![]() ![]() ![]() Like Journey, we’d love to hope people look closer at the intent of ours. One of the most subtly cooperative games of all time. In terms of co-op, there’s Left 4 Dead of course which is session-based, but around shooting – also some of the Splinter Cell series, Day Z, The Forest … the list goes on in that regard. I always wanted to bring that feeling to a modern audience, and there are elements of The Blackout Club that play with that. It is referenced very rarely as a multiplayer game now, but for me (Jordan, sorta the lore guy at Question) it was formative, because suddenly we were exploring the abandoned space station and decoding the story together. Jordan Thomas (Lead Writer): The first immersive sim that took on the co-op problem was System Shock 2, in a release update well after the initial game hit shelves. What immersive sims and co-op games did Question look to for inspiration during development? How did developer Question go about creating this fascinating mash-up? We spoke to the game’s Lead Writer, Jordan Thomas about just that, and also found out about further influences, how the developer’s background with immersive sims came into play, and what the future might hold for The Blackout Club.īloody Disgusting: Members of the Question team have worked on revered immersive sims like Thief: Deadly Shadows, Dishonored and the BioShock series and that lineage is clearly visible in The Blackout Club’s gameplay. ![]() The Blackout Club borrows a little from the successes on multiplayer horror past, and shapes it into something new, with a bit of help from that most trendy sub-genre of the moment, the Spooky Amblin-inspired Adventure. Left 4 Dead without the relentless gunplay. The Blackout Club is certainly an interesting concept for a co-op multiplayer horror. ![]()
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