News Liste Those Who Remain
January 15th marked the passing of David Lynch, a director that has been referred to as a visionary that helped define an entire genre of surrealist art that came to bear his namesake as a descriptor – with ‘Lynchian’ tendencies being highlighted across films and television after the rising popularity of his obscure personal art projects, and TV/Film projects such as Twin Peaks, Eraserhead and Lost Highway.
The creative world came out in droves to share anecdotes of their time with him, to create homages and discuss their favourite creations – however this was not just limited to those within the TV and Film medium – musicians, artists, and game developers added to the discussions highlighting the influence and inspiration Lynch had on them both personally and creative in their works.
We spoke to two of the development teams in the Wired family who have their own appreciation for Lynch and his works, and asked them to share how he inspired their games, and helped form their creative direction through his creations.
Ricardo Cesteiro – Co Founder of Camel 101 – (Those Who Remain)
“We’ve been David Lynch fans way before we were game devs. His unique approach to storytelling, where he was able to twist any ordinary setting into something so disturbing and unsettling has always fascinated us. It’s fair to say that he’s one of the major inspirations for our own stories.
That special “weirdness” that’s way stronger than any jump scare or ghost story. This influence is most evident in Those Who Remain, the psychological thriller that we released a few years ago. If you’ve played it, you’ve probably noticed some subtle nods to Twin Peaks, which is in our opinion his masterwork. Not only did we try to capture that unsettling vibe of something clearly wrong in a simple and quiet American town, but we also placed a few easter eggs along the way: the Venus statue, the Red Room tiles, the “Damn good coffee!” among several others. These were our small ways of paying homage to someone we deeply admire. Though Lynch is no longer with us, his work will live forever. Not only through his own stories but also in the many others he inspired.”
Those Who Remain
Yonghe Wang – Creative Director at Pollard Studios – (KARMA: The Dark World):
“When I first heard about director David Lynch, I was in high school. During that time, I was exploring a lot of films and TV shows, and naturally, I came across the Twin Peaks series. David Lynch is a genius—not only a director but also an exceptional artist. While I was fascinated by his works, I bought his book Room to Dream, watched many of his interviews, and explored several documentaries about him. His ideas and perspectives are always extraordinary.
I’ve found that as I’ve grown older, I’ve become increasingly immersed in his storytelling. This might be related to the types of films I’ve been exposed to over the years. Early on, I watched movies by Ridley Scott or John Carpenter, and later I became fond of works by Stephen King and the Coen Brothers. But it wasn’t until I was nearly 30 that I fully stepped into David Lynch’s world—a realm filled with intense strangeness and deeply crafted characters. That’s why, even today, his films and series have countless fans worldwide who create wikis, forums, and websites dedicated to his works.
Even 30 or 40 years later, the worlds he created continue to operate in some way, which makes me admire him even more for the remarkable artistic vision he had when making these films.
In our studio’s “movie nights,” we often choose to watch his works. Our games have also been inspired by David Lynch’s creations. Compared to other directors’ styles, David Lynch’s work has always gently struck a chord deep within me. That’s why his films always feel sophisticated, carrying a unique surreal quality. The colors, the camera work, the character nuances—everything about his art feels intentional and profound. While we could never surpass a master like Lynch, we hope to learn from him—to understand how he created the so-called “Lynchian” aesthetic and to adapt that sensibility into other forms of art. This is something we aspire to try.
Quoting one of my favorite characters, the Log Lady: “This is ‘now,’ and now will never be again…. We come from the elemental, and return to it. There is change, but nothing is lost. There is much we cannot see – air, for instance, most of the time – but knowing our next breath will follow our last without fail is an act of faith. Is it not? Dark times will always come, as night follows day. A dark age will test us all, each and every one. Trust and do not tremble in the face of the unknown. It shall not remain unknown to you for long. Robert knows this now, as will we all in the sweet by-and-by.”
KARMA: The Dark World
Ke Yang – Art Director at Pollard Studios – (KARMA: The Dark World):
“We are deeply saddened by the passing of director David Lynch. His art has had a profound influence on our game development, inspiring us to pay tribute to and learn from his work.
While creating realistic settings, we’ve incorporated metaphors and surreal elements to craft a dreamlike atmosphere that conveys feelings of uncertainty, unease, and fear. To enhance these unique emotional scenarios, we’ve opted for a more vivid and intense use of light and color, aiming to provide players with an experience that blends realism and surrealism in a deeply impactful way.”
KARMA: The Dark World
https://store.steampowered.com/app/1376200/KARMA_The_Dark_World/
Release:28.05.2020
Genre:
Adventure
Entwickler:
Camel 101
Vertrieb:
Wired Productions
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop