Rockstar Games Red Dead Redemption married the
company’s peerless open world game design with the Old West to
spectacular results earlier this year. Since the game’s release
Rockstar has released an assortment of downloadable content packs
that have enhanced the games competitive and cooperative
multiplayer game modes. The latest DLC, Undead Nightmare, is due
for release on October 26 and promises a change of pace from what’s
come before. The upcoming content pack features an all new single
player experience focused around main character John Marston’s
handling of a zombie plague that’s wrecking havoc on land. We
picked the brains of VP of Creative at Rockstar Dan Houser on the
upcoming content pack to find out how you drop zombies in the Old
West.
GameSpot: One of Red Dead Redemption's biggest
strengths was its instantly relatable story of one man trying to
reunite with his family. It's probably fair to say that a zombie
outbreak doesn't carry that same real-world familiarity. Why the
decision to move in a more fantastical direction with Undead
Nightmare?
Dan Houser: Personally, I spend far too little
time racing around the country on a horse killing former business
associates, so I don’t know how much of Martson’s story I could
relate to in that way. Finding something that people can relate is
vital in any “quest” type story, whatever the setting. The
challenge with red Dead redemption, from a narrative stand point
was to take the myths and motifs of the ‘wild west’ and arrange
them in a way that felt like they did resonate with a contemporary
audience, while still being very much part of the Wild West
tradition, and one of the key ways we did that was, as you say,
through Marston’s family.
With Undead Nightmare, we have long wanted to find a way to make
zombie’s interesting, and one of the ways that we thought we could
do that was by putting zombies into an existing universe, so the
player gets to see how characters they already know responds to the
madness of a zombie outbreak. This is, we believe, more interesting
than creating a world that people do not know and using it purely
for zombies. So, the fantastical direction was something we wanted
to impose on an existing non fantastical world, and because of
their shared American cinematic heritage, the beautiful landscape
and our love for the character set, we felt Red Dead was a perfect
candidate for that. And, as this adventure comes together, we are
really pleased with the results – Zombies obviously add a new
dimension to the world, and at the same time, the familiar world of
red Dead redemption, adds something from a narrative perspective to
a zombie experience – it gives it context and depth it would
otherwise lack.
GS: Compared to the frequently irreverent world of Grand
Theft Auto, Red Dead felt a lot more straight-laced and
consistently serious (though we did get some of that eccentricity
with characters like Seth and Irish). Was that much of an influence
on the decision to go a little more "out there" with this DLC? A
creative change of pace, so to speak?
DH: That’s an interesting question. We definitely take the
tone of a game very seriously. For Red Dead, the goal was not
particularly “seriousness”, but to make a western that was not
cheesy or camp, as westerns have a habit of becoming cheesy or camp
if played remotely for laughs. We wanted a game that had some
humour in it, however, and I hope we managed that. Certainly, at
the end of the game, we liked the characters and the mood of the
world, and wanted to make more content for it. But I think as to
why we chose to do a zombie game for red dead not GTA, the answer
is a combination of factors – partly mechanical (we love the
shooting mechanic and dead eye in Red Dead, and zombies lend
themselves well to a world of dead eye head shots!), partly
environmental (we wanted to see zombies running over the plains –
it feels like a 1970s horror film) and partly narrative – for
whatever ludicrous reason, it felt and still feels right using John
Marston as a zombie hunter more than, say, Niko or CJ. Why that
should be the case, it is hard to know, but it is. We wanted the
game world to feel like a 1970s movie set in which by day people
shot a serious revisionist Western and by night some maniacs
invaded the studio and filmed a somewhat insane horror movie using
the same sets and cast.
GS: A lot of people are probably wondering how
Undead Nightmare fits into the overall narrative of Red Dead
Redemption. Should we read this as Red Dead canon, or more of an
alternate reality or dream sequence scenario? Can you explain the
reasoning behind that decision?
DH: The Undead Nightmare story takes place during the
“home” period of the main game, while John is trying to rebuild his
ranch but before the end of the game- a period that we imagined
took several months. (if you’ve played the game to the end please
don’t put spoilers in the comments) You play Undead Nightmare as
John, and it is an entirely stand alone game that runs separately
from Red Dead Redemption’s main story and not part of any Red Dead
Redemption ‘canon’ if such a thing exists – Red Dead Revolver is
also its own universe, but the world of Red Dead Redemption was
always meant to be a world in which the myths and realities of the
American frontier collide. As for whether it’s literally a
nightmare or not – you are going to have to play the game and find
out for yourself.
GS: What were the lessons you learned from The Lost and
Damned and The Ballad of Gay Tony that you applied to this first
proper single-player expansion of Red Dead?
DH: The underlying goal with both The Lost and and Damned
and The Ballad of Gay Tony was to make two games that felt very
different each other and from the main GTA 4 experience – that
changed the gameplay experience as much as possible, while
providing different, intersecting narratives. We still believe in
that approach – i.e. a story should be entirely separate, with
overlap perhaps, but not a direct continuation of a game’s story
and the mechanics should be altered as much as possible to provide
a new gameplay experience. We just used that same philosophy to do
very different things this time – make a different genre of game
within a world the player already knows – turn a western into a
survival horror game. DLC and game expansions remain very much
areas of experimentation for us, but we have enjoyed working both
the interlinked urban narrative approach in GTA, and the ‘change
the world’ approach for Red Dead.
GS: On the subject of those earlier expansions, why did
you elect to stick with John Marston as the protagonist instead of
shifting the focus to a previously minor character? Is that still
something you're aiming to do with future Red Dead DLC?
DH: Without wishing to go into story spoiler territory
here, because we loved John Marston as a character. And because, as
I mentioned above, we felt a zombie plague was most interesting
when imposed on a known world, a world and character set the player
is already familiar with. At the moment, we are solely focused on
Undead Nightmare.
GS: The world of zombie fiction spans a pretty
wide gulf, from the humorous (Shaun of the Dead) to the
legitimately scary (28 Days Later). Tell us about the type of tone
and atmosphere you guys ultimately settled on with Undead Nightmare
and how you arrived there.
DH: It’s difficult because zombies are inherently
ridiculous but they also have to be frightening or the game would
be very boring, so we tried to find a tone that was legitimately
terrifying at times and somewhat silly or self aware at other
times. Again, using the character set and landscape from Red Dead
Redemption made both easier. Using known characters gives you a
short hand for both humor and fear as players already know about
the characters and their relationships and helps us mine them for
satire, social commentary or pathos, while the American countryside
and its landscape is as much part of horror iconography as it is
for the Wild West.
GS: Red Dead was a terrific hit on all fronts, but the
Internet wouldn't be the Internet without some criticism of the
game. How much did post-release feedback on Red Dead factor into
the development of Undead Nightmare?
DH: Not that much in the case of this pack. We used the
other DLC to put into the game things people felt were missing
(like mini games into free roam, for example) or title updates to
fix bugs and make smaller changes. As a result of fan feedback, we
will be releasing a title update at the time of release that let’s
all players play multiplayer free roam without friendly fire,
should they wish. But of all the various bits of feedback we saw
online, I don’t think we ever saw the phrase ‘what this game is
missing is the super natural’ and that is part of what attracted us
– it simply was not what people expected and we felt we could make
something that was interesting for us and would be very fun for
fans. An open world zombie game that we could sell for ten dollars,
and that we felt really transformed and enhanced the single player
experience in an interesting way.
GS: Thanks for your time.