Wireframe – Issue 20, 2019

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08 / wfmag.cc

Interview

Attract Mode


 Although you’re largely defenceless, there are
later stages where the boy’s catapult can have
an explosive effect if you aim it in the right place.

The premise behind El Hijo is really
unusual, especially for a stealth
game, which normally has military or
far-eastern themes. So what came
first, the western premise or the
stealth mechanic?
We wanted to tell the story of a little boy‘s
journey in the wild west. Stealth felt like
the natural interaction kids would have if
they found themselves in an intimidating
and dangerous setting, relying on wit and
smarts rather than strength. We also felt
that using the unconventional western
setting allows players to come into the
game without the expectations of the
usual stealth tropes.

Did you always plan El Hijo to be a
larger, multiplatform title, or did
you initially envisage it as a more
contained mobile game, like Impossible
Bottles (see boxout)?
We started developing El Hijo with the idea
for mobile and PC. However, we always
tried not to restrict ourselves. Keeping the
bigger picture in mind, we wanted to leave
as many doors open as possible.

I read that El Hijo was inspired by
El Topo; there can’t be many game
developers inspired by Alejandro
Jodorowsky, so what was it from the
movie that first planted the seed for
the game?
The strong visual language of the film
was very inspiring. We wanted to try to
translate this visual language into the
game. Therefore, we opted to not have
any verbal dialogue and mainly use visual

storytelling by creating a sense of story
through settings, characters, animations,
environment, development in gameplay,
music, and so on.

Does the game get as surreal as
Jodorowsky’s films so often did?
Initially, we had dream-like sequences.
These were quite surreal, in which monks
were throwing wine barrels resembling
the ape in Donkey Kong. We also intended
to implement a giant sand octopus in the
desert that El Hijo had to outsmart, and so
on. But as the game developed, we moved
away from these scenes to focus on the
main story, which was challenging enough.

El Hijo’s also described quite specifically
as a ‘spaghetti western stealth game’;
what is it about that particular sub-genre
that appeals to you? Is it the cinematic
style of, say, Sergio Leone’s films?
The atmosphere is drawn [from]
Sergio Leone’s westerns and the

aesthetics from Saul Bass and German
Expressionism. We were fascinated by
the contrast that spaghetti westerns
have: defenceless characters, trickery and
deceit of opposing gangs, humour, and
even surrealism.

The slice of the game I’ve played didn’t
use any dialogue, or didn’t appear
to. Is that something you’ve stuck to
throughout the experience?
In El Hijo, we are translating the verbal
dialogue into a visual language by
allowing the environment, character
animations, and their encounters, as well
as the music, to tell the story without ever
having the need to actually talk.

What’s the process of developing a
stealth game like? Is it a long, iterative
process designing stealth levels that
are challenging but entertaining at the
same time?
We think that it’s very similar to any other
game development.
Initially there’s a concept, there
are some tests, maybe a prototype.
Then there are new tests, adjustments/
balancing and even more tests. New
features are added, which require –
guess what – tests again, before we
actually start to visually design the levels,
implement animations, music etc.
Overall, it is a very iterative process.
It’s very challenging at times, but also
very rewarding when it works out.

Do you have ideas sessions, where you
come up with the different NPCs and
hazards for the player to encounter?
We started with a bunch of ideas for
different NPCs and puzzles, however,
as the game develops, ideas change.
We tried to keep this as tangible as
possible; giving space to explore and
test. Giving us the chance to adjust or
exchange ideas that make more sense
while you develop, and that could not
be predicted when [we started].

On that note, what’s been the
biggest challenge so far in El
Hijo’s development?

 Each area is essentially an isometric
puzzle, as you figure out what objects
in the environment can be used as
hiding places or useful distractions.

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