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Hatred Opinions

Opinions 26 November 2014, 14:35

author: Kristian Smoszna

Is Hatred Violence a Recipe for Success? "Mindless Violence in GTA is Skillfully Served"

The commotion after Hatred’s first trailer has already settled, but the Gliwice-based polish studio Destructive Commons has no intention of slowing down and a new trailer is on its way. And that, among other things, is what we talked about with the devs.

The brutal shooter Hatred has caused quite a buzz on the internet, due to its’ first, quite violent, trailer and has started a debate regarding the reason of making games that glorify slaughtering innocents. For the team led by Jaroslaw Zielinski the media buzz seems to be quite a relief – in a single afternoon, the recently unknown studio made headlines around the videogame world. Are the designers glad because of this turn of events, and how do they react to accusations regarding damaging the videogame industry? You will learn all of that from the interview we did just after seeing the controversial trailer.

Did it take long to write the script for the game?

Jaroslaw Zielinski: (laughs) I can tell you exactly how it went down. Just before starting this company, I’ve imagined an anti-hero who, after giving a speech, leaves his house and starts killing people.

And that is it?

Jaroslaw Zielinski: On the contrary. I had to think it through, were was it to take place. I got to a few maps, went on Wikipedia, and drew a course, which the hero would follow. It all came to me during the process. As a river appears, I came up with an idea, to place a harbor. In Hatred, we have many cool locations, and, what’s more, there are quite varied.

I must admit, the city (the location where the first level takes place) looks really realistic.

Jaroslaw Zielinski: Indeed it does. What you saw represents a real life location, on which we were basing it.

Is it some certain place in the States?

Jaroslaw Zielinski: Yes, while it is worth mentioning that we don’t do concept art at all. Everything was created with photographs found on the web and was partially based on pictures from Google Street View.

Seriously?

Jaroslaw Zielinski: Yep. Of course, it’s not like we’ve recreated a specific set of streets, like in real life, but all of the surroundings’ details match those one can see in real photos. Why would we need concept art, if we already have a realistic archetype? When I talk to the person responsible for character models, which are splendidly done by the way, I simply say: ‘Hey, I need this type of clothing here, or that’. Then we search for a sample in online clothing shops and that’s it. Case closed.

All of the locations are kept in this particular color tone. Does that change along the way?

Jaroslaw Zielinski: Sure, all of the graphic elements are prepared in black and white, while only some lights are in color, similarly to particle effects. That creates a one of a kind atmosphere. The locations themselves, vary when it comes to the time of day. Hatred starts off on an evening, while the other levels – the sewers and the harbor – take place during the night.

Jaroslaw Zielinski showing a demo of Hatred. - 2014-11-26
Jaroslaw Zielinski showing a demo of Hatred.

You want to say that this guy can’t last more than a single day?

Jaroslaw Zielinski: All I can say is, that the plot reaches a conclusion the next day. How? I won’t spill the beans on this one, but I am certain the gamers will be pleased with the outcome.

By the way. Does he have a name?

Jaroslaw Zielinski: Not important (laughs).

You’ve mentioned the atmosphere. What kind of music will accompany our “struggle”?

Jaroslaw Zielinski: Dark ambient. I’m personally not too fond of it, but I didn’t want to include metal – that way it would have been a joyful slaughter, when it’s supposed to be some sick shit. I got a friend of mine to play Hatred once. “Seeing those graphics, hearing this music, and doing all of that I really feel like a fucking psychopath” – he commented. Therefore, I think We’ve managed to achieve this peculiar atmosphere, that can’t be associated with a fun massacre, but is overwhelming. And that was precisely the point.

What about the plot? Does it have any importance overall?

Jaroslaw Zielinski: It won’t be crucial to the game, but we have a precise script that lets us connect all of the events into a whole. However that doesn’t mean that we will give away the identity of the main character. The player won’t witness any of the murderer’s memories, as not to be able to understand him or to sympathize with him – that wasn’t an option from the start. Playing Hatred you’re supposed to wonder what pushed him to such actions – but that doesn’t mean we will give away answers easily.

Will you tell us why he doesn’t target animals or children?

Jaroslaw Zielinski: (laughs) I’ve promised myself not to answer that and blame it on the aiming limitations, but I will be honest with you on this one. When it comes to animals, it’s connected to our working capabilities, as the idea itself is nothing new – you do that in all of Ubisoft’s latest games. However creating animal models, programming their AI – it all takes time, and frankly, we don’t have it. Besides, we don’t think it’s essential to Hatred. When it comes to children, it’s an entirely different case – even I have my limits. One may say that there aren’t people that are entirely innocent, but children are innocent, they didn’t do any harm to anyone.

