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Decarnation (Gamescom 2022) – Quentin de Beukelaer's vision on psychological adventure horror

We had the pleasure to catch up with director QDB to learn all about the highly-anticipated pixel-art, narrative-focused horror adventure in which you play as cabaret dancer Gloria in the 80s.

Audio transcription

"What is Decarnation?
Decarnation is a sort of weird event happening in her life, a lot of weird stuff will unfold, and half the game happens in her mind, in her inner world, and so the game plays a lot about how your real life can impact your inner world and vice versa.
So, as you say, we're talking about a psychological horror game and we're actually fighting against our fears and all that, can we say, are we going to have a kind of combat system for saying like that in that kind of game, keeping in mind that we're talking about a narrative title?
Yeah, the game is highly narrative, and it doesn't have one kind of gameplay, it's sort of a mix of different gameplay mechanics, and each one is meant to emulate what she would feel in the game and what you would feel as a player, so it can be action gameplay, puzzle, rhythm gameplay, as you could see in the demo, and yeah, we play around that, trying to find what the best gameplay was, the best interaction you could have to represent what someone could feel."

"And tell us a little bit, are we talking about you more or less right now, because we know that you've been developing the game first of all by your own, but you actually created like a kind of tiny studio, how you started developing it, how you find out you needed more, where the idea comes from, a little bit of the beginnings of DekarNation.
Ok, ok, sure. So, you know, before working in video games, I studied cinema and art, so that was my first, you know, the first things that have been feeding me, creatively speaking, and at the time I started thinking about DekarNation, I was still working in the AAA industry, and I had all these experiences, personal experiences, things people have been telling me, close friends, and different stories, films that have been really impacting me, and you know, all this stuff was like, I was digesting it, you know, in terms of the emotional level, and really I wanted to push it back and to create something around that, so yeah, I started alone because it was a very personal project at first, and I got lucky to find friends and people supporting the game, bringing on the crew to work with me, and to do what we are doing now with the game."

"We are aiming for Q1 next year, so March 23, around that date, maybe a bit later. The game is relatively short, but it's very, you know, impacting, dense, so we try to really have like a high standard of quality, so we are sure like the experience we'll have will be just, you know, perfect."

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