Special: Added Frank Stone’s Commentary and New Look

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Dark fog, bloody meat hooks, and one, killer – these are the bad things for Dead by Daylight, Behavior Interactive’s asymmetrical survival horror game.

Since its release in 2016, the popular multiplayer has been defined on this basis by mixing it with the great IP, like the recently added ’80s Chucky doll killer in his murder list and Alien’s unshakable Ellen Ripley in his bank of survivors. He pushed to open the doors to his dangerous universe by making a dating sim half joke and comic book series, but did not expand its history as expected with Dawn developer Supermassive Games. After teasing a collaboration earlier this yearAmio announced plans at The Game Awards on December 7 to release the spin-off game The Casting of Frank Stone in 2024.

IGN’s Twenty Questions – guess the game!

To learn more about the interactive model, IGN spoke to Dead by Daylight senior creative director Dave Richard, Head of partnerships Mathieu Cote, and Supermassive director Steve Goss in an exclusive interview. Although the house leader warns that, like a powder mummy, many details of the game are under wraps, they believe that the It’s the game you’ve been waiting for.

“Some people really wanted (…) to be able to live (Dead by Daylight’s) story more,” Cote said. “We’ve done that in comic books, we’ve done that in other ways. But it’s a single story game where you can really lose yourself in a story that belongs to the same world as the Dead by Daylight is something we’ve been into. Hope to do it sometime.”

Crazy players should also have more reasons to get goosebumps, Goss said, because his studio decided “we’re going to mess with you” in games.

“We’re going to take you somewhere you don’t expect to go,” he said.

Read on for our full interview with Amioga and Supermassive, and find awesome footage showing never-before-seen footage of The Casting of Frank Stone.

Where did the idea for the Casting of Frank Stone come from?

Mathieu Cote, Head of Partners: The Dead by Daylight storyline and lore has progressed a lot since we launched the game, which is almost eight years ago, and the story inside was mostly told through flavor. on additions, and sacrifices, and things like that.

As things progressed, we were able to tell many stories in the background, but one question we asked ourselves: “How do we tell those deep stories, the personal stories? the Cloud?”

Some people really wanted to be able to live more in those stories. And so we decided to try another way. We’ve done that in comic books, we’ve done that in other ways, but it’s an individual narrative game where you can really lose yourself in a story that joins the same world as the Dead by Daylight is always something. we were hoping to do it sometime.

And, so, when it comes to putting that into reality. We looked at our options. And the first (team) we reached out to was Supermassive. If you are going to make a statement, especially each person, there is no other choice.

How old is this game?

Steve Goss, editor-in-chief: I think it’s been two years.

For Supermassive, what was the most interesting thing about this project?

SG: Well, I think we’re always looking for good, interesting opportunities to tell the kinds of stories we want to tell. It just…fits together. It was, like, well, you have a deep, rich story (in Dead by Daylight). It’s a very interesting world, a very interesting thing to fear. And that was very clear.

Then we were asked what kind of story we wanted to write, so we had a lot of freedom there. (We had the opportunity to add) other things we want to explore that may not be compatible with some of the things we have done before. So it was just a great opportunity.

How often in Dead by Daylight do players have to get what you call the “full experience” of the game?

SG: I don’t think you need to know anything about Dead by Daylight to enjoy the game. But I think if you like Dead in the Cloud (…), you will find the depth of emotions that we put into the story. So it should work for all types of players.

It’s a good story with terrible, terrible, terrible consequences.

Dave Richard, Senior Creative Director Behavior: I want to add something very quick here, which I think is also important, for our community. We have many fans of the Dead by Daylight universe no Daylight players die because they probably don’t feel like going through a massive multiplayer adventure of their own. (This) will be their opportunity – they will be able to go at their own pace with an individual experience.

The story of Frank Stone and the life and town his crime touches

Why did you decide to introduce a new type of survivor and, perhaps, a killer instead of using the Dead by Daylight characters?

SG: From my point of view, the freedom to tell a story. The freedom does not have to explain how to relate to past and present history, it does not destroy or trivialize them by giving them elements that are not created by the community, fans, and players. .

