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“The Perfect Canvas To Build a Game World On”: Talking Hand-Drawn Horror in the Hills of Mundaun

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Mundaun

The Swiss Alps are best known as a holiday destination. Snow and skiing dominate the public imagining of the region, but horror lies in all hills. The folkloric horror game Mundaun promises to subvert the usual perception of the area.

The horrific twist on an idyllic locale is accompanied by an eye-catching art style like no other in gaming.

With Mundaun being such an intriguing prospect, OnlySP reached out to the game’s director Michel Ziegler to find out more.

OnlySP: Could you please begin by providing a brief description of Mundaun for any of our readers who may not be familiar with the game?

Ziegler: A [while] ago, I came up with the description: a lovingly hand-pencilled horror tale. I like the word tale, because it emphasizes the type of narrative the game is going for. It’s a first-person adventure game inspired by the dark folklore of the alps. The aesthetic is really unique, since I combine hand-pencilled textures with 3D. It’s kind of hard to be brief about what makes the game unique. I think it’s the combination of all the things in there, some pretty well hidden. Mundaun should be a mystery, an enigma.

OnlySP: Curiously, Mundaun is a real place. How accurate a recreation of the landscape is that found in the
game?

Ziegler: The levels are a condensed interpretation of the real thing. It’s more about how that place feels than accurate topology. The steepness of it, the objects and architecture you encounter that is very specific to that place. It wouldn’t be possible to meaningfully populate a large sample of the real mountain range. I want the give the player the feeling that in every corner there could be some small and unique thing to discover.

OnlySP: Do you have any personal connection to the real place? Why did you settle on it as the setting for the game?

Ziegler: My family has had a small holiday flat there since before I was born. I spent many summers and winters up there and so it became like a second home. Especially for a child, the nature feels huge and full of wonders. I would spend my days finding well-hidden spots and imagining adventures. I chose this setting, because it is dear to me and it is full of buildings that are many centuries old. It always felt like a timeless and mysterious place. The perfect canvas to build a game world on. Four years in, it still inspires too many ideas to ever fit into one game.

OnlySP: I’ve seen the game described as ‘folk horror’—following the likes of The Wicker Man and Children of the Corn. Would you consider that to be an accurate assessment of Mundaun?

Ziegler: I think so, even if my game isn’t inspired by those particular works. But I think there is a certain ambiguity to the scenario that makes people immediately think of fiction that has a similar feel in their cultural circle. Even if I draw much inspiration from things that are specific to where I live, I find that the world and tone of Mundaun resonates with people from all around the globe and from different cultural backgrounds. That said, the haymen that haunt you in Mundaun make the comparison to The Wicker Man an obvious one.

OnlySP: If so, what sort of local legends are you drawing on for the source of the horror?

Ziegler: Not really any specific ones. If I had to name one story that influenced the plot of Mundaun, it would  be Jeremias Gotthelf’s The Black Spider. The oppressive mood it conveys has always fascinated me. Also, I loved collections of small folk tales as a child and I think, I’m remixing elements from those, creating my own folk tale. I’m not restricting myself to only local influences at all though. I take everything that I think is interesting and fits the world and universe of Mundaun.

OnlySP: How does the monochromatic art style contribute to the player’s sense of tension?

Ziegler: For one, it invokes the aesthetic of old movies and photographs. For me personally, those often have a sinister quality, hiding something in the dark shadows. In addition to that, the hand-drawn textures give the game the quality of a darkly illustrated picture book.

OnlySP: Speaking of the art style, it certainly is one of the most intriguing elements of Mundaun. How did you come to settle on it, and what is the process by which you bring these hand-drawn artworks to life in the game? When you began, did you have an idea of how much work would be involved?

Ziegler: I just love drawing on paper. I’ve never gotten into drawing digitally much. For a small game prototype (The Colony) I made before Mundaun, I also applied a hand-made approach. I love the combination of hand-made textures with 3D, it’s a strange thing. Pencils just seemed a perfect match for a more dark aesthetic.

The process is similar to the usual 3D process, but with a small detour. After unwrapping the finished 3D model, I print out the UV maps. I trace the outlines to a new drawing paper and then I fill in the actual drawing with pencils. After scanning them back in, I apply them to the models. I probably didn’t properly anticipate, how many drawings I would end up making, because I underestimated, how much Mundaun would grow.

OnlySP: The puzzles that appear in the trailers seem to draw from an older tradition in games wherein they don’t necessarily feel realistic (although that interpretation is, admittedly, based on brief snippets taken out of context). Nevertheless, do you have any concerns that that approach might turn away some players?

Ziegler: Yeah, it’s a concern. I try to make the puzzles quite logical. Playtesting seems to be the key here. I’m not trying to break the flow of the game, the puzzles are just a great way to add detail and flavour to the world. I try to integrate them into the world and make them feel organic and unique to this place.

OnlySP: Aside from the puzzles, what else will players be doing in Mundaun?

