Lights, Camera, Slaughter is Grimy Backwoods Horror at Its Best
Lights, Camera, Slaughter is one of the more interesting games I’ve seen this year. Created by Max Fleet (Distrate Games), it’s a little slice of found footage heaven. You play as a film student working on a production when things go…not so right. I was enamored by the concept, and reached out to the developer immediately. Max Fleet is an amiable fellow, and was more than happy to sit down with me (virtually) to talk about the game, it’s Kickstarter, and the inspirations behind his work.
JH: Explain Lights, Camera, Slaughter for the uninitiated.
MF: Lights, Camera, Slaughter is a game, which is a throw back to the past combining the nostalgia of PS1 titles (such as Silent Hill 1, and Resident Evil) and the horrors of early 80’s flicks. You’ll play as an intern, whos working on the next big horror movie “Lights, Camera, Slaughter” – however, things don’t quite go according to the plan.
JH: So I played the demo, and it seems to pull a lot of inspiration from the grainy, hectic aesthetic of found footage horror, what’s your cinematic inspiration?
MF: My inspiration initially came from the found footage genre, such as The Blair Witch Project, Cannibal Holocaust and Creep. I feel as if the “found footage” visuals gives the game more character, and immerses the player even more – as they feel much more involved within the game. The grainy, gritty style also questions the players sight, so they constantly question “Did I just see something?” or “Is that a person?”. It messes with the players mind.
JH: The gameplay in the demo is kind of investigative in nature. In the full version, will we see combat?
MF: In the full version there will be combat. I’ve already implemented a pistol and a shotgun so far. And for when you run out of ammo, there will also be a melee weapon included also.
JH: So what kind of enemies will we encounter, if you can spoil that.
MF: Not to give too much away, but there will be several – including a butcher knife wielding 7 foot hillbilly, if that isn’t enough to deal with already.
JH: Sounds horrifying. So will this be your first full game?
MF: Yes, this will be my first full length game. I’ve worked on several others in the past, however most weren’t released publicly or were shelved
JH: I saw today that a Kickstarter was up for Lights, Camera, Slaughter. I loved the concept so much I backed it sight unseen. What are your main goals by going the crowdfunding route?
MF: Once again – thank you for supporting the project. The main goals are to allow people early access to the game before release and help support a solo developer boost production. With the crowdfunding funds, I can distribute on more platforms (such as Steam), provide higher quality sound design, gain access to more programs to allow me to be more productive and create a full, dedicated soundtrack. I believe it will allow Lights, Camera, Slaughter to become even greater than what it was before.
JH: The sound quality in the demo was amazing. It was incredibly atmospheric, and pulled me into the world you’re creating. That’s no small feat. Do you have a background in sound design?
MF: I have no real background in sound design before creating video games. I love music, whichever genre, and sometimes create ambient soundscapes whenever I feel creative – which you may of heard a few examples in the demo. I mainly just take constructive notes from previous games I’ve played, and try and create an immersive atmosphere from there.
JH: You’ve definitely got a knack for it. So you’re a solo dev. It’s just you?
MF: Yes, I’m the only developer on the project
JH: Well, that about wraps up my questions. One last one though: Do you have anything you want to say to the internet at large?
MF: I hope everyone has an amazing day, stay hydrated and check out Lights, Camera, Slaughter whenever you’ve got the chance! Thank you.
Max Fleet is currently Kickstarting Lights, Camera, Slaughter HERE. Feel free to drop in and check out the project. I want to thank Max again for his time.