn't change a ton but from my small playtime it's enough to make me want to replay it just to have it running at 60.

A side note to this my PS4 version no longer boots after it's "update" so I guess that's what it feels like to own a Bethesda game on PC

Show all comments (14)
110°

Why Monopolies In Gaming Must Not Be Allowed

As of right now, there are no monopolies in the games industry, and for the sake of the medium as a whole, they never should either.

thorstein7h ago

Shouldn't be allowed in any field.

Inverno3h ago

And yet the biggest tech companies in America are essentially that. They buy up all the small comps only to kill them off and steal what they have, and if they can't buy em they bleed them to death.

jwillj2k42h ago

Eventually they’ll realize the value is with the employee not the company. Buying an IP means nothing if the people who contributed are let go. They’ll get it one day.

MrCrimson2h ago

tech is different because they buy threats and then kill them. Twitter bought Vine and did nothing with it. Despite people seemingly liking it. Could've had tiktok a decade before bytedance. go figure.

Zenzuu3h ago

Monopolies shouldn't be allowed regardless. Not just for gaming.

MrCrimson2h ago

They buy IPs not talent. That's why these buyouts never work and the IPs die. Right now it's too expensive to develop games - but I expect that to shift maybe as AI tools can make it easier. The best games have been indie games for awhile as big developers fuck their ips to death with "games as a service" -

100°

Gears of War Voice Actor Hints At New Game Announcement Coming In June

A voice actor from The Coalition's third-person shooter series, Gears of War, has hinted at a new game announcement coming in June.

Read Full Story >>
twistedvoxel.com
Ra30302h ago

Hopefully Microsoft will go back to the original story line and get away from that woke nonsense from the last Gears game Gears of Woke! But were talking about Microsoft so all the betting money is on more of the same woke nonsense.

Sciurus_vulgaris1h ago

The Locust trilogy concluded with Gears of War 3. I don’t get how Gears 4 and 5 are “woke” .