DEV Q&A – SWERY on D4: Dark Dreams Don’t Die

D4: Dark Dreams Don’t Die divided some critics and fans, but similar to other games carrying the mark of SWERY, D4 enjoys a solid cult following and a treatment that not only demands attention, but commands it. SWERY’s notorious blend of cinematic eccentricity and unique gameplay certainly leaves an impression, enough so that the Xbox overlords featured the game prominently in the consoles original reveal material.

Despite the initial announcement fanfare, D4 appeared out of nowhere onto the Xbox store, and some fans felt the game suffered under-promotion on the part of Microsoft.

D4 reviewed very well, despite an emphasis on the sometimes controversial Kinect motion controls. D4 is playable entirely using Kinect or controller, tasking you to guide Private Detective David Young through a thrilling supernatural mystery.

We caught up with SWERY of Access Games to discuss D4, future episodes, Kinect, and more in our latest dev Q&A.

XboxMAD: How would you describe D4 in the space of a tweet?

SWERY: “It’s the new game from SWERY, the director of Deadly Premonition. Enter the world, investigate, sympathize. It’s the game I dreamed about when I was a kid.”

XboxMAD: D4 has been praised as the first credible use of Kinect for motion enabled gaming – did D4 take any inspiration from other Kinect enabled games? Or would you say that you had to approach Kinect without a point of reference?

SWERY: “For D4’s game design, I was influenced by the computers that you control by touching space in “Minority Report” and “Iron Man,” as well as the device called an ESP that Deckard used in “Blade Runner.” When I first saw Kinect, I thought it would be interesting to use it like that, rather than for dancing and fitness. That’s where it all began.”

XboxMAD: Many voices within our community really wanted me to ask simply how you came up with a game as quirky and unique as D4. Would you be able to comment on what TV shows, movies or games that influence your creative drive?

SWERY: “I already had my ideas for D4 when we completed Deadly Premonition. A project document (in an American comic book style) was completed in Summer 2010. That became the basic foundation, and we built it up from there. The work on the scenario didn’t start until after GDC in 2011, when I started furiously reading a ton of time travel-related literature. From HG Wells to gossip magazines, from books on quantum physics to superhero tales. I absorbed all the wisdom I could. Of course, I watched a lot of films and TV shows as well. But which one inspired me? I don’t really think about it that way. I think they all became the blood and flesh that makes up D4. I didn’t just see something and get a flash of inspiration. You can’t create a high-quality mystery from something silly like that.”

XboxMAD: Regarding D4’s story, have you guys already fully planned out the plot, or is it an on-going project as each episode is developed?

SWERY: “I’ve written the entire plot of the “Little Peggy Murder Mystery,” which is still ongoing in the game. I think details will change based on the players’ reactions, as well as my mental state, but the general gist of it will stay the same. There’s a theme that I want to express, and some storywriting styles that I want to try out, as well as some game design and mechanic points that I’d like to try and put in. How will the players react when the story comes to an end? I’m beside myself with excitement.”

XboxMAD: I’ve previously seen some furore on twitter regarding a perceived lack of promotion for D4 amongst Microsoft’s marketing materials – do you think D4 has suffered from under-promotion? could it be a symptom of Microsoft putting Kinect integration on the back seat?

SWERY: “D4 is a downloadable game, and a small scale title. For a title that is by no means a Blockbuster, I think we’ve gotten a lot of PR. The game was at E3 and TGS, and has been the subject of special media interviews. It’s been featured on the internet and in SNS blips as well. However, I still don’t think we can say it has a high degree of visibility. It’s not that we aren’t doing enough PR, it’s more due to the way we’re doing PR, the release timing, D4’s difficulty as a title, and other complicated reasons. But there’s a truth that exists in this world. “Things that are truly good will definitely be accepted.” So we’re going to keep working hard at our PR!”

XboxMAD: D4 features a unique cell shaded art style. Some members of our community have asked why you opted for cel shading over more prevalent texturing styles?

SWERY: “There are two reasons for this. The first is that we planned to release D4 in an episodic format, so we wanted to give it a style that people could love even if the series went on for a long time. Photorealistic graphics are getting better and better as the days go on, so if we used that sort of style, by the time the series came to an end, the first episodes would look old and out of style.

The second reason is to make it stand out. We wanted a graphic style that will make people think “This is different” at first glance when it’s lined up against other downloadable games in the online store.”

XboxMAD: Finally, when can we expect to see the next episode of D4?

SWERY: “I’m sorry, but I can’t answer that. Of course, I want to give you all the episodes as quickly as possible, but as you know, I’m SWERY. It took me around 6 years to complete Deadly Premonition, and it took around 4 to complete Season 1 of D4. Therefore, you’re going to have to be a little patient.

D4 may be a title that divides people at first glance. But I think we made it into a game that really transmits its charm to people who play it. Therefore, don’t pass judgment until you actually take it into your hands and give it a try!

I love you all!!”

And there you have it!

D4 is currently available on the Xbox store for just £11.99. If you find yourself wanting something unique this Winter, you’d be crazy not to pick this up.

^Jez (@MSFTY)

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