As promised, an interview with Stormlord's co-founder and the game's visionary, Chris Bernert!
1. What was your inspiration for the game?
Our inspiration for the game varies - We are all fans of the contextual horror/adventure games of the 80's and 90's including Seventh Guest, Uninvited, Shadowgate, etc. and we are all fans of classic horror films such as Legend of Hell House, The Exorcist, The Shining, The Haunting, and Night of the Living Dead. We wanted to capture the feel and nostalgia of both classic games and films.
2. Of all the game genres out there, why choose the horror genre?
We are big fans of the horror genre and we wanted to tell a really cool and creepy story.
3. Can you describe the learning curve of the game? Can someone who isn't familiar with horror games pick up and play Curse?
Curse is really pick up and play friendly. Since the game is contextual (point and click) it doesn't take a ton of skill to play although when the ghosts show up, both skill and strategy are required. We like the mix of ease and difficulty plus we think players will get the hang of the mechanics really quickly.
4. What type of replay value is there?
There are multiple avenues of gameplay that are presented when the player makes choices during the game. So if you choose not to 'read' something you may be put onto a different path than if you did.
The game also has four difficulty levels, from Easy to Nightmare. Each level presents new challenges - try to beat them all! Nightmare is particularly insane and you will be a true master indeed if you can survive Atherton Manor on the Nightmare level!
We have also included numerous "easter eggs" for players to find. Some are scary, some are cool. There's even some internet breadcrumb trails to uncover. :)
5. What is the game's backstory or setting?
The backstory is revealed during the gameplay so I don't want to give away too much at the current time, but I will say that the game centers on a very infamous manor that was the scene of multiple murders and disappearances over the course of 100 years. We've created an elaborate backstory which we will likely release in the near future.
6. How large is the team?
The team is small but mighty! We have a designer, artist, programmer, content designer and composer.
7. How did you manage to land Hollywood talent to do voice over for the game? I imagine for a small developer this is usually not high on the priority list or even within the team's realm of possibility of doing. How was it working with James C. Leary?
Our content designer, John Karnay, knows James from his previous job so when we presented James with the opportunity to do some VO for us, he was gracious enough to accept. We feel very fortunate to have someone of the caliber of Mr. Leary working with us!
8. Do you foresee any sequel or DLC plans in the future?
Possibly. If the game is successful enough we may do a special Halloween content upgrade. We'll see how it goes!
9. The audio seems very immersive. Do you feel it plays an important part in the overall gameplay experience?
In horror, audio is nearly as important as the visuals so yes, we feel it is integral to the overall experience. We worked hard on the audio design in order to make players feel immersed.
10. Any plans of bringing Curse to tablet or mobile devices?
This depends on the success of the game. We think the game controls could work on mobile devices but due to the small size of the devices we aren't sure how it will resonate. Perhaps the players can let us know if they want the game on mobile or not. :)