The Church in the Darkness: Building a Believable Cult
Richard Rouse III is building a complicated following. The man who was behind games like The Suffering and some of the writing in the Homefront series is now applying his love of narrative genre-blending to a small game called The Church in the Darkness. It’s a roguelike and a permadeath thing but it is also undeniably outside of genre conventions for anything I could hope to tag it with. It’s the tale of a cult in the woods, and as Paste’s resident cult in the woods specialist, me and Rouse have been circling each other to make some kind of interview happen, because we’re both so deep in each other’s nightmare it is hard to tell where the individuals end. We’ve both spent the last few years diving into cult culture; what you bring out the other side doesn’t define you as a person, but it does reveal a lot about what lies beneath. So in a fairly extensive interview, I get to see what lies beneath Richard Rouse.
The Church in the Darkness is an isometric game based on the cults of the 1970s. You’re headed in to retrieve someone close to you, and along the way you can try to uncover every piece of documentation and slowly persuade people to reconsider what their purpose is in this place, or you can bounce around the jungle guns blazing like a version of The Predator who just hunts zealots. But every playthrough is different and every playthrough changes the story in a way that you might not fully grasp. Each change in play style and difficulty level actually unlocks more intriguing narrative depths, but as a procedurally generated story, some of that depends on you and your investment.
The in-game cult is run by a husband-wife leadership team, Rebecca and Isaac Walker, who are voiced by Ellen McLain (best known as GLaDOS in Portal) and John Patrick Lowrie (the Sniper from Team Fortress 2). You soak up the story through the town PA system, where the preachers share their dogma and beliefs. You find documents and letters scattered around camp which clue you into the true nature of Freedom Town. Every playthrough offers unique gameplay scenarios and story elements, with different character personalities and a shifting narrative told through investigation and action. How dangerous are the Walkers? Who are your allies and enemies? How far will you go to uncover the truth and save these people?
I played around in the demo and got angry. I also laughed. I’m on my third playthrough and I’m still just so anxious. At some point in 2018 you’ll be able to share in that anxiety with me.
Taking a break from the stress, I sat down to talk to Rouse about cults, making the complicated accessible, and whether or not we’re about to leave our lives behind.
Paste: What’s your biggest bug in the game right now?
Richard Rouse: The load/save system in a game full of randomization. And it’s tricky with a game where some people play try to avoid all detection and some people go in guns blazing. Some people read every document, and for them it is a longer game, but the other folks might be doing a speed run. And it is hard to make the game hold saves for everyone.
Paste: That’s how I played the game, bouncing between the play style of hiding in the shadows and being a slow killer, but then also darting all over the map and picking off dudes at random. It’s a narratively heavy story, so it feels weird to be given the option to ignore the lore entirely. Why did you design the game that way?
Rouse: I’m a fan of people playing the game they want to play. And it makes sense to me to make a game that has a lot of replayability. And an indie probably can’t beat a AAA game in war for content. So that’s why your first target in the game is going to spawn in completely different positions each time you load up the game. Replayable narratives have always had an influence on me, if they’re done in an interesting way.
Paste: What are those influences?
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