Blair Witch Strikes a Balance Between the Series’ Past and Present
If you saw the Blair Witch game trailer during E3 2019, you may have had a few questions. Namely, “why now?” It’s been decades since The Blair Witch Project was in its culture heydey, and if there was a time to make a game based on the movie, it was in the ‘90s.
But to the game’s lead writer Barbara Kciuk and development studio Bloober Team, 2019 is perfect. “This year is the 20th anniversary, so if there is a good time to bring it back, it’s now. And we have had a relationship with Lionsgate since our first major game Layers of Fear since it was in Early Access, so we just went through the library of titles [together], and they have some amazing core titles. But then we saw Blair Witch. And yeah we thought about it because, in Blair Witch there’s this part of messing with people’s heads and shifting reality and making you feel lost and vulnerable, and we decided that yes, this is something we do in our games and is something that is very important to the [Blair Witch] universe, so it’s a perfect match.”
Bloober Team has always demonstrably excelled at accommodating and responding to player movements. It’s what drew me to their first game Layers of Fear: often when you turned your head to investigate to a sound or a new sight, the scenery changed once you returned to the original perspective. It was a sleight of hand that brilliantly toyed with the player’s mind, and that kind of individually curated responsive experience is well suited to what Blair Witch is “about.” There are many ways to scare a player in a game, but that reflected, conscious awareness is startling in and of itself. It’s also a way to subvert some of the more worn out horror techniques in games. By combining what personifies the series with what works in a virtual setting, a middle ground emerges. As Kciuk says, the movie was presented as found footage to shorten the distance between the viewer and the characters. “But in games, this distance is shorter, because in the end, you are the person who is there and you are controlling his movements, so the distance is very short…It’s the same feeling, but it’s a different method of achieving that. So this is how we decided we wanted to make our own original story and repeat the overall themes, without repeating everything else, doing this with our own methods, with our own features, but to keep what was important in the franchise.”
In keeping with this vision, Blair Witch makes effective use of some of the most iconic elements of the film. Wandering around in the woods? Check. Camcorder? Check. Scary house? Triple check. What’s impressive is how these are reimagined for a videogame format. Bloober Team has demonstrated a deep awareness of the difficulties not only of making a game tied to a film, but also navigating around the existing fanbase and what it may expect out of a Blair Witch game. “We believe that it’s impossible to just take something that was a movie and transform it into a game one to one. It’s where a lot of movies based on games and games based on movies fail because they try to adapt the source material as it is. And this is an approach that we decided we don’t want to take, we wanted to really think about what is important to us, what was important in the movie and made it great, and we wanted to get this feeling, these feelings, into the game, but not using the same methods, because games and movies are different. Some things work in both and some don’t.”
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