Sharky Games: What were the men doing in the woods? Obviously they weren't looking for their car!
Tim: The men had been searching for a girl named Robin Weaver, who wandered into the woods and disappeared. She later returned, but the men did not.
In the film, residents in the town of Burkettsville mention the stirring tale of the Coffin Rock legend, and later, the crew visits the actual site and reads the tale from an old book. The images that it brings up are haunting, and are represented in Human Head's game.
Sharky Games: How much interaction did you have with the creators of the Blair Witch Project on this title?
Tim: They basically told us the mythology and let us run wild after that. They are fairly easy to work with.
Sharky Games: In the game, there are flashbacks to an earlier time, how is that handled in the game?
Tim: You experience the flashbacks as playable memories. Things you do in the past give you clues as about things in the present.
Last year around Halloween, Nocturne was released from Terminal Reality and Gathering of Developers. Each of the three Blair Witch volumes use the Nocturne engine, but instead of reporting to the Spookhouse organization of the Nocturne title, the characters relate to a legend of the Blair Witch and surrounding events. Human Head did not have time to fiddle with the engine too much, but did add some cool features to the already well running operations.
Sharky Games: The game uses the Nocturne engine, what modifications were made to the engine?
Tim: We really had little time to do the game, so we had no time to really do much to the engine. We made some changes to the skeletal models they use, some new AI, changed the control system to be more responsive and give you a real strafe mode. Other than that, we added some cool new particle effects. We also got the lip-syncing tech from Terminal Reality, which allowed us to spice up the cinema scenes.