Ziegler: Encountering, avoiding, or fighting off different types of enemies. Finding and talking to some of the eccentric native folk. Making coffee, smoking a pipe, carrying around the head of a goat. Driving a chair lift, a hay loader vehicle and a sleigh. There’s a whole lot of different things to discover. I think, the mix of high-stakes death threatening situations with more mundane activities is one of the most interesting qualities of Mundaun.

OnlySP: Explore” seems to be one of the keywords of the game. Does it feature an open-world design, or is it more of a level-to-level affair with expansive levels? And, in total, about how big is the game world

Ziegler: It features three discrete levels, each with their own flavour. You start in an area with meadows and trees and then make your way up to a more sparse, stony area. Then there’s the snow-covered summit region. The levels are quite sizeable and the player is given freedom to explore them, but it is not an open-world design per se. Each part, activity, and task is unique and lovingly hand-crafted.

OnlySP: How long do you expect the average playthrough to last? Or is it still too early to be able to say?

Ziegler: It is a bit early, but I think it’ll be 4-5 hours.

OnlySP: Speaking of, we first came across Mundaun about a year and a half ago. How long has it been in
development?

Ziegler: It has been in development for 4.5 years now.


Ziegler and his team at Hidden Fields are currently targeting a Q1 2020 launch for Mundaun on Mac, PC, and Xbox One.

If your interest is piqued, let us know either in the comments below or on our community Discord server.

Otherwise, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube for all the latest from the world of single-player gaming.

Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at https://open.abc.net.au/people/21767

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Editorial

Video Gaming’s Most Influential Female Characters

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Today marks International Women’s Day, where we all take a moment to appreciate the influence and contributions of women across the globe. As part of those celebrations, OnlySP is examining some of video gaming’s famous female characters and making note of how they have changed the industry.

Though female characters are still under-represented in gaming, the industry has still been some stand-out characters who have had a real impact on the audience and gaming as a whole.

Chun-Li, Street Fighter

Chun-Li made history when she appeared in Street Fighter II, generally acknowledged as the first female playable character in a fighting game. Fast and agile, with a move-set just as varied and devastating as her male counterparts, Chun-Li proved to a ‘90s audience that women in video games could be just as capable as the men.

In addition, Chun-Li proved to have an interesting backstory, working for Interpol to take down the criminal M. Bison, something which had a personal motive for her, as Bison was responsible for the death of her family.

Chun-Li’s appearance on the Street Fighter II roster set the stage for other fighting games to follow suit, resulting in the creation of other characters like Sonya Blade and Kitana in Mortal Kombat, Ivy in Soul Calibur, and many others.

Lara Croft, Tomb Raider

The early years of the PlayStation era had a regrettable dearth of notable female characters. As a result, Lara Croft in Tomb Raider was like a breath of fresh air. The story goes that the gender of the main character was changed relatively late in the development process, resulting in a powerful and capable character.

Modern interpretations of Lara have sometimes had missteps and missed what made the character so interesting to players. She’s a smart, capable, well-educated woman who gets her kicks venturing into ancient ruins looking for interesting artefacts.

By selling as well as it did, Tomb Raider was one of the first to prove that a female-led game could be a massive hit.

GLadOS, Portal

The player character of Portal does not really have that much to say, which leaves all the talking to be done by the malevolent AI. Her distinctive, sing-song voice and her superb dialogue, which veers wildly between hilarious and profoundly disturbing had an immediate impact on everyone who played.

Endless jokes about the cake being a lie aside, the quality of the writing for GLadOS and the depths of her personality combined with her cheerful application of deadly measures make her one of the most memorable video game villains ever created.

GLadOS became so iconic that a number of other video games featured her in cameos, such as Lego Dimensions, and the optional GLadOS announcer in DotA 2. In addition, the hit Hollywood film Pacific Rim uses GLadOS voice actor Ellen McLain for the voice of the on-board computers in the film.

Princess Zelda, The Legend of Zelda

Though her early depictions presented her as your standard ‘Damsel in Distress’, Zelda’s later appearances had her taking a considerably more active role. From Ocarina of Time onwards, Zelda would prove to have a taste for disguises, such as the ninja-like Sheik, or the mischievous pirate Tetra in The Wind Waker.

Besides assisting hero Link with a bow or sword, Zelda also displays psychic powers such as telepathy and precognition, and is often portrayed as a wise and capable ruler.

The Legend of Zelda timeline is convoluted, but few can deny that much of it turns on the choices and actions of Princess Zelda. In addition, the entire series is named after her, so one cannot deny how much of an impact she has had.

Samus Aran, Metroid

When Metroid was first released on the NES, most players were not even aware that Samus was female. After some time and some sequels, this became general knowledge, but by then the badass space bounty hunter in yellow power armour was firmly embedded in the cultural consciousness of gamers everywhere.

Samus has acquired a significant fanbase who write fan fiction about her adventures, play as her in Super Smash Bros., or even spend hours carefully crafting that iconic power armour from foam or fibreglass. This speaks to the popularity of the character but also to the connection that many fans feel with Samus Aran.


If you have any thoughts on other female videogame characters that have had a big impact, on your personally or on video gaming as a whole, be sure to leave a comment. Keep checking back with OnlySP on Twitter, Facebook, and YouTube for more game news and opinions.

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