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A Q&A with Malebolgia's developer, Jochen Mistiaen

I was able to get in touch with Jochen Mistiaen, the one-man team behind the upcoming horror game Malebolgia, and asked a few questions about his promising project.
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What inspired you to get into independent gaming development?

I've been wanting to create "worlds" and adventures since I was a kid playing with LEGO. I started making some Zelda fangames, with GameMaker, when I was around 15 or so. They never really got anywhere, but I picked up very important knowledge on programming, asset creation and production planning. I also started developing a lot of my own ideas for original games, based on media (books, music, film, other games) that I encountered. "Malebolgia" however only started as a concept recently and got into production around early 2013. I have plenty of other ideas and even unused assets, and I hope I can realize some of them in the future. Actually, I've been adapting "Malebolgia" a lot to incorporate some of those older concepts and assets.
Why develop a horror game?

I'm not sure. Can't say I consider myself a "creep", but horror is kind of my favourite genre in media. Well, I would pinpoint it to monster design and architecture. I'm a very visual person and the expression of fear through shapes and forms is of great interest to me. Horror media often takes a familiar or classic setting, and then twists it around with unfamiliar scenery, creatures or impossible architecture. HP Lovecraft and Guillermo Del Toro are huge influences to me.
What makes Malebolgia unique compared to other indie horror games like Amnesia?
Lately, almost all horror games originate from Western/European developers. Consequently, staples of Western games, namely first-person view and realistic graphics, are ingrained in this new current wave of horror games. There's plenty of horror games these days, but I felt they were all about homogenous. I wanted to break free from that and create something that is more like the Japanese-developed games that I like. Something with a different art style, something 3rd person and not something that involved you running from one enemy type (like all those Slenderman games). 
Can you talk about the combat and enemies in more detail? 
The majority of the enemies can actually not be fought. Consider them more as environmental hazards that you need (to find out how) to avoid. Since all enemies damage you by being close to them, it's not recommended to fight them at all. Still, you have a basic lock-on and single attack at your disposal. Enemies are strong, but if you hit them while they are vulnerable (usually when they are about to attack you), you can kill them quickly. The most important thing is to not get overwhelmed. Oh, and there are some actual bossfights against big monsters that should be a good challenge. Bosses seem to be a rarity in horror games these days, so I wanted to put them in. "Dark Souls" is definitely an inspiration, though "Malebolgia"s combat is extremely simple and one-dimensional in comparison.


How is Malebolgia progressing? Can we expect a beta? Release date?
Game is still on route to be released October/November this year. It'll depend on feedback from playtesting; if there happen to be any big bugs or if the gameplay needs work, then it could get some delays. I am working on a demo, but I am not sure if I will make that public yet. I am planning a small Kickstarter soon (still need to work out some practical and legal issues), and I will first send out the demo to a select number of people for marketing purposes. If the feedback is good, I may make the demo public for everyone who's interested.
You can read more about Malebolgia here or vote for it on Greenlight.

The Watchlist: Malebolgia

Title: Malebolgia
Developer: Jochen Mistiaen
Platforms: PC
Coming Fall 2013
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"Malebolgia is an atmospheric horror action/adventure, set in a 19th century demonic fortress. The game is inspired by modern and classic horror games (from Western and Eastern developers alike), Gothic literature and most of all Dante Alighieri's Inferno."
 I saw Malebolgia while browsing Steam Greenlight and its unique art style and Gothic atmospheric environments peaked my interest. The game will have you exploring a randomly generated fortress, where oppressive darkness surrounds you and otherworldly enemies lurk the halls. You have only your torch, as both a means of illumination and as a weapon. According to the developer, enemies can be killed in one or two hits, but the real challenge is position yourself and timing those strikes.
Other features and game elements include:

  • Explore the dark world of the Afterlife: As a fallen General and commander of the battlefield, you make your way through a vast randomly-generated dungeon. There are several areas to this fortress, with their own atmosphere, style and gameplay.
  • Fend off dreadful foes and monsters: Many enemies make their appearance within the fortress. They each require a different approach, but all are deadly in their own way. It's up to you to find out how to survive.
  • Defeat the Shadow that holds you captive: A grand beast is lord and master of the Afterlife. It will chase and hunt you down throughout the game. Only you can defeat it and finish your quest, but it's not going to be easy.
  • Rest and pick up your strengths: There is room for catharsis and relaxation from time to time, as you reach safe havens within the fortress. Here you can take a breather, listen to Classical music and read from the Inferno.
  • Discover the true nature of your quest: The old General only knows his one goal - to defeat the Shadow. Why and how he finds himself inside the fortress is a mystery. Experience the tragic history of Malebolgia as you venture from the darkness into the light.
Malebolgia has the potential to be an incredible horror experience. If you'd like to see Malebolgia on Steam, vote on its Steam Greenlight page here.