Press Clippings

 

SHADOWMAN

PC Zone Supplement, July 1997

The developers of Shadowman are pulling no punches with this bizarre and shockingly different 3D adventure. We talk to them about games, voodoo and all things weird.

Introduction
This is a journey into voodoo, a journey which along the way will encompass many disturbing sights and thoughts. Welcome to the wonderful and frightening world of Shadowman... with Steve Hill. Bring your own live chicken.

"We want to screw people's heads up." As premises for games go, this ethos is certainly a cut above the bog standard intention of 'providing hours of zany entertainment', and is a refreshingly honest approach. The man behind the mouth is Guy Miller, creative director of Shadowman, and he is deadly serious. "What we've tried to do is come up with a psychologically disturbing game. I mean really seriously tried to put some seriously strange shit in there."

The game is being developed by Iguana UK, based in the bleak urban wasteland of Stockton-On-Tees in Cleveland. Simon Phipps is the Project Manager/Game Designer, and he has similarly sinister intentions for the game they're all calling Shadowman.

"We're trying to take all the really sort of upsetting stuff, the most upsetting stuff that you possibly can, and put it into a video game. The only thing that you can do really well in a video game is scare the pants off anybody."

Guy takes up the theme: "You can't make them cry - you can make them cry if they buy a £50 video game and it's shit - but you can't engage the player so much that he's weeping about the characters, because you can't get that sort of involvement really. But you can, like Simon says, scare the shit out of everybody. So that's what we're trying to do, and we're doing it in the sort of way Jacob's Ladder did. In that sort of psychological way - well hopefully - because of that total immersion you get in video games where the player actually believes he's right in there. And because you're on your own. Completely."

That's macabre
For those unfamiliar with 1990's Jacob's Ladder, it's a disturbing psychological thriller starring Tim Robbins as a Vietnam veteran bedeviled by violent hallucinations. It's a genuinely disturbing film, particularly to anyone who has consumed their own bodyweight in lysergic acid, and if Shadowman comes anywhere near to capturing that macabre atmosphere, it will be some feat. Iguana are definitely going for a dark, twisted approach, and other cinematic influences cited include Seven, Hellraiser, Nightbreed, Manhunter, and Eraser Head, although crypto-gothic chiller Herbie Goes Bananas would appear to have been tragically overlooked.

Films aside, Shadowman also doffs its cap to gaming classics such as Myst, Legend Of Zelda and Super Mario 64, and visually to the paintings of Bacon, Bosch and Bruegel. Other influences claimed include the poetry of TS Elliot - specifically The Wasteland and The Hollow Men - as well as the works of Joseph Campbell, and intensive studies in the fields of psycho-sexual pathology and forensic psychiatry. Hey, one of the programmers has even written his own poetic creation (see Poem from a Programmer).

It's in the game
Loft pretensions indeed, but how ill this serious strangeness come across in the actual game? Based on the Acclaim Comics/Valiant Heroes character of the same name, Shadowman is essentially a third-person, 3D horror adventures set against the mysterious backdrop of voodoo mythology. The player takes the role of Mike LeRoi, and English Literature graduate turned hired assassin (let's face it, proper jobs are pretty thin on the ground for English Literature graduates). Operating within the seedy underworld of New Orleans - a city synonymous with voodoo, as utilised by the first Gabriel Knight adventure - Mike has the ability, at will, to cross over into Deadside, a form of hell where all the worst people go. Here he becomes Shadowman, an immortal voodoo-warrior with astonishing powers.

Shadowman, you're hard
Simon explains: "The whole point about Shadowman from the comics is that he can exist in our world at night, or he exists in the world of the dead where he is all-powerful. So we're sort of working the contrast between this human, vulnerable guy, who's pretty hard - he's an assassin, he's an English Literature graduate."

Guy intervenes: "But he ain't as hard as Shadowman, who is actually really hard."
So it's a battle between good and evil?
Guy: "Fundamentally it is, yes. But it's not quite so black and white as that, there's a grey area in there somewhere, because there always is. Well, there always is, isn't there? I mean philosophically there is, and that's in there as well somewhere."

