Texas Chain Saw Massacre Preview – Everything is Bloody in Texas

When Gun Interactive revealed The Texas Chain Saw Massacre last year, I was overwhelmed by its short teaser but excited about its potential. This is one of my favorite horror movie franchises, partly because of how much it still scares me – every good haunted house has a leatherface at the end that chases you to the exit, right? — but also because of its background: Texas. Horror, whether it is movies or sports, usually draws attention to the monotonous atmosphere, the spooky atmosphere, perhaps some bad weather and the night. The Texas Chain Saw Massacre in the 1970s bucked that trend. After shaking hands with Gun Interactive’s upcoming odd 3v4 multiplayer game of the same name, I’m most impressed by how much the otherwise cool Texan farm functions as a playground for escape attempts and murder.

Gun Interactive, formerly Gun Media, is perhaps best known for Friday the 13th: The Game, which it published for developer Ilfonic. I loved Friday the 13th; It became the hangout game of the night for me and my friends. It’s home to some of my favorite gaming memories, like turning on a Tiny Tim song so campers can hear it via proximity chat as mine went to kill Jason. However, some intellectual property rights issues prevented that game from reaching its full potential, effectively ending its development for routine maintenance. The rights holders of The Texas Chain Saw Massacre were big fans of Friday the 13th: The Game and were aware of the issues they faced as they approached Gun Interactive with the game idea and wished the studio to lead the charge. .

“They contacted us, which was a very humbling experience,” Gun CEO Wes Keltner told me. “We were still with Friday the 13th, and I received an email from the rights holders [The Texas Chain Saw Massacre], and he had played that game and loved it and loved our approach. They loved that it was a white glove treat on Friday the 13th, and they thought, ‘These are the guys. These are the ones we trust when we want to market our game.

Keltner told me that he talks with the rights holders of this franchise on a daily basis and that working with them in the development has become easier. He says rights holders sometimes get a bad rap, but that’s not the case here. They are open to ideas, progressive in pursuing them, and ready to let the team play with this world.

“Ninety-nine percent of the time, it’s like, ‘Oh my god, this is a great idea, let’s do it,’ so it’s been really, really cool to work with,” Keltner says, teasing that whatever happens. This kind of connection between this game and the films of the past and the future, is stopping me from telling anything more.

Keltner says the team met him and decided the game should be based on the original 1974 film. It was always going to be an odd game from the jump – after all that’s what the team does best – but how and to what extent they could play with the franchise was a question. The team eventually landed on a 3v4 format that tasked four victims with escaping from the House of Horrors, which is this Texan farm and three assassins, one of whom is Leatherface, along with killing them before it could happen.

It’s a unique setup in an already niche area of ​​odd horrors currently dominated by the likes of Dead By Daylight, but it felt great to play it in a familiar way. Each victim has a unique ability, and gun designer Robert Fox III says players can customize each with cosmetics and things that directly affect the way they play. This includes unlockable skills, perks, and more. He and Keltner say that players will be able to figure out the different builds that work best for them, and that, combined with the game’s customization options and unique 3v4 dynamic, they’re hoping that players can get around Maintains up to 1,000 hours.

In my hours with the game, I played as Connie, who has a rechargeable ability to break through closed doors, which allows her to bypass the simple but effective door unlock minigame. Breaking through a locked door was incredibly useful, especially when Leatherface, the Cook killer, or the hitchhiker killer were in tow.

When the match started, the four victims were in the basement. There was also Leatherface, which I loved because it meant that the round started with instant chaos. You can’t go around deciding with your team the best way to escape. There is likely to be a chained roar in your ears, and you need to get out of the dungeon as soon as possible. Connie’s ability to quickly break closed doors made it easy, but the home’s first and second floors presented their own set of challenges. This is where Grandfather NPCs live, and three playable assassins can feed them blood to improve their ability to see and hear where victims may be in the house. This is also where the cook and the hitchhikers hunt.

I didn’t get to play with the cook, but I shook hands with the co-traveller. This slender character stabs victims with a small knife, and takes much longer than Leatherface and his chainsaw to kill them. However, killing is only half of his kit. He can place bone traps around the map, alerting everyone in the house when a victim steps in. Hearing and watching a victim move on my trap brought a thrilling adrenaline rush to my fellow killers and me as we all rushed to our places hoping to kill a victim.

In the third match I participated in, I controlled Leatherface, the star of the show. He’s a massive, bouldering figure that’s the exact opposite of loud and agile. That’s okay, though, because where victims can crawl through cracks in a wall or tight gaps, leatherface can bite right through specific obstacles. I liked that I couldn’t spam the chainsaw; It’s loud, and every victim will know where you are when it’s on. Plus, you’ll need to play a quick and easy minigame to turn it on. It was fun to use this crank and its subsequent chainsaw roar to let the victims know that I was on them, and I had to laugh out loud to myself for depressing the left trigger to loud impact. However, the most satisfying part of this character was Kills. With a lot of blood bleeding from the point of my weapon’s incision, his chainsaw quickly takes out the victims.

All these murders and escapes took place against the backdrop of a beautiful Texas sunset, in a lush green field filled with sunflowers, old barns and sheds, overgrown grass, and a terrifying macabre house. Fans of the original 1974 film will recognize how much love and detail was poured into the house, complete with hanging bodies, buckets of blood, knights and more.

“If you watch that movie, most of it [is] Bright, sunshine-y, happy, beautiful scene, isn’t it?” says Keltner.”[That] Allowed us to play with the beauty more and find a balance between macabre and something cool. There are moments where, yes, you’re running for your life, but you can stop, ‘Dang, it’s beautiful in here.'”

And he’s right! The game looks great. It’s a big step up from Friday the 13th scene, but Texas Chain Saw Massacre still retains some of the junk that fans of the former, if they’re anything like me, came to love about the game. It’s not a huge Triple-A game, but the team has lovingly crafted it. And it’s not even completely out yet. I could tell that what I played was a preview build. I hope the team can massage the game more to make the movement feel smoother, the gore more realistic, and the animations more fluid.

I’m excited to see what else the team is able to polish between now and its 2023 release, and I can’t wait to learn more about the skins, how the guns play other Texas Chain Saw massacre movies in the game. Will include other maps, and more. If what I’ve seen so far is any indication, though, I think my friends and I will have a new Hangouts game next year.

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