The Dark Truth Behind The Sinking City's Nightmarish Enemies
"Some people will not find them terrifying because they're really all just blood and gore. Some people will. But at the same time, we decided to go with a slightly more subtle way for Lovecraft - it's the same with jump scares, people won't appreciate a lot of gore in a game like that. That's why we decided to tone it down a little bit."
Interestingly, whilst the gore doesn't make it to the screen in a big way, behind the scenes was a completely different story. Oganesyan gave us an insight into the foley that goes into giving monsters explicitly creepy sound work, and the process isn't what you'd expect:
"To create one of the sounds for one of the monsters we actually bought in a chicken - it was obviously from a store, it wasn't a live chicken - but we dismembered it. And we decided to do all sorts of weird stuff with that to create sounds - it's the sound of dead meat, basically, and we put it in the game as we felt it was good. One of the other ideas was one guy at home with his recorder on, and he took a ride in the elevator. And it sounded really cool, really supernatural and otherworldly. Sometimes it takes a bit of improvisation."
Even the most innocuous of items were utilised to their most creepy effect: "We were walking inside the office and the door was squeaking, and we were like 'okay that's a really weird squeaking, we've gotta put this in the game!"
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