Geekscape Interviews: Compulsion Games’ Sam Abbot Talks ‘Contrast’, Playstation Plus, And The Future!
Compulsion Games’ Contrast was one of the most original, unique titles that I had the pleasure of playing last year. The game hit Windows, Xbox 360, PS3, and PS4 back in November, and I didn’t even touch another PS4 title (PSN or retail) until I had explored every nook and cranny of the game.
If you haven’t had a chance to check the game out, I’d wholeheartedly recommend it. It’s one of the most memorable titles I’ve experienced in recent memory, and I’d love to see it get even more well deserved exposure. For now, read on for my interview with Compulsion Games’ Sam Abbot, and if you’ve played the game, be sure to let us know your thoughts!
DK: First of all, congrats on the launch! What’s been your favourite gamer reaction to ‘Contrast’ now that it’s available?
SA: Hard to say, because there have been so many awesome responses! But I think my favourite (excellent use of Canadian English there by the way) is a Youtube clip of a guy swearing for about 2 minutes trying to do the Gap jump (the bit just before the cinema). I’m pretty sure that means I’m a terrible person.
Seriously though, my favourite thing is hearing the diverse things that people liked (or didn’t) about the game. It’s a fascinating insight into the variation of humanity.
DK: ‘Contrast’ is an extremely original game in a sea of sequels and remakes. When was the idea for the game originally conceived, and where did that idea come from?
SA: The original shadow shifting idea was inspired by Portal – our creative director had previously been able to watch Valve ship the Orange Box. He wanted to make something that was as freeform and interesting as that and, as a graphics programmer, shadows seemed like a good fit. There were other mechanics once, too, but we put them by the wayside to focus on the shadow mechanic. We also focused more on the story as time went on, to help set it apart from the crowd.
DK: The title also features a compellingly unique art style. What made the team go with this gorgeous 1920’s Paris, and where did the design and idea for Dawn’s persona originate?
SA: Thank you! The art style in many ways was based on the mechanic – we wanted something that would work with the dreamscape setting, and would be a natural fit for a game about shadows. For example, the warped, towering nature of the landscape was inspired by German expressionism, which was about abstracting architecture (and was in vogue in movies made in the time period Contrast was set).
Dawn took quite some time to develop. Her being an imaginary friend was introduced and abandoned a few times over the project, but we settled on it in the end, because it helped her abilities make sense in the world we created. Her final visual design took a couple of years (she used to be blonde, wearing modern clothing), and it is loosely based on Didi’s impression of who she wants to be (athletic, adult, stylish, but also not sexualised).
DK: What was the biggest challenge of crafting a title like ‘Contrast’ with only a six-person team? Were there any benefits to developing with such a small group?
SA: So, a small caveat – we’re 6 people now, but we were 8 people up until 3 months before launch, and we had a number of partners helping us out from time to time (our friends PixelNAUTs did our environmental art, and WaveGeneration Audio did our audio work). The benefits of a small group are that everyone has a lot of creative freedom, but at the same time having a bigger team means you can create more content.
DK: ‘Contrast’ was featured as a last-minute addition to the Playstation+ ‘Instant Game Collection’ for PS4. How did Sony approach Compulsion Games for this opportunity? What has been the biggest benefit of being featured?
SA: They approached us around the time of Indiecade about joining their PS+ launch promotion. Things all happened very quickly once they decided they wanted Contrast at launch. The biggest benefit has undoubtedly been the exposure – we have had a huge number of people try out the game, most of which probably would not have without the PS+ promotion.
Thank you, by the way, to everyone who tried us out!
DK: If you could describe the game in just a few sentences to someone who had never heard of it, how would you sell the title?
SA: Contrast is a film noir adventure/story/puzzle/platforming gaming (little hard to explain) about a little girl, her imaginary friend, and the ability to become your shadow. Set in a vaudeville inspired 1920s, you need to shift between 3D (you) and 2D (your shadow) constantly to progress the story. But really, you kind of have to see/play it to understand it. Or, just think of Bioshock crossed with Limbo and Pan’s Labyrinth.
DK: Is any add-on content being planned for the game? I know a lot of people who would love to jump back into this world (myself included)!
SA: We have ideas, but we’re not sure about add-on content yet.
DK: After ‘Contrast’, what’s next for Compulsion Games? Is there anything currently in the pipeline or being discussed?
SA: Well, we’re not just sitting on our thumbs 🙂 But we’re not ready to make any announcements.
DK: What other games is the team playing? What unreleased games are you looking forward to?
SA: Great question! Right now, we’ve got a few people on the team playing the alpha of Rust, and of course the ubiquitous Dota 2. But, as one might expect, we tend to cycle through games pretty quickly! As for unreleased games, Secret Ponchos coming out for PS4 soon should be fun, and I’m interested in The Witness.
DK: Coming from another Canadian (I live on Vancouver Island in British Columbia), what’s the best part about Canada? (We don’t get asked this nearly enough)!
SA: Well, it’s hard to go past Montreal. But, the best part about Canada is the weather – while all the US people complaining about the polar storm, that’s just a regular winter day for us. Snowmen and ice-related-injuries for everyone!
That’s it! Again, I’d certainly recommend checking the game out, and be sure to keep your eyes out for more Compulsion news! You can follow the developer on Twitter here.