Going Underground with The Bunker, the Full Motion Video Horror Game
If you’re asked to think about full motion video, you’ll most likely call to mind the poor acting and campy writing of titles like Night Trap and Phantasmagoria. Although there’s been a real effort over the last decade to breathe new life into the divisive genre, it’s still arguably considered to be a niche market, fuelled by nostalgia. This is where The Bunker comes in. Developed by Wales Interactive and Splendy Games, The Bunker is an ambitious project that aims to exchange the awkward live-action cut scenes of the past for a fully interactive point-and-click experience with high production values.
Set in an alternative timeline where nuclear warfare has driven the human population underground, you assume the role of John, the last remaining survivor of a secret government bunker. Exploring the antique structure, it’s your goal to solve puzzles and relive past experiences to find out the horrifying truth about the titular bunker.
Reaching out to Simon Sparks and Allan Plenderleith, the producer and director of the game, I was fascinated to find out more about the promising psychological horror title, like how they discovered the main location used in the final game and their reasons for undertaking such a project.
“Really The Bunker came from our location search,” Plenderleith explains. “We were looking for somewhere really cool and really atmospheric, and then we found this nuclear bunker. And the story came from there and sort of my love of horror movies, The Shining, and just the idea that this could’ve really happened. If things had went wrong, this would’ve been used as a nuclear bunker.”
“The place was just abandoned,” Sparks interjects. “It was just left and all of these computers, and stationery, and systems were just left one day. It’s not really been touched and the guy who acquired it—he’s just left it how it was because he finds it fascinating. That was the real influence.”
Having previously worked together on the live-action iOS game The Hunting, the two men were not only convinced to make The Bunker to capitalize on the mesmerizing environment they had found, but also to build upon what they had achieved with their previous output.
Their goal was to make The Bunker a fully interactive adventure, akin to the work of Telltale Games and Quantic Dream, while utilizing live action in place of computer generated visuals. However, this approach led to them encountering multiple problems during development, such as how to make the game feel interactive, how to satisfy the curiosity of the player in a real world environment and how to hide the cuts between scenes to keep the experience seamless.
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