Interviews

A Horrific Conversation with Alone in the Dark Game Analyst Andre Bermudez
By Louis Bedigian

“The innovative mechanics we threw into Alone in the Dark are actually improved upon in the Wii version.”

It’s not easy developing for Wii. Developers have stated repeatedly that the architecture is wonderful to work with, partially because they’re so close to the seven-year-old GameCube. That, however, is not the same as easiness. When developing for Wii, you’ve got to bring innovation to the control scheme or you’re screwed.

“Instead of just porting over Alone in the Dark, or really porting down an Xbox 360 version,” said Andre Bermudez, Game Analyst at Atari, “we started from the ground up at Hydravision – both the Wii version and the PS2 version – to better take advantage of the Wii’s capabilities.”

To that end, he says, the developers were able to go a little further in their innovations. “We took the motion controls and, the innovative mechanics we threw into Alone in the Dark, are actually improved upon in the Wii version. Not only do you not have an inventory screen – much like the Xbox 360 version where you can actually see your coat [where items are stored], now you actually use the remote and Nunchuk to open your coat and close your coat as you would a real jacket. Same with pulling out weapons [and items]. You can actually pull an invisible flashlight out of your [invisible] jacket.”

Start by telling us how you’re involved with Alone in the Dark.

Andre Bermudez: I’m a game analyst for Atari. I basically work alongside the producers to focus on content and go through the game and help improve certain aspects of it. It’s a very unique position.

You said your position is very unique, which it is. So how does one become a game analyst?

AB: [Laughs] It’s interesting that you say that. I actually started out on the journalism side of things. I worked at PC Magazine, and then kind of transitioned over to Atari. There are not that many video game companies based out of New York City, so…

How much testing was done before you knew this was the right path to take? Because with the steering, there is quite a learning curve involved. A lot of developers would have stayed away from this.

AB: It’s very exciting to work on the Wii platform because so much can be experimented with. Generally, as far as the actual programming process, I wasn’t involved with that. But it’s fun to play the end results.

What do you know about the fissures?

AB: Well, uhh… [starts to squirm] They just tell me to play the game, I don’t know any of the actual story. [Still squirming]

I heard you say something about the Wii’s levels being tighter.

AB: The Wii version contains the same scenarios as the 360 version, so both players are getting the same storyline. It just matters how it’s presented. Whereas the Xbox 360 version has a completely rendered Central Park and wide-open spaces, the Wii version is more contained and streamlined. It gives players the same experience but in a more focused matter.

Tell us about how you can use any object on screen as a weapon.

AB: Again, while it’s not as in-depth as the Xbox 360 version, you can still pick up a variety of objects and use them for melee components. The fire extinguisher is a great example of a weapon/object that you can use to solve puzzles, melee attack, and extinguish fires as one would expect it to do.

The soundtrack, sound effects, etc., – are they same across all five versions of the game?

AB: Yes.

Is it a challenge bringing those kinds of effects to the Wii?

AB: It is a challenge.

If you look closely at the Wii version, it almost looks like you’ve added a slight blur to help blend the graphics and smooth out the edges.

AB: With regards to the fire, while we couldn’t bring the dynamic fire that’s available on the 360 over to Wii, the scripting behind the fire makes it operate in a way very similar. Players will get that same sensation of a fire expanding and putting it out.

We’ve seen a ton of scenarios today, from burning and crumbling buildings to a high-speed escape. What can you tell us about some missions that we haven’t seen yet?

AB: Well, the fantastic thing about the game is that it blends together so many different aspects of gameplay. You have driving, you have puzzle solving, you have combat, and it seamlessly goes in between each of those. One minute you’re driving and the next minute you’re firing your weapon and then you’re solving puzzles and then you’re back to driving. Players can expect to see a lot more of that.

Alone in the Dark allows you to play any part of the game at any time. Talk about that.

AB: Well, generally speaking, the DVD format allows gamers to get the most out of their game. Instead of getting up at a frustrating moment and you’re just like, “Ugh, I’m not going to be able to finish this,” everyone can experience the game from beginning to end and get the most for their money.

Do you know if the game will explain how Edward got the scar on his face?

AB: I told you, they don’t tell me anything about the story. I’m just a monkey who plays the game.

That’s all the questions I have. Thank you for your time.

AB: My pleasure.

Alone in the Dark Event Coverage:

Xbox 360 Preview

Nintendo Wii Preview

Hands-On Presentation With Nour Polloni

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For More Product Information
Alone In the Dark (WII)