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The Church in the Darkness - top-down action/stealth game set in a 70s cult camp

LESS T_T

Arcane
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https://paranoidproductions.com/church/




https://af.gog.com/game/the_church_in_the_darkness?as=1649904300



No one is forced to join a cult. It welcomes you. It understands you. It envelops you until the words become more than truth - they make you whole.

In the late 1970s, the charismatic Isaac and Rebecca Walker lead the Collective Justice Mission. Labeled radicals and feeling persecuted by the US government, they relocate their followers to the one place they believe they can create a socialist utopia: the jungles of South America. There they build Freedom Town. But relatives left behind in the US become worried: what exactly is going on at this compound in the jungle?

The Church in the Darkness combines unique narrative with tight top-down action-infiltration gameplay in an open-ended environment. As Vic, an ex-law enforcement officer, you travel to South America to get into Freedom Town and check on your nephew, Alex. Play how you want - you can avoid detection completely, take on the guards using non-lethal methods, or kill anyone who gets in your way. But you'll have to live with the consequences of those choices.

The game stars Ellen McLain (best known as GLaDOS in Portal) and John Patrick Lowrie (the Sniper from Team Fortress 2) as the intense Rebecca and Isaac Walker. You soak up the story through the town PA system, where the preachers share their dogma and beliefs. You find documents and letters scattered around camp which clue you into the true nature of Freedom Town.

Every playthrough offers unique gameplay scenarios and story elements, with different character personalities and a shifting narrative told through investigation and action. How dangerous are the Walkers? Who are your allies and enemies? How far will you go to uncover the truth and save these people?

The developer Paranoid Productions is the studio founded by the lead designer of The Suffering, Richard Rouse III.

Coming early next year.
 
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Space Insect

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Even if it is a direct copy complete with fake cyanide pills, it still is a reasonably new setting in the game genre. It could be interesting or it could be shit. It is too early to tell.
 

sser

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I'm interested to see if they'll put kids in it. Nobody gives a shit about mommy and daddy moonwalking to a comet in their brand new Nikes. The real fucked up part with any of these cults are the kids who get dragged into it. Ever listened to the Jonestown tapes? Holy fuck.

But the hiring of what I can only assume are pretty expensive voice actors already has me thinking "meh." Every time I see shit like that it's just a big red flag that these devs don't know how to budget and I'm rarely surprised to the contrary.
 

Infinitron

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This reminds me of one of the original ideas for BioShock involving a "cult deprogrammer".
 

Roguey

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But the hiring of what I can only assume are pretty expensive voice actors already has me thinking "meh." Every time I see shit like that it's just a big red flag that these devs don't know how to budget and I'm rarely surprised to the contrary.

:hmmm:

Professional VAs aren't a ludicrous expense. It's not like they're hiring celebrities.
 

Zombra

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Huh, at very first glance I was reminded a little bit of Desperados. I guess it's not really the same thing at all, but still, will put on my "monitor peripherally" list.
 
Self-Ejected

Excidium II

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Looks p. banal. I like the idea of a sneaking through hidden cultist village in the middle of the jungle but they don't really have the budget to make it cool.

Very basic stealth gameplay too.
 

sexbad?

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It seems like it'll have enough to keep my interested. The stealth looks simple, but consistent and with high stakes--easy to avoid individuals but not the whole alerted group.

I still just have to know wtf they're thinking with the video quality of the stuff they're releasing. Is it a deliberately shitty in-game art design choice? Are they recording on a machine from 2005? Huge ass aliasing doesn't mix with a distant top-down view of a murky landscape.
 

LESS T_T

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Steve Meretzky and Brian Moriarty contributed writing to this game. Oh, some obscure writers like Chris Avellone, Marc Laidlaw, and Brenda Romero as well: https://news.xbox.com/en-us/2019/08/01/the-guest-writers-of-the-church-in-the-darkness/

The Guest Writers of The Church in the Darkness

I’m pleased to say that The Church in the Darkness is finally coming to Xbox One on Friday, August 2!

Our game has a dark narrative told through infiltration gameplay, as you try to get inside an extremist cult in the 1970s, looking for your nephew Alex. We use dynamic narrative techniques to make sure each playthrough tells a unique story. Today I’m here to tell you about some guest writers we lined up to flesh out the world and why they’re so important to me. It was an honor to have Chris Avellone, Marc Laidlaw, Steve Meretzky, Brian Moriarty, and Brenda Romero all contribute to the game.

Building the world of Freedom Town has taken a long time. By that I mean not only the physical structures, but also the characters that go in it. This is a community full of people who felt like they couldn’t live in the “normal” world, and retreated to a commune in the jungles of South America. They are labeled a “cult” by mainstream society. But everyone in the Collective Justice Mission thinks they are doing their best to make their lives and the world better.