There is also an element of being able to explore things, since we are not tied to a current meaning, we can use some of the resonances of the depth of Dead by Daylight, and we can then let’s play with that in a more interesting way. rather than (just) a quality pattern or structure. What is it that people associate with the reality of Dead by Daylight, you know? That is a story that may not have been told as accurately as we tried to tell in the Casting of Frank Stone.

Now we are in the year of Alan Wake, and I want to know, what did you want to communicate by putting the name of your main character in the title, Frank Stone?

SG: I don’t know if I will answer right now. I mean, the story depends and pivots on Frank. Frank is the center of everything the story will deal with, but I don’t want to tell you how it unfolds because there are so many parts to that story.

Let’s put it this way: He’s sad. He’s a killer, he’s… maybe he can’t be used anymore. We may not really understand him. But the story of Frank Stone and the life and town that his crime touches.

Would you call Frank Stone a legend?

SG: Yes, at a certain point, this is a great story. It’s very much about people coming into contact with the reality and horror of (directed DbD model deity) The Entity.

(But) I don’t think it’s an opening story for Dead by Daylight, I think it’s a gateway to that universe. After all, it’s just called “The Casting of Frank Stone.” It tells you a little about Frank.

Can the dead in Daylight expect a return from The Entity?

MC: It’s hard to exist in the world of Dead by Daylight without the appearance of the Entity. I think I should stop there.

"I don't think it's an origin story...I think it's the gateway to that universe."
“I don’t think it’s an origin story…I think it’s the gateway to that universe.”

I’ll take what I can get. How is the game different from the regular DbD?

MC: A better question is, “How will it be different from other Supermassive games?”

SG: If you’ve played our games, you’re familiar with how we make games. And we’ve taken that and all the important things in the experience of playing Dead by Daylight and tried to bring those two things together.

Frank Stone is not an online multiplayer, asymmetrical game, it’s not that. But I think when you play, you will see many emotions of how Dead by Daylight allows the player to have agency in the world. And we’ve adjusted the way we want to manage our people and the way we give options to the model in that.

It should feel familiar to a Dead by Daylight player on one level, it should feel familiar to a Supermassive player on another, but it should also be satisfying for both of those perspectives.

For new players, is it worth starting with Frank Stone as their first DbD experience or first Supermassive games?

SG: From Supermassive’s perspective, this game stands alone. You don’t need to have any experience with Supermassive style – there are some elements of chance to know our games, but still. And it tells a story that you might not be able to comfortably sit with Until Dawn or The Quarry.
Do you think Frank Stone takes the horror genre in an unexpected direction? Or following tradition, and, if so, what tradition?

SG: I think it will be unexpected. I thinking. One of the things we try to do most often when we tell our stories is to demystify scary situations. I think it’s probably a better story than our other games, which often rely on values ​​and dangerous situations. I’d like to say we mess with that a bit more here.

What do you like most about people?

SG: I love it so much that I can’t tell you. There’s a lot under the hood, a lot hidden. They’re going to have a group of friends in Cedar Hills, in Oregon, that’s kind of a very relatable, natural setting for a horror story, and everybody’s going to understand that. And we will really mess with you. We will take you somewhere you don’t expect to go.

MC: I like to see the theorists, like people speculating about what this means and, “Oh, maybe it’s a sign that this is happening in Dead by Daylight. Oh, it’s finally going to happen.” explain why this, and that.” Most of them are wrong, but some of them are right from time to time, and they are usually very happy. And I always see it as a beautiful sign of passion. People really listen to our story, like the classic wall of bits and pieces and red string around, trying to connect the dots. (…) I in love Now, I can’t wait.

DR: The whole work in its entirety is a wonderful new effort for the Dead by Daylight. So, usually, when we introduce someone to Dead by Daylight, we have a title, we have a trailer that lasts for 30 seconds, minutes. And, maybe later, we will add a database to explore the story more through the text. But, this time, we’re introducing new characters to a completely new version, and I can’t wait to see the response from our fans.

Ashley Bardhan is a freelance writer at IGN.

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