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Single Player Week in Review – August 17th



Reviews, reviews and more reviews! It’s been a pretty busy week over here at OnlySP and we have posted a lot of in-depth reviews for games, from small indie games to triple-A releases. On top of that, we have a lot of interesting news, some new article types and have released some of our own brand-new videos on PayDay2, Gone Home and SpaceHulk! Read on to find out what else has been going on this week at OnlySP.

Interesting Opinion Articles

Here at OnlySP, we’re a very opinionated bunch of folks. That’s why we increased the number of editorials for this week as we have a lot to discuss. I did a focus on next-gen this week with an editorial on PS4’s Gaikai, why we should give Xbox One’s cloud a chance as well as doing a Discussion Point with Editor-In-Chief Lachlan Williams on using technology to improve immersion for next-gen.

Eoin Harnett has been looking at the music of Halo and how it changed the game industry while Lucy Niess gave her opinion on why exclusive games suck. Be sure to check out David Nelson’s usual Friday Night Rant where he thinks that we need to stop hating on the Xbox One.

And last but certainly not least, we revealed a brand new weekly “list” article called Top 5 Tuesday! Connor Sears looks at the Top 5 Videogame Quotes to kick off the new feature.

Good News, Everyone!

There’s been a lot of important news this week. Thief has been given a release date, Prey 2 might actually be developed by Arkane and Dying Light blindsided us all with a 12 minute gameplay trailer featuring some terrifying moments when the sun goes down. With Gamescom starting up this Wednesday, both Microsoft and 2K have hinted at their own little surprises to be shown at the conference in Cologne.

Microsoft will show off a new Xbox One exclusive and 2K will have a “surprise” announcement. Nick Calandra wrote an editorial discussing the possibility of Mafia 3 being announced. Finally, a big news story that broke was that Kinect CAN be turned off for the Xbox One. Check out that story here.

Review Time

We’ve had a lot  of reviews this week. Lachlan Williams professes his love for Gone Home, I become a professional passport checker with Papers, Please and Nick Calandra has a blast with Saints Row IV. There’s lots of reviews on the site so be sure to check them out if you want to see what we have to say about these games.

Fred Garret-Jones got his hands on PayDay 2 and delivers a gameplay video of a quiet heist gone wrong with fellow writer, Brandon Morgan. Check out the great gameplay/commentary below!

We are committed to uploading more and more footage from games to our YouTube channel so be sure to subscribe to get all the best gameplay videos.

Personal Gaming Update

I’ve been playing some great games this week. For the site, I’ve had to play the brilliant Papers, Please and I’ve been absolutely sucked into the atmosphere of the game. It’s a great game and I hope a lot more people support this indie game. It’s a fantastic idea for a game and deserves all the credit it gets!

From my own personal collection, I’ve been playing Demon Souls relentlessly. I’ve been cleaning up and killing bosses with ease (I’m very surprised!) and I managed to kill both the Maneater and Old Monk bosses in a single sitting without dying. In Demon Souls where you can die in a second, this felt awesome. If you have a PS3 and don’t own Demon Souls, I urge you to purchase it or get it for free from Playstation Plus. It’s probably one of the best games out there on the PS3.

On a personal note, I’m rather disappointed about Hotline Miami 2’s release date. It was let slip in a YouTube video info and it won’t be out until 2014. Not only that but the game apparently won’t be on PS3, like its predecessor.


So there you have it, guys! Gamescom is happening this Wednesday and we’ll be sure to cover all the important news from the event. We can’t wait to hear some new announcements and exciting news. We’ll see you guys around next week.

Are you excited for Gamescom? Got any predictions for it? Let us know what you think in the comments section below, or on the OnlySP forums.

Follow me on Twitter ( for more nonsense.


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

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

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.

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