Tobe Hooperâs 1974 stomach-roiling film The Texas Chain Saw Massacre is a slasher masterpiece with unparalleled garish beauty. None of its prosaic sequels have quite managed to replicate its magnetic horror: Scorching viewers with an orange sun and tossing them into the orange smoker, where the barbecue goes, like the original does. But developer Gun Interactive will sure as hell try to capture that in its forthcoming asymmetrical horror game The Texas Chain Saw Massacre, art and audio director and CEO Wes Keltner tells me.
âWe could have just taken some ingredients that some people think of as scary and slapped [cadaver-wearing antagonist] Leatherface into it, but we donât work that way,â Keltner says over email about the game, due August 18. âThat unique blend of […] discomfort, absolute terror, and beauty all had to find their way into the game for us to earn the right to call it The Texas Chain Saw Massacre.â
Recreating the Texas of The Texas Chain Saw Massacre
Gun Interactive toiled under the movieâs looming, skull-shaped shadow in pursuit of that right, poring over the film and its details like an obscure Bible verse.
âWe spent weeks in rural Texas towns, snapping over 10,000 photos that were referenced by artists,â Keltner says about establishing locations for the game. âWe studied the sounds, insects, floral and fauna present in Texas at exactly the month our game takes place.â They even fact-checked Texas songbirdsâ migratory patterns to make sure that if a player heard some occasional ambient chirping, it was accurate.
âObsessive? Yes,â Keltner says, hearing your thoughts. But âif something is just a bit off, it might nudge you towards reality, thus killing the illusion we spent the last three years of our lives creating.â
âWe want the fan to be completely immersed in the world of Texas Chain Saw,â he continued. âEvery sound, every plant, every drop of blood.â
The original film savorsâin close-ups and tense, lingering shotsâa group of friends getting sledgehammered by a cannibalistic family, who makes mass murder look as simple as plucking chicken feathers. But itâs notably lacking in blood.
You only ever get quick, unexpected looks at it, brushed in-between armadillo roadkillâs rough skin like lotion, pooling in a cannibalâs palm after he cuts himself, or forming a wet bead at the tip of protagonist Sallyâs finger, right before desiccated Grandpa sucks it clean. Its infrequent appearance makes it more significant, especially as it collects and dries on Sallyâs body, rewarding her unwavering, exhausting screams with red. It also makes it so, as Keltner notes, âperceived gore is far more relevantâ to your full-body terror.
Much of the filmâs horror relies on the viewerâs runaway imagination. The camera never shows character Pamâs wound as Leatherface sticks her onto a waiting meat hook, but you see her agonize, unable to move or breathe, and you might picture the wound as worse than it is.
Gunâs Texas aims for similar suggestiveness. âThe game might ramp up the gore a bit more compared to the film, itâs still not the backbone or focus of visual tone or gameplay,â Keltner says. âWe didnât want to look at other films that might have more visceral gore and try to shove that into this game. That wouldnât be very Texas.â
Asymmetrical horror done different
To keep things Texas, the game maintains the ensemble cast format of the filmâa few friends get gutted by a few depraved butchersâand translates it easily to an asymmetrical survival horror, kind of how Dead by Daylight, also inspired by the 1974 film, sets up its game.
But unlike DbD, or other one-versus-many horror games like Evil Dead: The Game or Friday the 13th: The Game, also published by Gun, Texas will be 3v4, with five Family members and five Victims, all with unique abilities, for players to choose from.
âWhat makes The Texas Chain Saw Massacre so unique is that we find a family of killers […]. Theyâre protecting their way of life, protecting their property, and protecting themselvesâor at least thatâs what they tell themselves,â Keltner says. âWhen players take control of these killers, theyâre not playing monsters, or absolute killing machinesâtheyâre playing damaged humans. Just like with the victims, these characters chat with one another, they have relationships that we take pains to depict.â

Single-player or bot matches wonât be possible, but Keltner hopes the gamesâ meticulously-made, but unscripted, format will boost playersâ genuine, spontaneous fear.
Killer âpatrols are not going to be predictable, their actions are going to be impromptu based on what that team is thinking, communicating, and acting upon at any given moment,â he says. âWhen youâre a Victim, hiding in a pool of shadows behind a couch and a couple of Family members walk into a room, you donât know whether theyâre going to check exactly where youâre at, or if theyâre just passing through. That tension and fear you feel is ramped up compared to when youâre facing an A.I. whose path youâve memorized.â
In this sense, Texas strives to provide all the typical asymmetrical multiplayer high notes, which rely on temperamental players to provide the fun in its gameplay. Conveniently, this more turbulent anxiety also melds well with the soul of the 1974 movie, something Keltner constantly returns to.
Not a remake, but a prequel
But, diverging slightly from Gunâs quest for movie accuracy, the gameâs story serves somewhat as a prequel to the first film, with recognizable Family member characters and Victims that are new to the franchise.
âIn our game, these teens have walked into this situation purposefully,â Keltner says. âAna, one of the characters you can play, has gathered this group to search for her sister, Maria, who went missing in this part of Texas.â
Due to the unpredictable nature of an asymmetrical multiplayer, Texas also abandons the filmâs concept of the âfinal girl,â though originator of the term Carol J. Clover credits the movie with kicking the trope off in her seminal essay Her Body, Himself: Gender in the Slasher Film. (âFor nearly thirty minutes of screen timeâa third of the filmâwe watch [Sally] shriek, run, flinch, jump through windows, sustain injury and mutilation. Her will to survive is astonishing; in the end, bloody and staggering, she finds the highway,â Clover writes).
âThe combinations of endings are too vastâ to engage with the loaded term, or predict any kind of lone victim in general, Keltner says. The game, instead, individualizes Victims in a different way.
âWe wanted to make sure […] that each player feels like theyâve just been through their own personal version of The Texas Chain Saw Massacre,â Keltner says. âThe characters have dialogue with each other, they have reactions, conversations, and emotions that we wanted to make sure were conveyed so that players really grab onto the narrative theyâre creating as they playâwhether they survive this ordeal or not.â
That may or may not work for you. Keltner knows that, for some people, a great horror game is going to be defined by âjump scares galore. For others, they want slow, rising tension and dread. Still, others just want body horror and gore everywhere,â he says. But Texas, the game, is ruled by a reverential dedication to the movie, not typical asymmetrical multiplayer conventions, audiences clamoring for carnage, or even Saturnâs retrograde
âFor us,â he tells me, âweâre going to look at the original property and say, âThatâs what weâre making.ââ
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