

It’s a type of storytelling that is completely unique to games. It’s open-world so you have the freedom to explore wherever you like, visiting areas in an order you define, and the story is written to allow this whilst making sure every player has a strong dramatic experience. It’s great working with PS4 as its processing power makes a game like this possible for a team our size. The world of Rapture is not just a backdrop it’s a character in its own right.

Yaughton Valley, where Rapture takes place, is a living, breathing world. Our approach is to create a game that you can utterly immerse yourself in. That’s an interesting place to start telling a story. Rapture also came from our obsession with post-apocalyptic gaming, and the simple idea that whilst we normally play as the hero, in reality, most of us would be the piles of ash and bone littering the game world. There’s a very particular English feel that we wanted to capture in the game, a combination of the epic and the intimate. Ballard, John Christopher and other authors who deal with ordinary people in extraordinary circumstances. Rapture is inspired by the fiction of John Wyndham, J. But it’s also about the end of the world. Rapture is set in a remote valley in June 1984 and is a story about people and how they live with each other. Creating a rich, deep world with strong drama and exceptional production values is key to what we’re all about.

If you already know The Chinese Room, you’ll know that we make story-driven games. For the last twelve months, we’ve had our heads down working hard on Everybody’s Gone to the Rapture and it’s really exciting to be able to share some more information with you as well as a new trailer.
