Interview: Skin Deep Offers A Weird FPS Experience Where Cats Are In Charge

What do you get when you’ve got a staff that simply actually needs to make a extremely bizarre shooter? A actually bizarre shooter the place cats are in cost. That’s precisely what the staff over at Blendo Games is doing, below the publishing umbrella of Annapurna Interactive, with its latest title referred to as Skin Deep. There’s sneezing, there may be getting bizarre stuff caught to the underside of your ft, and there may be the necessity to survive whereas making an attempt to flee a bunch of pirates after being frozen on a cargo ship by an insurance coverage agency run by … cats. Yeah. 

We sat down with Brendon Chung, the pinnacle of Blendo Games, to speak extra concerning the studio’s newest title. Coming off of making some wild experiences like Atom Zombie Smasher, Thirty Flights of Loving, and extra, Skin Deep matches proper into the rising library of oddball experiences which are nearly having enjoyable. Not each recreation has to have a billion subplots, not every thing must be tremendous difficult to be loved. With Skin Deep, it is about having enjoyable, the joys of a shootout, and never taking life too significantly. 

So what is Skin Deep? It’s a world the place insurance coverage companies maintain valuables secure, together with folks, they free you and retailer you into cargo starships. That’s you. You’re frozen. Everything is ok and dandy till a bunch of pirates determine to board the ship and throw every thing into mayhem. It’s as much as you because the participant to unthaw and throw your self into the chaos utilizing weapons and good ‘ol normal stealth to attempt to survive on this sandbox. It’s goofy but additionally difficult, offering the proper mix of gameplay types to make Skin Deep stand out. 

So the place does inspiration like this come from? “I grew up playing a lot of FPS games,” Chung tells us. “I got my start making a game by doing maps for like Doom, Quake, Half-Life – things like that. So I’ve done a lot of FPS stuff, story games like Gravity Bone, but I haven’t done anything where you just straight-up shoot people. A traditional FPS game and I love this genre, so I wanted to make it, and I did.”

Chung continues, saying, “For me, I am a big Far Cry 2 booster, I just like how games like that play. I kept thinking this is like, playing an FPS for the first time. This is great stuff. So I kind of wanted to play with different ideas of like, what FPS could do like what I’ve always wanted to see an FPS and like, what are things we could do with a player body? And what are the things that a player’s body can be and do and smell like? I just wanted to play with those ideas with questions like ‘What are they? What do they felt like this?'”

He additionally provides that there’s one extra part that he hopes gamers take pleasure in: “Oh, you can smell those games, which we’re very proud of. We have tech that lets you climb into a trash chute and get ejected into outer space. And then when you kind of float out of space and climb back into the ship, there’s a big message it says you are smelly, and then you will waft out green smell clouds from your body. And bad guys will smell you and they will track you down by your green smell clouds. And we have different systems for getting yourself clean again. So we’re very excited to let people play with this.”

The scent part is simply one of many many oddities this recreation has, together with the “sneeze system” that builds up when crawling by way of air flow retailers in an effort to mess around with the entire issues a physique can do in-game. It’s fairly attention-grabbing, and positively a singular enterprise! Check it out within the trailer beneath to see for your self the way it all works: 

With Annapurna, as a writer, doing a lot to extend visibility for indies within the gaming house, I wished to seek out out precisely how Chung feels concerning the present highlight given to unbiased studios. “I used to work in the AAA space for about five years,” he tells Game Informer.  “And then in 2010, I went independent. And I think from my experience, I always feel that whenever I release anything, is just a giant crapshoot. I think sometimes things catch on, sometimes things don’t. Like, sometimes I’ll play a game that’s like, really, really good. And then I’ll read a report later that, like, this game didn’t really sell very well. I’m like, what:? How did this happen? And I’m gonna be honest, I don’t fully understand. I mean, I think part of it is just that there are just so many games out there. And, there’s so much free stuff now.  I couldn’t play this, this incredibly well-made game that’s totally free, and I don’t need to pay any money for it.”

He provides, “There are a lot of new things happening. There are lots of like, free stuff for game pass stuff or whatever. So I think there’s definitely a lot of things to figure out. I think my general approach to making stuff is that some things catch on, some things don’t. And because there’s just so much stuff out there. Sometimes things just kind of get lost in the wind. I think we’re making something really cool. So I’m hoping I think the best I can hope for usually is like I hope this finds the audience of people that like this kind of thing. That was something like funny and lighter and like plays with ideas. But I think beyond that there are some things are sometimes like out of our control, which is a bummer, but I don’t know.”

We do not imply to alarm you, pricey reader, however video games are – in actual fact – onerous to make. I do know! Crazy, proper? But they’re! And that is one thing Chung talks about, as properly. “I think that one thing that sometimes doesn’t always get through [to people] is that games are hard to make and that when you want to make a game, you have to create each bit, you have to make all the parts of it. I think it can sometimes feel to some people that like, oh, you think I could just make this game in three months and it actually will take you two years, or whatever. But I think sometimes it’s hard to understand that. It’s not just like putting a puzzle where you put the pieces down, it’s more of you don’t know where the straight line goes, if it’s even a straight line. It’s more like a very, very squiggly line of like, ‘ok, let’s try this.’ So it’s a lot of different ideas that you first have to try and fail. And then you find the thing that works. And I think when people say yeah, I can make this in three months they might not be wrong, but coming up with all of these ideas and making them work takes a lot longer than that.”

Skin Deep shall be on Steam solely, although future platform releases are being thought of. 

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