Player can explore and activate side quests.

Okay, I guess that killing adults will have to suffice.

Jaroslaw Zielinski: Well, you can say a lot about our character, but most of all he is a cold-hearted murderer – and that is exactly the character I wanted to make. He doesn’t torture or rape anyone – he just ruthlessly eliminates people. It’s not a sadistic game, despite of what people may get to read here and there.

Where will we be finding weapons?

Jaroslaw Zielinski: It depends. Sometimes in regular houses – after all, America is quite liberal with gun control. Mostly you will get them from slain cops.

Assault rifles and rocket launchers too?

Jaroslaw Zielinski: (laughs) Oh come on!

Cyprian Listowski: New York is actually a state with smaller access to arms, so when someone decides to go on a killing spree there, they have a bigger chance of success. In comparison to Texas where guns are more available. In Texas, when one takes out a gun and points at someone else, everyone can shoot that person, providing that the weapon does not have orange elements, representing that it’s a toy. A good example of that is a special marking of ASG rifles – Texans take it very seriously, as someone might get shoot. New York doesn’t have such issues. It’s a state where guns aren’t that accessible and regulations are strict, but people are used to the fact, that when the police intervenes, it’s swift and decisive.

In the game, the anti-hero has a chance to embark on several side-quests, visiting a house party, attacking a funeral. How far are you willing to go with those? Can we expect our maniac to pay a visit to a church?

Jaroslaw Zielinski: Not a chance. We know well enough how it would end, and we can’t reference religion.

Why not?

Cyprian Listowski: The problem being, that in Poland we can get sued for insulting religious beliefs.

Jaroslaw Zielinski: Exactly, we would be crucified on the spot.

In Hatred dead bodies are piling up everywhere.

Is that really the only reason you’re not doing that?

Jaroslaw Zielinski: A slaughter in a church? Yes, that’s the only reason.

Cyprian Listowski: That’s the case – the Polish law. In Poland We can do various morally reprehensible things, but when they concern the church, we are bringing on ourselves trouble, that is really not worth it.

Did you research, or is it just a premonition?

Cyprian Listowski: Well, if in Poland there is a problem when someone tears a Bible on-stage [leader of band called Behemoth was sued, he won the case though], and We’re talking about people who have no idea what black metal is, We can safely assume how this might end.

Jaroslaw Zielinski: In the first Postal game, there was a part where you were able to shoot people exiting a church, but this isn’t America – it’s way more different in our homeland.

Cyprian Listowski: Our Law is, what it is – you can go to jail for offending religious believes.

Jaroslaw Zielinski: There is a difference between what we want to do, and what we can do. Our studio doesn’t need pesky lawyers paying us visits. Taking into account what publicity Hatred already has, it’s quite hardcore as it is.

So how do you feel about the reactions to the game. Do you like them? Are you surprised with the media buzz?

Jaroslaw Zielinski: First of all, we are surprised by its’ scale, let’s be honest, a little controversy was to be expected considering the game’s topic. Developers these days are afraid to stand out with games with a lot of violence and murdering innocent people. Overall, we are positively surprised with the reaction – it had a much grander scope than we have expected. However, we didn’t expect such a feat as to be featured in Forbes, The Sun or the French Metro News. We are also being contacted by various sites not necessarily connected to games. The topic is getting wide-spread attention, and the effects are visible.

Well, the effect isn’t exactly great – many claim that you’re doing the industry harm.

Jaroslaw Zielinski: Nonsense. Every once in a while there’s a “scandal” that doesn’t hurt the industry’s image. Such games were, are and will be released. It comes naturally.

Massacre in supermarket.

Indeed, but such a load of hatred is hard to come by. You’re taking it to a new level.

Jaroslaw Zielinski: Just like in the first Postal.

Was really Postal the starting point of this project? Or did you set out to do something entirely different, to eventually think: “Oh, screw it, let’s do slaughter”?

Jaroslaw Zielinski: Most of all, I have a few ideas for games, that I wish to bring to life – given we will have the money. After all, we are a small studio, that has just started out. I’ve managed to gather an entire team, get the funds to do the first project, but that still wasn’t enough to do what I have dreamed to. I had to decide what we were doing, and that was the best course of action – with a smaller project we will earn money for the next, bigger one. Honestly, with our resources such a game is not that much of a challenge, and with a smaller team – we can do it quite well.

How many people are officially involved with the project?

