From Dusk Till Dawn
Interview: Hubert Chardot

Adventure game players in 1992 surely remember Hubert Chardot’s groundbreaking work in the original Alone in the Dark.  AitD virtually created the survival horror scene years (this was BEFORE Resident Evil, kids). Chardot also wrote the two sequels Alone in the Dark 2 and 3, and served as executive producer on Darkworks' recent No. 1 best-selling PlayStation game - Alone in the Dark: The New Nightmare (Infogrames).

Chardot has also contributed his talent to Shadow of the Comet, Prisoner of Ice, Mission Impossible (Infogrames) and The Ring (Arxel Tribe). Last year, Chardot worked as the writer and creative developer on The Devil Inside and Asterix Vs Caesar for French video game developer Gamesquad. He is currently working on the film adaptation of The Devil Inside and his latest game with Gamesquad, From Dusk Till Dawn (based on characters from the 1996 Robert Rodriguez film) is set for its September release. I was recently able to have an email interview with Hubert Chardot and asked questions about horror, video game development, licensing, and Gamesquad’s upcoming release of From Dusk Till Dawn.

Why was there such a long delay between the release of the movie and video game versions of From Dusk Till Dawn?

No idea about it… may be it’s a question of money, opportunity, and market… I think the best is to ask Miramax.  [However] FDTD is a cult movie and a cult movie is never old.

Gamesquad is a developer; not a publisher and we try to work on the best license they submit. When Cryo asked enthusiast and us a year ago, to work on FDTD, our 1st reaction was very positive. We like the original movie a lot, which melt action, violence, gore, gothic and sex… Who could ask for more? For the whole of us it was also a strong challenge to make a good action game with an original script, new technology, blood… After a year, nothing has changed. The tense and the pulse is already there… FDTD is a “good vibes project”. It was very amusing to imagine what will happen to Seth Gecko 5 years after the end of the movie and implement new FX like the Predator effect, impact material detection, motion blur effects which follow the moves of some of your enemies… So, for us, the franchise wasn’t old at all. The universe we had to create was new, exciting. Regarding the other horror movies launched at the same period, only 2 or 3 of them were eligible for a game adaptation (Wes Craven’ Scream is one of them). At last, to be honest, it’s more comfortable to work on things that already exist for years. There is less pressure coming from movie industry people. You can experiment with new features in numerous domains.

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