Ghost Town Games, the studio behind the notoriously friendship-testing cooking simulator Overcooked, is shifting gears with its next project, Stage Fright. Published by Hello Games, the studio behind No Man's Sky, Stage Fright is designed to foster connection rather than create tension among players.
"Overcooked broke you apart and Stage Fright is there to put you back together," said co-director Oliver De-Vine in a recent interview. He explained that the team aims to be a "constructive and positive force in the world" with their new game, emphasizing communication between players over precise controller skills. This marks a deliberate tonal shift from Overcooked, a game with a reputation for causing arguments, even earning the nickname "The Divorce Kitchen" in China.
Games designer Phil Duncan noted that the developers observed how players interacted with Overcooked, seeing that those who communicated well often succeeded, regardless of skill level. He recalled instances where groups of teenage boys played in silence and failed, while younger players who chatted and cooperated easily navigated the game. This observation informed the design philosophy for Stage Fright.
Couch Co-op, Even Without a Couch
Stage Fright is being developed with a strong focus on cooperative play, aiming to replicate the intimacy of local multiplayer even when players are online. To achieve this, the game will feature a splitscreen mode for online play.
"The ideal situation is that you're sat next to someone and you're nudging them and you point at the same thing. So it's as close as we can get to that online," Duncan said, highlighting the importance of players being able to see and discuss each other's environments. De-Vine added that this visual connection is crucial for effective communication, which is central to the game's design.
"Imagine Family-Friendly Silent Hill"
The gameplay in Stage Fright involves two players guiding a pair of children through a Luigi's Mansion-esque adventure, facing puzzles, avoiding threats, and uncovering a mystery. The developers have prioritized accessibility, ensuring that complex puzzle-solving doesn't require external aids like notepads.
"Everything is communicated between the players verbally," De-Vine stated. "It's got adventure game elements, but without an inventory. There's no inventory management. Everything is physical items you're carrying around in a similar way to Overcooked, sort of quite large, obvious, chunky items, and that is again trying to make sure that everything is out loud in communication."
While the game features adventure and puzzle elements, it maintains a linear structure akin to an escape room, where players must remember clues for later use. De-Vine offered a unique comparison for the game's structure: "It's linear in the way that Silent Hill is linear. Which is a weird comparison because it's not much like it," he joked, concluding with, "But, you know, imagine family-friendly Silent Hill."