Jaroslaw Zielinski: In the beginning, there was only eight of us, and soon after two other people have joined – in this small studio of ours. Apart from that, we have two people through outsourcing: a character designer and Adam Skorupa, responsible for the soundtrack.

Do you have any quarrels within, regarding the game’s content?

Jaroslaw Zielinski: Well, there is this one person who doesn’t like it, and from the outset was stating that the game is not to their liking – especially murdering innocent people, which argued with their conscience.

Cyprian Listowski: We started working in this studio knowing what the project was about, so nobody was shocked. If there were any suggestions regarding the content, they were private and discrete.

No mercy for anyone – This is how Postal of new generation looks like.

Jaroslaw Zielinski: That’s true, from the start, while talking about the project, I got straight to the point – and no one had a reason to be shocked. It was surprisingly simple – we had funds for such a game, and that was the game we were doing. We weren’t able to work in comfort with a fifteen people studio for two years. To be perfectly honest, the game isn’t that complicated, a smaller team can pull through.

Weren’t you tempted to do Hatred in the convention of a FPS? That genre is still amazingly popular.

Jaroslaw Zielinski: We didn’t want to do a FPS. We are simply fed up with such games, but I strongly believe that this team would be able to tackle such a project. We were doing FPS games all the time at the Farm (Farm 51), and I just can’t stomach them anymore.

So basically, Hatred will decide upon your survival.

Jaroslaw Zielinski: So it is. If the game doesn’t sell, we won’t have money for the next project, then we will part our ways – all of us knew that from the start. I think that this honesty towards others on the team, who after all are my colleagues, is what makes us work so well. Working here is amazing, the atmosphere is great, we have known one another for a couple of years now. Also, We are optimists. After all that has happened, after all this mail…

… You are not worried about the sales?

Jaroslaw Zielinski: Absolutely not!

You won’t find NYPD logo in full version of the game.

Are you afraid that bigger digital distribution channels won’t agree to publish Hatred, which will make the process much harder? For many producers, being on Steam is a matter of life and death.

Jaroslaw Zielinski: First of all you must take into account that for many newcomers Steam is the sole source of advertising. In other words: when their game doesn’t get there, no one will get to know about it. It’s an entirely different case with our game – we’ve already caught the gamers’ attention. Even when we don’t go on Steam, which shouldn’t be a problem, advertising won’t be an issue – selling via our website should suffice to profit from Hatred.

That is your backup plan?

Jaroslaw Zielinski: Not exactly. We’ve already made the decision whether to distribute the game ourselves, or not – as it has solely financial reasons. If someone buys Hatred directly from us, we get all the profit. Nobody will charge us the famous ‘30%’ as they do on Steam.

A similar game, Postal, is on Steam - so it isn’t that bad.

Jaroslaw Zielinski: I’m on Steam, on GOG – I have both versions! (laughs). It’s a different story. Postal is an old game, the graphics aren’t as suggestive, as people have thought back in the day.

You’re right, the scope changes. People who complain about killing innocent people in your game, raise an argument, that it’s okay in GTA as it’s more over the top and overdrawn.

Jaroslaw Zielinski: I strongly disagree. Grand Theft Auto looks even more realistic than Hatred. The issue being that in GTA the mindless violence is skillfully served with plot and other aspects taking your attention away from the slaughter. We show it as it is.

Is there a way to even excuse killing for the sake of it?

Jaroslaw Zielinski: I believe that it shouldn’t even be excused. Since we are civilized human beings, killing should be considered immoral, despite our intentions.

Will Hatred have some depth to it? Will the game make the players think through their actions?

Jaroslaw Zielinski: We don’t intend to moralize by force. We can all agree that nobody will buy the game unaware of its subject matter, so there won’t be a case of someone buying it and going: “Oh my god! What is this game?!”. The game got so much attention recently, that everyone interested should know what to expect by now.

Destructive Creations is working in a single, small studio. - 2014-11-26
Destructive Creations is working in a single, small studio.

How do you react to the accusation, that you’re trying to cash in on the controversy? It only takes a single trailer to start a commotion over the internet.

Jaroslaw Zielinski: Obviously I agree, we did it intentionally. We can’t afford advertising, so we choose an alternative form, which, as it seems, has got the job done. The operation was even more successful than we thought it would be.

Do you still intend to escalate that way?

Jaroslaw Zielinski: Sure. We plan to publish two more trailers, while the next one will be even more hardcore, as it will feature setting people on fire. It might be judged as wrong, but that way, we get our message to the interested party. People write to us these amazing mails like: “I have never bought a game – this will be the first!”. The reactions of people outside of the industry have really motivated me – it seems that such a game is needed.

Hatred

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