Wireframe – Issue 20, 2019

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06 / wfmag.cc

Interview

Attract Mode


We catch up with Berlin-based developer Honig Studios
to find out more about their stealth western, El Hijo

Interview

Attract Mode


“That plot is one of
many allusions to
the work of maverick
Chilean director
Alejandro Jodorowsky”

T


he most immediately
striking thing about El Hijo is
how boldly its theme goes
against the grain of a typical
sneak-’em-up. Where most
of the biggest stealth games tend to go for
military themes (Metal Gear, Splinter Cell)
or far-eastern settings (Tenchu, Shadow
Tactics), El Hijo is instead inspired by the
spaghetti westerns of director Sergio
Leone. Its protagonist, meanwhile, is far
from a hardened gun-slinger; following the
destruction of the
family homestead
by vicious bandits,
six-year-old El Hijo is
left in the safety of
a monastery by his
mother. Determined
to be reunited with
her – and track down the villains who
burned down his home – El Hijo decides to
escape from the monks’ care and traverse
miles of desolate and often dangerous
deserts and towns, with only his wits and a
tiny catapult to protect him.
That plot is one of many allusions to
the work of maverick Chilean director
Alejandro Jodorowsky – specifically, his
surreal 1970 western, El Topo, which
even features a kid named El Hijo who
is deposited at a neighbourhood
monastery. But where El Topo was
violent and often disturbing,
El Hijo is playful
and wonderfully
delicate in its

presentation: the monastery, where the
game begins, is all candlelight and long
shadows, as monks quietly sweep floors or
trudge up and down its gloomy hallways,
seemingly lost in thought.
As El Hijo threads his way through
the building, clinging to low walls or
hanging back in the shadows, he – and
by extension, the player – needs to find
ever more ingenious places to hide and
methods to avoid getting caught. When
we got our hands on the game earlier this
year, we constantly
found ourselves
smiling at the care
developer Honig
Studios have put
into its design and
animation: the
way El Hijo nimbly
ducks behind curtains, jumps into tubs
of water, or scuttles down the sides of a
crumbling building to the next hiding place.
Every frame of animation and background
element feels as though it’s been designed
and rendered with the utmost care.
These early scenes also help forge a
bond between the player and central
character; unlike, say, Solid Snake, or
Splinter Cell’s Sam Fisher, El Hijo can’t
exactly fight back if he’s cornered – once
spotted, the boy’s only choices are to
either run and find a shadowy place to
hide, or simply stand and get caught.
In the early areas we played through,
the monks are a fairly benign bunch, and
capture merely set us back a few paces

stealthy


in our hunt for freedom. Later, however,
outdoor areas provide fewer places to
duck, and marauding bandits only add to
the escalating sense of threat – El Hijo’s
catapult is handy for causing diversions
and solving the odd puzzle here and there,
but it’s far too feeble to be considered a
viable weapon.
El Hijo, then, is set to offer a refreshingly
different spin on an established genre:
in the place of stealthy kills or tension-
lowering bursts of action, it’s instead a
game of hide-and-seek, with each area
offering its own puzzle box of obstacles,
refuges, and opportunities for mischief.
With all this in mind, we tracked down
El Hijo’s creative director Maria Grau-
Stenzel to find out more about the game’s
development, and the thinking behind its
likeably diminutive hero.

The good, the bad, and the


 El Hijo’s creative producer,
Maria Grau-Stenzel.
Free download pdf