Right here at PSX Excessive, we now have had the pleasure to interview the two-man studio behind upcoming indie survival horror sport, She’s Leaving, with co-founder Sam Griffiths more than pleased to speak inspirations, messages and themes, the way forward for Blue Hat Studio, and extra. It launches December 2 on PS5.
John Little: How would you clarify your sport ‘She’s Leaving’ to those that won’t have heard in regards to the sport earlier than?
Dev: Think about somebody with Dexter Morgan’s forensic expertise navigating an area as tense and eerie because the Home Beneviento. It’s a mixture of investigation, puzzle-solving, and survival, all wrapped in a story-driven thriller.
JL: What are your predominant influences that impressed you while you had been creating the sport?
Dev: We drew a number of inspiration from the primary seasons of True Detective and Dexter: New Blood. The Final of Uswas additionally a key affect, significantly in the way it handles emotional depth and the bonds between characters.
We [also] seemed carefully on the Home Beneviento phase in Resident Evil: Village and the R.P.D. station in Resident Evil 2. Each taught us the best way to construct rigidity and environment by way of exploration and punctiliously designed puzzles.
JL: How did your sources of inspiration affect the gameplay?
Dev: When it got here to designing Charles’s predominant mechanic, the blood spatter evaluation, you may assume Dexterwas first level of inspiration, however it truly began with Cyberpunk 2077. Whereas exploring Night time Metropolis, I noticed crime scenes the place robots projected digital strains to replay what had occurred. That immediately jogged my memory of Dexter’s manner of reconstructing crime scenes.
JL: How did your sources of inspiration affect the storytelling?
Dev: Once I performed The Final of Us, I used to be actually struck by the best way Joel and Ellie talked to one another. That impressed me to verify the characters in She’s Leaving actually get to work together and speak as a lot as attainable.
We additionally need gamers to assume for themselves, piece collectively clues, and are available to their very own conclusions relatively than being given every little thing outright.
JL: Your sport consists of crime scenes and forensic parts. What did you do to verify this was as correct as attainable?
Dev: We seemed into how the blood spatter evaluation is utilized in actual life crime scenes, we seemed into early instances the place it was used as major proof in courtroom. From there it was a number of googling and studying forensic stories from these instances after which creating one thing that might translate to gameplay.

JL: What sort of messages and themes do you wish to inform your viewers?
Dev: How far would you go to show your self proper? She’s Leaving explores that query in depth, analyzing how loneliness and obsession can spiral into harmful territory. The story additionally touches on themes of dying and mortality, forcing gamers to confront the fragility of life. Faith and perception play a refined function, influencing the alternatives characters make and the way they search which means in tough circumstances. On the similar time, the sport carries threads of hope, exhibiting that even in darkish conditions, individuals can discover objective, connection, and closure. It’s a narrative in regards to the penalties of obsession, but in addition about the opportunity of redemption.
JL: What are the challenges of being a two individual dev crew?
Dev: For me and Josh, my associate at Blue Hat, once we began the mission, neither of us actually knew how sport engines labored, so we had been consistently studying as we went, typically by way of trial and error.
However alongside the best way, we linked with some unimaginable builders, mentors, and collaborators who shared their experience and helped us clear up issues we by no means might have tackled alone. Being a two-person crew meant that each victory, irrespective of how small, felt monumental, and each setback was an opportunity to study one thing new collectively. It was difficult, exhausting at occasions, but in addition extremely rewarding. With out the assist of the individuals we met alongside the best way, we might not be just some weeks away from releasing the sport.

JL: What are the advantages of being a two individual dev crew?
Dev: One of many greatest advantages of being a two-person crew is how streamlined communication is. There are not any lengthy conferences or weekly stories. We simply name one another up and talk about what must be achieved subsequent. We think about that sort of openness and velocity of decision-making can be more durable in a bigger crew, although we now have by no means truly labored in a single so we can not say for certain
JL: What’s the side of the sport you’re most pleased with?
Dev: Perhaps it sounds a bit cliché, however truthfully, I’m pleased with the sport as an entire. We began with a totally clean mission in Unreal Engine again in March 2020, and seeing the way it has grown through the years is unimaginable. We’ve got poured every little thing we presumably might into this debut title, and we hope gamers really feel that effort and keenness because the credit roll.
JL: What sort of video games do you take pleasure in and end up going again to?
Dev: I’ve a protracted listing of favourites however I’ll maintain it brief:
Croc: Legend of the Gobbos – I keep in mind my brother Lee exhibiting me this sport after I was younger. I used to be fully in awe of the 2D background artwork that wrapped world wide. Simply imagining what may very well be past these painted inexperienced hills and castles made it really feel magical. It’s such a comfortable sport.
Resident Evil 4– Once more, my brother confirmed me this one, and I used to be immediately obsessed. To at the present time, I don’t assume there’s a sport as completely designed because it. Each side of it’s simply unimaginable.
Cyberpunk 2077– I can’t get sufficient of the story and the world on this one. It’s in all probability the sport I’ve been most immersed in, and it’s influenced how I take into consideration narrative and character design in video games.
The Final of Us – I used to be a bit late to this one and performed it round 2018. I completed it inside 24 hours of shopping for it as a result of I simply couldn’t put it down. I don’t assume I’ll ever recover from Joel although.
JL: What have you ever achieved to make it possible for She’s Leaving stands out from different Survival horror video games?
Dev: We wished to take a extra grounded strategy, so we left zombies and ghouls out of the sport. As a substitute, we targeted on one thing scarier – people.

JL: How would you encourage gamers of mainstream survival horror to provide indie video games an opportunity?
Dev: Indie video games are likely to take extra inventive dangers which may be refreshing from the mainstream formulation, I believe a number of the occasions these video games from small groups actually showcase the fervour behind them because of the smaller groups.
JL: What have you ever learnt from this mission that you simply hope to take with you to future initiatives?
Dev: From designing our first degree to engaged on degree design, voiceover course, and every little thing in between, we now have actually needed to dive into each a part of sport improvement as a two-person crew. There have been main ups and downs alongside the best way, however every little thing we now have realized will carry over into our subsequent mission.
JL: What impressed you to grow to be sport builders?
Dev: Our love for video games is what impressed us to grow to be builders. I’ve at all times felt that video video games as an artwork type are nonetheless of their early levels, and we wished to contribute one thing significant to it. We wished to be a part of the medium’s development, to create experiences that go away an impression, and to look again realizing we added our personal voice to the artwork type.
JL: Is there something you wish to observe to our viewers about your sport?
Dev: I simply need gamers to know that She’s Leaving is a labor of affection. We’ve got poured every little thing we now have into making a tense, story-driven expertise that blends investigation, puzzle-solving, and survival. We hope individuals take pleasure in exploring the world we’ve constructed and really feel the care and element that went into each side of the sport.
