The fresh, upcoming psychological horror title hails from Surgent Studios, creators of “Tales of Kenzera: ZAU.” Unlike its predecessor, this game breaks away from the aesthetic and gameplay style of ZAU, discarding the side-scrolling metroidvania mechanics to instead delve into a chilling first-person horror experience set within an eerie mansion. The narrative takes players through the dark underbelly of Hollywood, uncovering some of the challenges that actors frequently face.
In a chat with Abubakar Salim, CEO of Surgent Studios, Game Rant delved into the fundamental concepts and motifs of their upcoming title, Dead Take. Salim shared insights about incorporating aspects from his personal life to shape the game’s storyline. He also elaborated on certain casting decisions for the game. For ease of understanding, this interview has been condensed and clarified.
Providing a Dead Take
Question: What drove the creation of Dead Take, and how did this initial idea evolve into the chilling psychological horror journey we’re experiencing today?
In creating “Dead Take”, I aimed for an honest depiction, drawing inspiration from the harrowing tales I encountered during my acting career’s inception. I’ve come to understand that the artist’s voyage delves deeply into the psyche. It pushes you to face your limits, often uncovering aspects of yourself you’d prefer to remain hidden. From a distance, it may appear glamorous, but beneath the surface, it’s far from it. Our goal with this game was to create an authentic reflection of the acting world. We incorporate real headshots, genuine movie script formatting, and actual notes I’ve received from directors, offering a rare glimpse backstage.
A: What attracted you to exploring the less glamorous aspects of the entertainment world through “Dead Take”?
I find myself attracted to the deep, hidden truths concealed by the shiny surface in games. Unlike films and TV, there’s a greater degree of freedom in games, allowing for more authentic reactions. This is what I appreciate most about gaming.
How the Puzzles, Story, and Horror Elements Blend Together
A: Could you elaborate a bit on how you’ve incorporated horror motifs and multi-layered narratives within your puzzles? How do these puzzle, story, and horror components interconnect in your design?
In this game, the action unfolds within an opulent Hollywood Hills mansion belonging to a high-profile executive. A peculiar trait shared by many influential movie moguls in LA is that their homes are filled with an unusual blend of film memorabilia and luxury items. For instance, a preserved movie prop might be found near a valuable artwork worth hundreds of thousands. The game Dead Take capitalizes on this quirkiness by integrating these peculiar items as puzzle pieces. Each puzzle progresses the storyline and intensifies the feeling of impending dread and growing awareness.
A: What led you to take such a unique turn with your latest game, compared to Tales of Kenzera: ZAU? What inspired this change in direction?
As a new studio, a significant part of the early stages involves determining what fuels and drives you. Our passion for narrating authentic, individual stories shines through in our project Tales of Kenzera: ZAU, and we’re continuing this theme with Dead Take. The gap between success and failure in the industry has perhaps never been as wide as it is now. We understand this reality all too well. Therefore, our aim is to create a game that mirrors the harshness and brutality of the real world, while at the same time preserving the charm and enjoyment that games still offer.
A: What insights or lessons have you taken away from Tales of Kenzera: ZAU that you are currently using in your work on Dead Take?
In our creative workspace, we are well-versed with our collaborative dynamics. With a game that has garnered recognition to our credit, we aim to amplify our commitment towards authentic and daring narrative, despite any potential risks involved.
How The Main Gameplay Loop Works in Dead Take
Sure thing! Could you walk us through the primary game mechanics? What activities will players engage in while navigating the mansion on a regular basis?
In our innovative approach, we decided to reverse the typical escape room concept by designing a game in which your objective is not to exit but to delve deeper within. As the protagonist Chase in Dead Take, you’ll tackle puzzles and assemble live action video clips to penetrate further into the mansion, in search of your friend Vinny – another actor who attended a lavish party at the mansion the previous night and has mysteriously stopped answering calls. The riddles serve as metaphors for power and success, with each advancement revealing more about the lengths artists will go to achieve fame and fortune.
A more natural and easy-to-read version of your question could be: “How did the process go about converting video editing tools, puzzles, and escape room dynamics from the physical world into the Dead Take game?
The work on the project titled “Dead Take” has been progressing swiftly, sparking an innovative wave of creativity among us. Our goal was to blend live-action footage seamlessly with gameplay in a manner that enhances the gaming experience. We opted for a unique structure – a reverse escape room concept where instead of escaping, you’re trying to gain entry. Once we established these fundamental ideas, our team brainstormed freely, even considering seemingly far-fetched suggestions. In the end, we developed a gameplay experience that offers a tangible and gratifying feel, while simultaneously moving the story along briskly.
