An Interview with David Mitchell AKA Mitch – Game Director, Lead Design behind upcoming title The Mannequin

The Mannequin

The Mannequin is an up and coming PC and Mac horror game arriving next year. We know very little about the game so far but I managed to get in touch with ‘Two Tails Games’ (The developers) to ask a few questions and see what I could find out about them and their game.

Well then, first question! Where did you get your studio name ‘Two Tails games’ from? Any mythological influence perhaps?

There isn’t actually any interesting story behind it, we just needed a good name and at the time being a team of two, it seemed kind of fitting!

Who’s idea was it? Did you have any other ideas in mind?

It was mine (Mitch). When I first started the company we actually used to be called OniMobi.

Have you guys made any other games before starting work on ‘The Mannequin’?

The Mannequin is our first game together.

Are video games something you create full time or is it just a hobby for now?

We’re a full-time game studio. Our day job is making games. We do a little bit of other work on the side, but predominantly our focus is on The Mannequin.

The Mannequin

How many people have you had working on this project and how long has it taken you to get this far? Did you have any outside help and did you use any external assets?

Today we have about 9 or so people active on the project but there have been some other contributes in the past. It’s taken us about 1yr 1/2 or so of part time work to get the game to where it is today.

The team on The Mannequin is made up of some really great freelancers outside of the Two Tails team, including artists and writers. Assets is a broad description but generally everything going into the game is built internally. We do use some effects, packages or middleware from other developers though.

Did you draw any inspiration from other games in the same genre or even outside of it?

We’ve taken inspiration from a lot of sources. We’ve played a lot of horror games between us. Everything from Resident Evil to Amnesia, have given us a lot of inspiration.

When making this game did you set out with a clear goal in mind or did the game evolve more as you were making it?

The game started around the basic premise of having these surreal mannequins come to life and tell a story. As we developed different ideas, the concept grew into a darker horror experience.

Has the game changed much as it was being made?

Definitely. Originally the game was going to be set in a single room, but as we experimented with different story telling techniques and mechanics, our ambitions grew to tell a more in-depth story in a bigger environment.

The Mannequin

You’ve described ‘The Mannequin’ as “a narrative horror game”. How will we progress through the story and what is the overall goal?

A family was murdered here and the case was never solved and despite being abandoned for sixty years, something has remained here in the house. Your goal is to find out what happened, but sometimes the truth has a way of wanting to stay hidden.

is this the kind of horror game where we fight the big scaries like ‘Resident Evil’ or one where running is always the best option more like ‘Outlast’?

There is no combat in the Mannequin, so you will need to tread carefully and hide where you can. The flashlight on your mobile phone is your best friend but even your best friend can betray you sometimes!

You’ve said on your website that the game is set in a decaying London town house that somehow is warping through time. Does this mean we’ll be seeing many different time periods within this one location?

It’s just focused on the one time period, 1958, covering the events around and leading up to the family’s demise.

Who is the game’s the protagonist and what kind of powers/abilities (if any) do they possess?

You play a women called Lisa, and to all intents and purposes she is an ordinary young woman. But I would say being able to face your fears to find the truth, is a powerful ability for anyone to have.

The Mannequin

Will we be seeing any friendly faces throughout the story or is our hero going to be working alone?

I don’t want to say too much but it’s fair to say you’ll be on your own in discovering the truth.

What kind of enemies will we be facing throughout the game?

Again I don’t want to reveal too much at this stage for fear of spoiling anything.

Do you have any future plans for more content after release or will this be a standalone title? Will we be likely to see a sequel or DLC?

It’s too early to say at the moment, but for now The Mannequin is designed as a single standalone title.

Do you think your game will be available on consoles or exclusively on PC?

We’re launching on PC first. Because we’re a small team, it makes sense for us to focus on one platform at a time. Releasing on multiple platforms is quite a lot of effort. Having said that we do have plans to release on consoles later in the year.

Where will we be able to buy the game?

Steam and other popular PC gaming storefronts. When can we expect to get our hands on ‘The Mannequin’ and where should we go if they want to find out more? The game will be out in 2017 but we don’t have a firm release date yet. To stay up to date I’d recommend checking out our website and following us on Twitter: @TwoTailsGames.

 

Well there you have it folks! I’d like to thank Mitch from ‘Two Tails Games’ for taking the time to chat with me. Check out those links provided above to learn more about the game and make sure to keep your eyes open for the game hitting our virtual shelves in 2017.

Hi, I'm Misky! I'm a huge video game enthusiast and I spend just about all my time playing one game or another. I can play the drums which I learned from playing Rock Band but unfortunately I've yet to learn magic or hand to hand combat despite many attempts at trying; I guess not everything you do in a video game carries over to the real world. I'm vegetarian and if I'm not playing video games I'm probably asleep.

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