In most metroidvania-type games, you unlock the new weapon and use it the same way, and that’s kind of it. We keep the progression fresh throughout the whole game, you pretty much always get something new, but it’s not like, once you unlock it, that’s it. We were able to create some interesting puzzle situation set-ups without constantly giving you new skills. But, for example, then you have a wooden obstacle, so you have to eat someone to get bigger and use the skill of the second class to dash through it, and so on. For example, you have to bypass some lasers so you have to get small and use the photokinesis skill to bypass the lasers it’s a cloak, like The Predator, bending light so you can bypass lasers. So, yes, for this puzzle or combat situation, you may have to be this specific size. You have to start cycling between the different sizes, the different three classes. So, you don’t always want to be as large as possible. You have to start actively managing your size. There is this regular, metroidvania-styled progression of just unlocking new skills but, when you have a new skill, it’s not just like, you always have it, and basically it’s just a new key to a new ability you can use any time you want. Krzysztof Chomicki: Once we had the basic prototype and we knew the general mechanics – like, okay, the monster eats, the monster grows, there will be some skills and so on – we designed what we called a “mass-based class system.” So, depending on your current size, you have access to different skills. How do you guys envision that progression, or how its intended to work for the creature? How does growth work in the game? I see that when you consume people you get to a certain quote-unquote “level,” you get to a certain size. I mean, it’s kind of a platformer without platforming! It has a bit of both, but it’s not quite orthodox when it comes to any of these genres, it has some twists or deviations from the standard formula that makes it a bit different from your regular metroidvania or your regular – well, there aren’t that many cinematic platformers these days, but, you know, Another World, Flashback, and so on. But, other than that, I’d say it’s a cross between a 2D cinematic platformer and a metroidvania. Krzysztof Chomicki: Well, obviously I’d throw around the “reverse-horror” term, because it describes the reversal of the roles, in that you are this monster, this creature. I’ve played the demo, and I know that I’ve heard the term “reverse-horror” used a lot in the marketing, but how would you yourself describe Carrion? But you could say the core team is two or three guys. Krzysztof Chomicki: Almost! We also have a pretty much full-time sound designer, plus the music and whole soundtrack was composed by Cris Velasco – you may know him from some AAA titles like Resident Evil 7, some of the God of War games, Mass Effect, Bloodborne, and so on. So, I did all the content, when it came to the architecture and puzzle design. Plus, I did all the level design, pretty much. Sebastian, he’s the game director and the main brains behind the whole project, and he also did all the programming and art. Krzysztof Chomicki: I’m the game and level designer for Carrion, so I designed the gameplay and mechanics. Chomicki gets into some of these origins in the interview below.Ĭould you introduce yourself to our readers, and describe the kind of work you've done on Carrion? Butcher amassed a devoted fanbase with its unusual soundtrack, high challenge, 90s blood-and-guts aesthetic, and straightforward but relentless chunky-pixeled action, and the team’s follow-up crept its tendrils into teasers by 2018. The Polish studio gained early attention with their debut run-and-gun platformer Butcher, developed alongside Transhuman Design ( King Arthur’s Gold, Soldat) and released in 2016. Screen Rant got to chat with part of Phobia’s core team, developer Krzysztof Chomicki. The game slots into the rarely-explored sub-genre of “reverse-horror,” blending this thematic approach with Metroidvania and puzzle-platforming gameplay. Developed by Phobia Game Studio, Carrion lets players control a shambling blood-colored tentacled terror maneuvering through a science lab, terrifying and devouring every doomed employee in their wake. In Devolver Digital’s upcoming release Carrion, it feels good to be the monster.
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