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Adrian Lacey: To turn World War One into a game is really tricky. If you turned it into a shooter, it’d be horrendous—one shot, one kill, people just dying constantly. We were nervous about treating it that way because it was so violent and so aggressive. Instead, we decided on this other angle, to see the conflict from the people’s point of view—how they lived, or how they survived, through that experience.
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The art direction, from the very beginning, became a foundation for everything we did. The way that Paul [Tumelaire, art director] approached the artwork, his style had both a comic book look and darkness to it. That allowed us to treat the war in a very serious, but also somewhat characterized way. I think that allowed us to retain this respect for the people who went through it, while also making it accessible.We had moments of doubt, but we found that even through the darkest times of the war, people still found joy, fell in love, and had a great time. They played games and lived, and you can see that in the documents, these moments of happiness. And that helped us find our balance, too.
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It was an advantage to have people on the team whose families had been through it—we had the stories from their families, and that direct attachment to the war made us feel that we weren’t trivializing anything. We put so much research into this—we went to the area, to the trenches of the Western Front in France, and spoke to so many people. We collected all of these facts and figures, and it’s rare to be able to show what you’ve learned, as a developer, in a game. But with this one, we’ve flipped that: we’ve put that information in the game, so they’re learning as we did.Some reviewers felt that the stage-specific information, particularly grizzly details, interrupted their enjoyment of the game. I can’t say I feel the same. I really appreciated learning more about what I was putting these characters through, about the reality behind the fantasy you’ve drawn. Metro called it “heavy handed,” for instance, but I felt the value of having the facts relayed to me, to gain that greater context.
It’s always a fine line—some gamers don’t want to feel like they’re being educated. They just want entertainment. And that’s fine. For us, on this game, we were really focused on the emotional experience, and that’s tied to the information from the time. I don’t think that the information for each stage is too intrusive—you’re not forced to look at it, it’s optional. When we were making the game, we knew we didn’t want these things to be too in your face. We didn’t want to force them on anyone.
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Yoan Fanice: We wanted to present an immersive soundscape that would essentially bring the player right into the trenches. Through soldiers’ testimonies, we learned that the moment they were asked to charge was very brutal, and quite sudden: horrific scenes filled with machine gun fire, explosions, screams and cries of anguish. The intention was to express human feelings during war through cries and music that would resonate with players, so we recorded a lot of screams from the development team. We really pushed them to the limit, to the point where they had to imagine how they would be screaming in agony as if they had taken a bullet.
Adrian: The team went down to the trenches, to record sounds in there. They worked with the French Foreign Legion as well, and went through their archive material. We took the sound side really seriously. Not all of the weapons are still active, and of those that are we might have got into trouble for firing them for this purpose.
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Yoan: Since my field is audio, I had all the game designers listen to the tracks I had selected in order to help guide the mood for their gameplay sequences. This, along with real First Word War photos of the places and events that we were recreating, was really productive in terms of imagining gameplay situations that fit with the story and the characters’ mindsets during these moments.With respect to the choice of music tracks, it had to reflect deep emotions, and so mid-range levels weren't that interesting. If you put music in a game it really has to say something; I hate music that’s just used as background ambience in order to avoid silence. Silence, at just the right moment, can sometimes say more than anything else.

Adrian: The freakiest thing is the distance, more than anything else. You’re in one trench and then someone tells you: "That, over there, is where the German trench would be." You could throw a rock at it. It was right there. That freaks you out—these people were that close to one another, digging trenches above and below each other. Imagine what that must have been like: you’re all quiet, and then you can hear the people in the opposite trench talking, and who knows what about.
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Adrian: In war, it’s usually the good guys who win, historically—whether they were actually the good guys or not. In the First World War, there wasn’t that pronounced division, between good and bad, that you had in the Second World War. The lines were very much blurred. Communication back then was bad—it could be the case that you got a message too late to stop 100,000 people from going over the top to their deaths. It didn’t matter what side you were on, because thousands of people were being affected. And most of them didn’t know what they were doing, or where they were going—they were just told to be somewhere.A lot of the documents from the time, that we found, talked about families being torn apart, because a lot of the combat was on the borders, where multinational families lived. Because a husband was German but his wife was French, he’d be called up, away from her, to fight against her countrymen. And that’s the story of Karl in the game—he’s taken away from his wife and child. There were so many stories we found like that. And the real people involved in the war weren’t always aware, fully, of why they were fighting—there wasn’t really that much information available to them. They were just there to do a job. And what happened? They got shot. They got shot doing their work—and if they didn’t want to do it, they’d get shot then, too.And it seems none of us are learning from the mistakes made in the First World War, the Second and beyond. Warfare is part of any nightly news broadcast. Somewhere, right now, someone is pointing a gun at someone else they consider their enemy. It’s maddening, isn’t it, that by now we’ve not found a better way?
I’d love for people to play the game and for it to go some way towards helping them appreciate how stupid this kind of war is. Karl is our German in the game, but he wasn’t responsible for the war—he was just drawn into it. He lost just as much as the Frenchman Emile, or Freddie, our American. Everyone loses something. There wasn’t a winner.I hope that our generation, which is able to communicate on a global scale, can maybe begin to make a change. Boundaries have changed so much, and communication has improved so much. Making games like this—sure, perhaps it can help. Maybe it can inspire someone to think differently. I’ve done traditional shooters in the past—and don’t get me wrong, because I really like them—but it’s nice to be able to show this other side of video gaming, an emotional side with a different set of messages. We’ve been lucky to have the opportunity here to try something different from the usual blockbusters, and if it does well then we’ll have the opportunity to try more different things.Valiant Hearts: The Great War is available now for a variety of home platforms, and comes out on iOS on the 4th of September.Follow Mike Diver on Twitter.
