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A Blood Filled Sexfest (Lakeview Cabin Interview)

  • Written by: Mr. Groovy B (@Mr_Groovy_B)
  • Feb 21, 2016
  • 6 min read

Lakeview Cabin Collection is a side scrolling/pixelated episodic game inspired by cult classic horror films from the good old days (the 70’s/80’s). Created and brought to life by Roope Tamminen, a man of many secrets (when it comes to his game) and many creative ideas. I personally love this game due to how absolutely insane it is and how it plays off the classic horror movies I know and love. I managed to get an interview with Roope about the game, the future and how he would handle finding himself the victim in a slasher. Read on for more...

(Well, this isn't something you see everyday)

Q: Lakeview Cabin Collection is basically a love letter to classic horror films. Could you explain the appeal to the horror genre?

A: To me it's about how easy the genre is to get into. You don't need to use your brain with most of the horror stuff (or at least the stuff Lakeview Cabin is inspired by). It's just damn good fun. Also horror movies really shine with their creativity. You can see that there's a lot of creative and passionate people working on them and just having fun while doing it.

Q: Lakeview Cabin started as a flash game quite a few years ago. Looking back, did you ever think that it would gain such a big cult following much like the movies it was inspired by?

A: I'm really happy how it turned out. I try to keep my expectations low so I'm rarely disappointed but I had a feeling that people would either really hate the game or really like it. I'm lucky that it was the latter. And now the game has an awesome fanbase that really suits the game. Small number of really passionate people who are always coming up with new theories.

Q: There are a lot of "Let's Play" videos and Walkthroughs on youtube. Do you ever watch them and see players overcome obstacles in ways that surprised you?

A: I tend to watch some of them after a new episode releases. I work so many hours on the game that I get sick of it, and I just can't watch it. But in the videos I watch, players always amaze me with some of the creative solutions to the problems. I try to design the games as loosely as possible so there's room for this kind of gameplay. On the other side it also makes room for exploitable glitches that somehow works for the game though. So I try not to fix

anything else but the big gamebreaking bugs so it still retains that "low budget B-game" feel.

(All of a sudden I've lost my appetite)

Q: The gameplay between each episode differs. From a sandbox styled boss fight to a mystery puzzle game. Are there any challenges that you are faced with when creating each episode with very different gameplay styles?

A: I feel like it would be a bigger challenge to keep the gameplay same through every episode. I work on the game mostly alone and I would go insane grinding on the same stuff day after day. So it's pretty easy to go from solving design and coding problems of a randomized mansion to the challenges of a problem solving mystery puzzle. It stimulates the brain more to face new and different things, and from there the ideas tend to come pretty easily.

(Let's go zip-lining they said, it will be fun, they said!)

Q: What is the process you go through when making up the ideas for the game?

A: I mostly try to just binge watch some of the movies the game is inspired by and write down all the ideas that I get while watching. I've also been trying to keep up the habit of having a small sketch book ready in my pocket so I can scribble and draw wherever I go. So now I have this small book filled with morbid drawings in my coat pocket. I just hope nobody finds it and takes it out of context...

Q: Lakeview Cabin has a very simple yet creative graphic design. Was it easier using pixelated graphics in your opinion?

A: Absolutely. There's a lot of stuff to draw with every new episode and cutting the resolution down to these pixel people is a lot faster and easier for me. Though I still tend to draw everything at least three times since I'm never happy with the stuff I drew last week.

Q: When creating an episode do you ever see how something turns out and get excited for players to experience the carnage you have just brought to life?

A: Yeah the game sometimes feels like a big elaborate mousetrap so there's definitely something sadistic in the reasons why I'm making it. It's also kinda weird that the game is almost at it's best when viewed as a spectator. Especially if you've already played yourself and know when the other player is definitely doomed. It's a very sadistic game.

Q: What does it feel like when people praise your game? I'm sure you have seen the swell reviews.

A: I try not to read them. I know it sounds like a really asshole thing to say but I don't want to feel good about myself or the game when I'm still in the middle of development. I'm afraid that I get lazy if pat myself on the back too much. I just hope that people still like it when all the episodes are out and appreciate it as a whole.

Q: Everyone who has been following the game knows that the up-coming episode is more than likely the last. I'm sure the question on everyone's minds is will we be hearing more from you in future? And if so, are there any other genres you'd like to dabble in?

A: I really hope people will still hear from me in the future. My secret notebook is filled with small and big game ideas so I'm definitely not running out of creative energy. And even if the Lakeview Cabin saga is coming to an end this spring, I feel like there's still room for some small additional content. I'm happy how the game feels more like a subscription to the dumb stuff I do so I'm thinking that why not continue with that. So if I ever feel like using the engine for some smaller ideas then I can just make them and add them to the game in some form.

(Nice day out on the lake)

Q: I might be trying my luck here but is there something you can tell us about episode 6? Yes? No? Maybe?

A: Ep6 will be a mixture of all the previous episodes. People liked the sandbox of Ep3 where you could just get naked, drink beer and play with all the little items scattered around. Ep4 had the randomization elements and Ep5 had some mystery solving to it. Ep6 takes it all and wraps it into a space station with an infectious monster. That's all I'm going to say for now!

Q: Do you think there would ever be a console port to the game?

A: I don't think the consoles are too keen on the idea of having a blood filled sexfest on their machines and I'm too stubborn to cut them out of the game. So probably not.

(This is what happens when you enter a movie theatre without a ticket...)

Q: Last question, if you were stranded outside a mansion full of in bred cannibalistic hillbillies, what would be your go-to weapon?

A: I'd join them. They always seem to be having the best parties, and I'm sure I'd fit right in. So my go-to weapon would be friendship!

I’ve never thought of it like that. Thank you for your time and for putting so much time and effort into Lakeview Cabin Collection. We need more people like you in the gaming industry.

Episode six of Lakeview Cabin is coming real soon. Be sure to check out the game on Steam, Humble Bundle or ITCH.IO.

To hear straight from the man himself you can follow Roope on Twitter: @Hypnohustler

And remember to share your Lakeview Cabin Collection moments with us on our Facebook page.

Good Gaming, folks. Now if you’ll excuse me, I have some lake side cabins to escape.

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