Interviews

Uncover the Dark Secrets of Dark Fall: Lights Out

by Louis Bedigian

 

“No two playtimes will ever be the same, as hundreds of random elements have been included to provide a rich and lively ghost hunting experience.”

 

 

“Come on Timmy, it’s time for bed.”

 

“But I don’t wanna go to sleep, there’s a ghost under my bed.”

 

“Oh Timmy that’s nonsense, you know there are no such things as ghosts.”

 

“But Mommy there is.  It’s big and white and it keeps breathing on me.”

 

Reluctant to play along, Timmy’s Mother rolls her eyes, knowing what she must do.  “Fine Timmy, let’s go up stairs and look under the bed.”

 

Timmy’s Mother’s safe and confident attitude diminishes as she approaches the bed.  She was certain that ghosts didn’t exist, but that breathing Timmy spoke of – she could hear it loud and clear.

 

Terrified, she kneels down to look under the bed.  She’s startled when something lunges toward her, but was relieved when it began licking her face.

 

(Sighs) “Oh Timmy, it’s just a dog.”

 

She checks the collar and learns that her son played her for a fool.  “His name’s Ghost?  Oh Timmy, one of these days there’s going to be a real monster under your bed and I won’t come.”

 

“What, real monsters!?  You mean they really do exist!?!?”

 

 

 

 

Nothing like a creepy practical joke to get you in the mood for Halloween.  Another way to get in the mood – and celebrate the holiday all month long – is to play the creepiest games you can find.  Dark Fall: Lights Out has enough dark secrets to chill your bones long before winter arrives.

 

Sitting around the campfire with series creator Jonathan Boakes, we pass him the flashlight and ask for a creepy story.

 

 

Could you give us some hints about Fetch Rock Lighthouse's chilling secret?  Is it haunted?  Or is it something else...?

 

Jonathan Boakes: Hmm, that would be telling! I can say it is a bit of both. I like to think there is a reason behind hauntings, and the game explores one possible scenario. That's not to say the ghosts might have other ideas about why they are waiting for you in the lighthouse…


The backgrounds appear to be pre-rendered.  Does this affect the amount of interactivity that players have in the game?

 

JB: Each location in "Lights Out" has plenty of interaction, and objects to examine, and use. The art form does not dictate the level of interaction which can be involved, so players will be surprised by how much of this creepy location they can play with. As well as good, solid puzzles, there are gadgets and gizmos to use, rooms to ransack in search of clues, enigmas and private notes.

 

 

Ghosts and goblins can really fog up your day.



What is the spectral (or ghostly) activity that players can observe and interact with?

 

JB: Fetch Rock has seen many disappearances over the centuries. From the crew of a skipper (bound for The Spanish Armada in the 17th Century) to the Lighthouse Keepers of 1912. Those that have vanished are now ready to share their tales with you, and bring you closer to the source of the "Lights Out" darkness.

 

Using a nifty pair of EVP/EMP Goggles, the spooks, phenomena and long lost voices will call out to you from across time, and maybe even space.

 

EVP stands for Electronic Voice Phenomena. Paranormal investigators (ghost hunters) use this technique to record sounds, beyond human hearing. Often using only an MP3 Dictaphone these specialists have recorded voices, with no rational explanation. Occasionally these vocals sound like cries for help, or people begging to be understood. Slightly more sinister recordings have recorded threats, and speech beyond known language.

 

EMP stands for Electro Magnetic Phenomena. Phantoms, entities and poltergeists are thought to have a particular electromagnetic signature. This simple device, which is available from hardware stores, can detect disturbances in the flow of electrons in a room. A powerful disturbance could suggest the existence of someone, or something, being present in the room, but unseen by the human eye.

 

These two functions are combined into one headset in "Lights Out," for ease of use during your ghost hunting.

Are the sub-plots very important to the story?  Can any of them be skipped if the player would prefer to stick to the main quest?

 

JB: Much of "Lights Out" is non-linear. The environment exists to be explored and digested at leisure. There is a core story and grand task to perform, but it can be approached from any angles, and at any pace. My intention with this adventure was to present a location, plenty of interactive information and allow the gamer to reach conclusions all on their own, and encounter supernatural activity through their own experiments. No two playtimes will ever be the same, as hundreds of random elements have been included to provide a rich and lively ghost hunting experience. 

 

 

“Boy, if that camera comes any closer it’s going to hit me in the face.”



I like the idea of being able to explore the lighthouse at different time setting.  Talk about this and how it affects the course of the game.

 

JB: Ghost stories are, in my experience, too often trapped in the Victorian stylings of yesteryear. Why would ghosts only appear at night? There is no scientific reason presented, and one must assume it is purely an invention by horror writers. The things that go "bump in the night" could be ghosts, who are stumbling around in the dark!

 

I like the idea that, like us, ghosts can exist at any time of the day. So, it was important (this time round) to include plenty of diversity in "Lights Out" in regards to setting. From the dark and foggy streets of the Victorian harbor town, to the brightly lit gift shop of a 2004 tourist attraction. Ghosts can exist anywhere, and at any time, so I wanted to give them a larger playground, than the cliched confines of a darkened castle, or rotting graveyard.

In what way are you using music and atmospheric sound effects to scare the player?

 

JB: Like the first Dark Fall game, I opted for a disquieting ambient soundtrack. Objects that make sound, do make sounds, but there is something very unnerving about silence itself. Occasionally, tonal chords, or the hum of a distant orchestra will accompany you through the lighthouse. The wind whistles, a door creaks and there are footsteps approaching up the spiral stairs…

 

Oh, of course, there are the frightened cries of the 'lost,’ and the malevolent taunts of soulless phantasms too!

Would you consider Dark Fall: Lights Out a horror game?  Are there any jump-out-of-your-seat moments?

 

JB: No, it isn't a "horror game,” it's more of a creepy game. A very creepy game. There are a few moments when people will question what they have seen, and perhaps scare themselves. "Lights Out" works on an imaginative level, so the scares will depend upon the imagination of those playing.

As a point-and-click adventure, how are hidden things discovered?  Can you scroll the cursor over the area to discover unseen objects?

 

JB: "Lights Out" uses a 'smart cursor' which will tell you everything you need to know. The game runs using just a single mouse button, so, there are no difficult controls to master. 

 

 

Not the kind of environment you’d expect from a game like this.

 

How much of the game involves puzzles?  How complex/time-consuming are they?

 

JB: The puzzles are designed to fit within the game world. I made the decision to exclude anything which would result in the player saying "oh look, here's a puzzle.” There are a few combination locks, and puzzle boxes, but no silly slider puzzles or mazes. All the puzzles have solutions, and all the enigmas can be cracked. The non-linear style of the game means that you can never be stuck for long, if at all.

Are there any additional things, like hidden locations or further plot points, that give players a reason to play through the game more than once?

 

JB: There are, literally, hundreds of random elements, voices and events inside the game world. On top of this, I included a large handful of Easter Eggs which take a little experimentation to find. Some have been discovered, but there are some real gems that have to be found. Judging from the reviews, and player feedback, I sense there is a whole location hidden beyond the supernatural portals… perhaps you'll be the first to find it. If so, let me know! I'd love to get a postcard from the 'other side.’

 

Thank you for your time.



For More Product Information
Dark Fall: Lights Out (PC)