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Wrong Organ: Leveraging Horror Mechanics and Pandemic Influences at GDC

Wrong Organ: Leveraging Horror Mechanics and Pandemic Influences at GDC
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In a recent encounter at GDC, the chaps from Wrong Organ, creators of the spine-chilling titles Mouthwashing and How Fish Is Made, delved into their craft. They shared insights on how they cleverly use repeated game mechanics to unsettle players, the emotional toll of working on back-to-back horror projects, and more. Hailing from Future Games in Stockholm, the team's journey started with the success of How Fish Is Made, a standout student project. The pandemic's influence on their games is evident, drawing from the amplified mundane work life struggles during times of social isolation.

Mouthwashing's success left the team in awe of players' profound introspection into the narrative, a reaction they hadn't quite anticipated. Surprisingly, the team revealed that crafting consecutive horror games hasn't taken a significant emotional toll on them. They shed light on the eerie mechanic repetitions in Mouthwashing, aiming to disturb players by subverting familiar actions in a disturbing manner. The inspirations behind the game's unsettling toll park were revealed, with a focus on creating an oppressive atmosphere through deliberate design choices.

The team's inspirations for Mouthwashing stem from the confinement horror genre and cinematic influences like Silent Hill, shaping the game's overall design aesthetic. A deliberate absence of a key character in the game's ending sequences was discussed, highlighting the protagonist's psychological introspection. Ultimately, the game aims to prompt players to confront their inner darkness and contemplate the complexities of human nature.

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