"There are two sides to the personality of the Ghost ship” …If you dare, delve further inside the Ghost Ship and learn what makes it such a foreboding, malevolent place to be. #ManofMedan coming to Xbox One in 2019.
0:12 [MUSIC STARTS]
0:22 There are two sides to the personality of the ghost ship.
0:25 Sometimes it’s a malevolent force and other times it’s a neutral force.
0:28 But it's always there in the scene, always talking to the character,
0:31 always shifting, its metal hulk is always creaking.
0:36 The ship is responding to the waves outside, the environment outside
0:40 and we try and bring this into the environment for the player
0:43 when they are inside the ship.
0:46 What was that noise?
0:48 What we wanted the player to feel when they were going around the ghost ship
0:51 was to have a very spooky, damp and cold feel
0:56 but not yet knowing what was round the corner.
0:59 The lights on the ship fail and fade so areas are really dark and silhouetted.
1:05 We wanted it to feel like a dungeon and so we had chains rattling
1:08 and there is smoke and mist and all of these atmospheric
1:11 clues to horror films so that’s what we wanted to exist inside of the ship.
1:16 So it’s a matter of exploration into the depths of the ship
1:19 and as you get deeper we wanted the emotions
1:21 to get more and more intense.
1:24 The characterisation and the sounds
1:25 that the characters are making in the environment
1:27 is really key to conveying the sense of decay.
1:29 They are walking around the environment in bare feet
1:31 and the sounds they make as their feet hit the environment
1:34 has to be sharp, edgy, rusty and dusty,
1:36 it’s a really hard sound to recreate.
1:41 Every tap on a bulk head, every brush past a wall
1:45 all has to convey that sense of decay
1:47 and that roughness, that real kind of sense of a hostile environment,
1:51 it’s a great environment for horror.
1:54 The way the ship is built there’s lots of unique areas
1:57 that you wouldn’t normally find in everyday sets,
2:00 such as very long tight corridors
2:01 and they can present somewhat of a challenge
2:04 when you are thinking about how to shoot in there.
2:06 But you can use that to your advantage by
2:08 making shots that work in there, that then lend a certain character to it.
2:13 So for example we used very short lenses to deal with those wide corridors
2:17 which then gave it a nice distorted feel at times
2:20 and a very acute angle to some of the shots which creates a certain tension
2:24 which was actually really fitting for those scenes on the ghost ship.
2:27 Where are you taking me?
2:29 Now why would I tell you?
2:30 It’s a nice mixture between the uniformity of the military style structure
2:34 and also the chaos of something that is old and creepy
2:37 and has been overtaken by nature a little bit.
2:40 The decay of the ship,
2:41 the state of decay, the rustiness
2:43 is conveyed not only through the great artwork
2:45 but its how the characters sound when they interact with that environment.
2:49 It all needs to offer that sharp edginess
2:51 and that’s a great environment for horror.
3:11 [XBOX SOUND]