A: Could you share some insights into the architectural philosophy behind the mansion? Why does it create an eerie, horrifying atmosphere?
As you delve deeper into this grand estate, it reveals itself layer by layer. We aimed to design it as an engaging and intuitive labyrinth with a subtle yet palpable feeling of being observed. Narrow passages give way to expansive rooms unexpectedly, enhancing the sensation of being under constant surveillance. As you peel back one secret after another, you might come to understand that this house has its own narrative to share – a tale you may not be eager to listen to. We’ve incorporated numerous elements to make it seem as if the mansion is watching you, but I’ll save those for later to maintain the element of surprise.
The Importance of Music in Dead Take
Could you explain how the music in Dead Takes contributes to its horror element, and what unique methods they use for composing the soundtrack?
Working with Ross Tregenza on Dead Take was an absolute joy due to his broad and intriguing musical preferences, a trait evident in his compositions for games like Deathloop, Helldivers 2, and Cyberpunk 2077. His score for Dead Take is nothing short of remarkable, embodying the palpable anxiety that actors experience when auditioning and striving for recognition. The music in our game was designed to instill a sense of anticipation and uncertainty in the player, as if they were teetering on the brink of something momentous. Ross’s score masterfully encapsulates that feeling of constant tension, unease, and the possibility of life-altering events at any given moment.
The Cast of Dead Take
Could you provide some insights on the main characters in Dead Take, and how Neil Newbon and Ben Starr contribute to their portrayals?
Neil, Ben, and I have relied on each other during tough times, both on and off the game set. Sharing our harrowing experiences laid the groundwork for this project. They not only bring top-notch skills to the production as its main actors, but they also fostered an environment where we could all be genuine and open. I’m eager for you to witness their outstanding performances in Dead Take.
Q: Can you walk us through the casting and performance processes? What was that like for Dead Take?
In the process of writing my story, I had already decided on who would be suitable for each role. The realm of video game acting is surprisingly compact. For me, it was a matter of reaching out to them and expressing, “I’m working on this peculiar psychological horror game, and I’d love for you to take the lead.” We completed all the filming within two days at a London studio, with me serving as director and other friends stepping in for off-screen roles. It felt like we were making the game undercover, or guerrilla style.
Q: What makes Neil Newbon and Ben Starr the right choices for these roles?
When you were there on set, the energy these actors brought was electrifying! Just like flipping a switch, they transformed the atmosphere. Perhaps one day we’ll share the backstage footage with everyone. In an instant, they would shift from their normal selves to fully embodying this character I’d only recently sent lines to. As an actor myself, I aimed to be the kind of director that inspires creativity and freedom, and I gave them the liberty to add their own touches in the moment. And let me tell you, they added some truly ingenious ideas that I hadn’t even thought of! It was a truly collaborative and inspiring experience.
A: Surgent Studios often uses actors for roles beyond performance, such as Alix Wilton Regan and Abubakar Salim. Can you explain their approach and its impact on video game creation, specifically in relation to Dead Take? What benefits does this strategy offer during the development process?
Currently, game actors are experiencing a surge in recognition. We’re becoming more united and supportive than ever before. For me, this unity extends beyond the recording studio and motion capture sessions. Nowadays, it’s not just our faces, voices, but also our creative ideas that shape what we create.
Could you provide some insight into the extent of Neil Newbon and Ben Starr’s involvement in this project aside from their performances. Are they part of the team since its inception, or were they cast later on in the process?
From the very start of the scriptwriting phase, Neil and Ben seemed like the ideal choices for the main roles. I’m truly appreciative of their willingness to join us. Unlike our previous project, Tales of Kenzera: ZAU, this one had a unique approach to production, deviating from the traditional executive producer model.
A: Given the numerous personalities associated with the game and Surgent Studios, is it possible to reveal any intriguing backstage anecdotes related to your professional experience here?
In one live-action scene featuring Ben, he veered off from the script, fully engrossed in the moment, revealing an aspect of Vinny that was previously unknown to us, yet seemed entirely fitting. Admittedly, it gave us a bit of a shock. You’ll recognize it when you watch it.
Q: Is there anything else you’d like to add about Dead Take?
We’re incredibly thankful for this opportunity to create a second game as a studio and continue our journey as storytellers. In many aspects, we still feel like beginners in the industry. However, with Dead Take, we’re taking big swings, because why settle if you can aim high? After all, what’s the point of not trying something daring?
[END]
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2025-07-04 15:45