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A spooky pre-look at Post Trauma - Roberto Serra Interview

We stopped by Raw Fury's booth at Gamescom to take a look at this tribute to the horror games of the 90's which is releasing right before Halloween. Red Soul Games' director talks us through references, playstyle, the story of main character Roman, and more.

Audio transcription

"You know Mikami-san is around.
He is.
He arrived late yesterday, he's around. You can find him with Shadows of the Damned with Suda-san."

"If I have time I have to go there, but I don't think I have time.
It's interview after interview, which is really nice because it means that all the people are interested in the game, but I'm like, can't you just give me half an hour so I can go see stuff?
Magic of the Gamescom, right?
Yeah, yeah, yeah. It's like, oh, it should be amazing to be there."

"Yeah, it's amazing as a visitor, but working here, it's...
Perhaps I shouldn't have said that, but anyway.
No, no, no, no, no.
All right, so this game is called Post Trauma, and you mentioned it's leaning more closer to Silent Hill, and my favorite Silent Hill is Shadow Memories."

"It kind of reminded me of the concept, you know, post trauma, but you told me this guy didn't crash his car and then the adventure begins, but he wakes up.
I don't know if we will find out about the trauma."

"Yeah, of course, like, we are not super subtle about this post trauma.
Like, the character had a trauma to be on this place, but yeah, he wakes up on a metro station, and he's like, where the fuck am I? How do I live?
Normal reaction of a person, and that's it."

"Like, he wakes in a different place, and he has to find a way home.
On the way there, he will meet other persons there that are trapped in this place, which is a real place.
It's not like you get to the end of the game and, oh, it was a dream."

"No, no, no, it's a real place.
A really weird place that we will try to explain it inside the game, but the approach with the storytelling is more like you have to pay attention to the environment, the little details."

"We don't say things out loud, but we show them to you, so you have to pay attention to figure out everything.
There's not much hand-holding from what I've seen, so you have to figure it out.
You get your clues, you're cluing yourself around, and then you try to solve the puzzles."

"Now that you mention the environment, one thing I like is how walls, you know, you have this sort of, I don't know if it's hallucination, or if it's something really, like, you know, unreal.
Yeah, something unreal.
Let's say that the environment is alive, and..."

"The environment is alive. I like that.
Yeah, it's something like that, yeah.
It will change a little bit while you are playing it, so even if the maps are small, when you are getting used to the map, it will change a little bit."

"You can check the map?
Yeah.
You can check it? The map? You can take a look at the map?
No, there is no map.
The approach with the maps is that, because they are like little escape rooms, like, big escape rooms, sorry, you have maps around the place, but they are on the walls."

"It's like, you are here, so you're like, okay.
But they are not super big, so you are not able to memorize them.
So we like the idea of, like, players will be lost, but only for, like, two minutes, and after that they will get to know the place, get to know the way around."

"And once you have finished one place, you go to the next one, and you can't come back.
So there's not a lot of backtracking.
So it's one thing, another thing, another thing, and getting confused a little bit in the middle, which adds to the experience."

"I like the escape room approach that you just mentioned. I think that's smart.
What else can you tell us about the, sort of, the inspirations for both art?
I kind of like the artwork here. I guess these appear in the game and they seek you.
Not this one. There are some things similar to this."

"Like, this one was one of the first ski arts we did, which I really love.
Our concept artist is super focused on that.
What's the name?
Pau Pujadas. He's from Barcelona. I'm from Valencia, and we also have people from Madrid."

"Like, we are studio from all places from Spain.
And...
Sorry, what was the question again?
What was the question again?
About the art and sort of the... I don't know if it's inspired by specific artists or works or comic books."

"A mix of everything, because today you are inspired by everything you play.
I had all the inspiration. I said, like, of course, Silent Hill, Janji Ito, Trevor Henderson really likes the creature designs he does.
Everything really."

"And even if there's something that I play that I don't remember, maybe my brain does, and I do it in the game, so...
Subconsciously.
Yeah, exactly."

"A lot of horror media I really like.
I like the guy, too. I mean, he's a regular guy.
Roman, big belly. He's into his late 40s, early 50s.
Late 50s, really."

"Late 50s.
I'm becoming old myself.
Late 50s.
So, I think that also plays into the idea of this type of horror.
He's not a hero."

"Not even the 90s hero from Resident Evil, like they are cops or...
No.
The idea with the protagonist was like...
When I started the game, it was a normal guy."

"But, for example, you run for 20 seconds and he runs out of breath.
You do two attacks and he runs out of breath.
So, it's like...
It doesn't make sense that a young person does that."

"So, playing like a normal guy, someone that you will see on the street and you will not notice him, adds to the feeling vulnerable.
So, yeah, and you are not a big dude. You are not super strong.
No, no, you are an old guy."

"If you run too much, you will get tired.
There is little action, so...
Exactly, yeah. I mean, there's action.
Little combat."

"But, yeah, it's not the focus of the game.
We are more focused on puzzles, the environment, the sound design.
But still, if you die while fighting the enemies, you will have to restart from the last save point, which are manual save points."

"So, there's no checkpoints in the game, so...
Typewriter or...?
Same as typewriter, it's a radio.
If you play on normal, you can save as much as you want."

"If you play on hard, you need tapes.
So, it's the same as a typewriter.
Copy-pasted and with a new skin. I'm not hiding it.
But if it works, don't change it."

"We are aiming to release the 29th of October.
So, ready for Halloween, which is super near.
Spooky season.
Spooky final stretch for you guys, but it looks good."

"So, thank you so much for your time and good luck with the project.
And enjoy the show.
Thank you very much, and I hope you can enjoy the project.
I'm sorry, this showed you..."

Gamescom

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