TheChurchInTheDarkness-BeansPostcard.jpg


Though Preachers Isaac and Rebecca Walkers are the main characters, it was also important to tell the stories of their followers. What sort of person joins a cult? Then I had an idea: wouldn’t it be interesting to get some other writers to flesh out the townspeople?

One of the great perks of being in the game industry is how accessible most designers and writers are. If you’re someone who grew up looking at game credits and wondering about the people who make these games you love, when you get in the industry there’s a good chance you can meet those people. And almost all of them welcome conversation. Over the years I had met many of the people who inspired me, so I thought it would be great to get some of them to fill out the characters in The Church in the Darkness.

The first person I asked was Steve Meretzky. I adored the interactive fiction he created at the legendary Infocom games like Planetfall or The Hitchhiker’s Guide to the Galaxy or the under-appreciated A Mind Forever Voyaging. AMFV was one of the first games I encountered that showed how a game can unflinchingly tackle serious subject matter. Steve agreeing to do some writing for my game got me genuinely excited, and it inspired me to seek out more writers.

TheChurchInTheDarknessGIF1-ByTheRiver.gif


Soon after I talked to Marc Laidlaw, whose writing on the Half-Life games took the high camp standards of 90s FPS games and completely stripped it away, showing you could take Harlan Ellison style SF and make it work in a fully interactive world. I knew Marc had a strong thoughts about 70s cults, so I was delighted when he agreed to contribute.

Next up was Brenda Romero, whose work dates back to the original Wizardry games, one of the “big three” of 1980s CRPG franchises. Brenda has fascinated me with her ability to reinvent herself over the years, from GDC lectures about sexuality in games to transitioning to her “The Mechanic is the Message” series of physical art piece games, including the widely acclaimed Train.

Then there was Brian Moriarty, author of one of my favorite games, Loom, a take on the graphic adventure that removed the words and replaced them with music, making something profound in the process. Like Steve, Brian also worked at Infocom, where he wrote and designed Trinity, a game whose serious look at nuclear annihilation was a revelation. Along with Meretzky’s AMFV it remains on interactive fiction best-of lists to this day.

TheChurchInTheDarkness-IsaacCard.jpg


And last but certainly not least was Chris Avellone, known for writing RPGs from Fallout to Knights of the Old Republic and everything in between. In particular, he led the creation of Planescape: Torment, a game that showed you could bring a literary sensibility and dark, unconventional subject matter to the traditional RPG, elevating it beyond the widely accepted constraints of the time.

Each of these writers wrote supporting characters who you learn about through letters, journal pages and other documents found around Freedom Town. It was interesting to see what part of the Collective Justice Mission they each wanted to expand. Marc and Brenda both told stories of people with their own challenges back in society who joined looking for space to belong. As Brenda put it: “As a kid, I was an extreme outsider. I listened to heavy metal, I played D&D, and I loved to code. I didn’t know how to fit in and then decided I didn’t care if I did. I found my own tribe years later, but I can deeply sympathize with someone looking for a community, for a sense of belonging. I’ve been there.”

Chris focused on a troublemaker, someone who tries to ratchet up paranoia and latches on to the darker instincts of the leaders. And interestingly Steve and Brian independently decided to use ciphers and hidden messages in the documents they wrote, fitting since such puzzles were fixtures of the old Infocom games. When I asked Steve what he thought of this coincidence, he said: “Great minds often think alike. And Brian and my mind may, on occasion, think alike as well.”

TheChurchInTheDarknessGIF-Gameplay.gif


Several of these writers had their own personal experiences with cults, particularly in that pivotal period of the 1970s. Marc Laidlaw had the most vivid recollection: “I grew up in Southern California in the ‘70s—a place and an era steeped in cults. The Manson murders and subsequent trials colored my childhood. We watched the news from Jonestown on a TV in my dorm. These experiences were all filtered through the media, of course, and quite impersonal. But one morning, while riding my bike down a short-cut through an alley to school, I saw a woman pushing a stroller shot and killed by her husband; it turned out he had shot her for leaving the local Krishna community. She had left the church so that their daughter could attend school. If one can be said to have an ‘informed’ opinion on cults, then witnessing a murder is what informed mine.”

The story of The Church in the Darkness can be a dark one, depending on how the dynamic systems push elements in a given playthrough and depending on which choices you make with a given scenario. But no matter how bleak, there’s always an opportunity for redemption. Bringing in these guest writers fleshed out the world in surprising ways, showing the people who might redeem Freedom Town.

They each brought their own take on what sort of person joins a cult.
 

HanoverF

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So Freedom Town wasn't a work in progress name?
 

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