4ad3dcd
Philosophically withstanding, the game's specifically created 3D VISTA (Virtually Integrated Scenic Terrain) engine utilises Binary Space Partition technology, allowing potentially limitless game environments that let the player see, often literally, as far as the horizon. All characters are depicted using a highly advanced 'softskin' system which allows them to be accurately depicted. They also feature realistic muscular definition and deformation effects, and are brought to life using Acclaim's motion capture technology and fluid 3D animation.

Simon explains the thinking behind the game design: "When we started the whole thing, the thing that me and Guy were so adamant about was that we didn't want to be going from room to room - or into opened-out rooms with the ceiling missing. We want you to turn around and say 'Right, see that over on the horizon, I want to go in there'. So whether it's a church, like we have in the beginning of the game, through to a mile-high black citadel in Deadside, you can stand out there, see it, and just keep walking and walking and get in there, or come out the other side."

Voodoo chile
The whole Shadowman concept is heavily wrapped up in voodoo, and some disturbing rumours have circulated regarding the involvement of some of the development team. So, was there much research into voodoo? Guy: "Oh yes." On a practical level? Guy: "Well, we got an altar. But I think it was getting a bit out of hand." This kind of talk is liable to add fuel to the fire of the moronic moral majority who believe that games are the warped product of Satanic degenerates. In this case they may have a point. Inevitably, there will be people who say that voodoo is a dangerous subject that shouldn't be tampered with. Guy concurs: "Probably not, probably not. I think that it's one of those things like ouija boards were at one time. You just don't want to mess with that really. You're not supposed to mess with it. But we have done."

Core Blimey
Before becoming sinister voodoo fetishists, both Guy and Simon previously worked at Core Design on the smash hit Tomb Raider, and elements of that game are definitely evident in Shadowman, although staring at the arse of a voodoo-warrior may not have quite the same aesthetic appeal as perusing the curves of the ubiquitous Lara Croft.

Guy readily admits the influences: "We'd been talking about doing this type of game for a long, long time. A lot of the original ideas for Tomb Raider were quite complex, which they couldn't do within the time. So what we've basically done is to take some of those ideas that we originally talked about and put them into this game.

Ashley, I say Ashley
Throughout the interview, Guy displays a conversational trait in common with Coronation Street's rotund master butcher Fred Elliot, in that he says everything twice, everything twice. "It's weird, it's weird. It's a very weird game. You explore, you kill, you get scared. There's puzzles - when I say puzzles, it probably involves a human corpse. We've taken everything and tried to blow it, blow it away, turn it on it's head." It's A Knockout Summer Special it isn't. What it is, though, is a sinister, menacing, headfuck of a game. Shadowman should be making its way onto your PC in Autumn 1998. Assuming voodoo doesn't get them first.

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That'll be your actual Shadowman then. Not someone to be messed with.


For God's sake, you go on holiday for a week and bleedin' squatters move in.

Black Comic
As well as producing entertainment, Acclaim also have a comics division, with the two areas becoming increasingly intertwined. Following the conversion of Turok: Dinosaur Hunter from comic-book hero to video game star, the Iguana team were given a brief to select a comic to receive the same treatment. Shadowman was suggested for mature readers, portraying the exploits of Mike LeRoi/Shadowman via dark imagery and colourful language. The stories largely involve violent deaths and grotesque mutilations, with the titular character drifting between the real world and Deadside, wreaking brutal revenge on anyone who has ever wronged him. Just take at butchers at this sample quote: "You fuckin' treacherous, lying, slimy smear of snot." They'd have never got away with that in Whizzer & Chips.


You won't find much in there mate, voodoo or no voodoo.


Trees, but somehow trees with an eerie sense of foreboding and menace, doom, despair, woe.

Poem from a programmer
Shadows born at the confluence of worlds to move between. Dead Side: partly living, the Asylum of the Heart - where darkness manifests at the edge of reason.

What sleep is here? What dreams play dead in the unctuous coiling of a snake's mortal shuffling. Gun in hand. Hand of the arching deathblow, herald the end of All Things. The horror. The horror.


Left: Simon Phipps, Project Manager/Game Designer.
Right: Guy Miller, Creative Director.

 

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