In a storm a broken glass 'n gunshots, Ronan O’Connor dies in the dark Salem night. So begins a supernatural investigation into his own murder. In the upcoming thriller for PS3 'n PS4, help Ronan unravel the mystery a his untimely demise 'n save his ghost from the inevitable corruption a the Dusk.
In light a the upcoming launch a Murdered: Soul Suspect, we asked Airtight Games Chief Creative Officer Matt Brunner 'n Senior Design Producer Eric Studer some questions about their design process. Read on t' see what inspired this ghostly thriller, 'n how the team fashioned a story around yer own murder.
PlayStation.Blog: How did the team at Airtight Games come t' the idea a a supernatural crime story? How does the detective narrative 'n the ghostly elements fit together?
Matt Brunner: From me recollection, we started with the core concept a a ghost game. It be that notion that got the team most excited. Our first round a gameplay 'n character development led us more into a ghost action hero with ranged weapons 'n the ability t' traverse great heights. After our first prototype we all knew that it be the wrong direction. It didn’t really feel ghostly as much as it felt like a transparent, floaty noir superhero who could fight with something that almost looked like magic.
We stepped back 'n started t' think about what would be the most interesting obsession for a ghost 'n one a the key elements be the notion a yer own death; how it happened, what be the specific circumstances, etc. We then thought it would be really interesting if ye be murdered 'n ye wanted t' dig into who did it 'n why.
That be quickly followed by the idea a a detective who be killed in the line a duty under mysterious circumstances 'n be bringing all his powers a observation 'n deduction into the afterlife. He had the smarts, he just needed t' learn a new set a investigation abilities. A ghost detective be born.
I personally read a number a books after we came upon this thread that involved ghosts interacting with the living such as Neil Gaiman’s The Graveyard Book. These helped hone in on what felt true for a character in these circumstances, rather than what felt cool. In terms a film, I think the film that spoke the most t' us be Seven. It had a mystery that unraveled over time while keeping the protagonist in the dark until the final moments. It also had a mood 'n tone that we felt be right on for Murdered.
PlayStation.Blog: How have the developers at Airtight responded t' working with the PS4?
Eric Studer: Without a doubt the power a the platform has allowed us t' realize the world a Murdered with an incredible amount a detail. So ye’ll see a lot a technical upgrades that will make Salem 'n the Dusk an absolutely interesting place t' explore.
We do have a few DualShock 4 features that we’ve implemented for the game, for instance utilizing the light bar for a few a the different game modes, but at this point we wanted t' focus on making sure that the experience a the game translated perfectly t' the new hardware.

PlayStation.Blog: Murdered: Soul Suspect balances crime scene investigation, exploration, 'n supernatural combat together. How did the team strike a balance between these three methods a play?
Eric Studer: We have three core pillars in the game. The main focus for us be the aspect a investigating the mystery surrounding yer death. Second t' that be the desire t' exist as a ghost, 'n t' play around with how ye interact with the world. Then supporting the first two, enemy encounters come into play.
The reason we’ve prioritized the pillars in this way be that our world be driven by the narrative. Our investigations be built around the concept a the player unraveling the mystery at the same time as Ronan. Players will experience all a the twists 'n turns in the story with Ronan.
Being a ghost in a lot a ways be a wrapper for the whole experience, because it touches on all a our mechanics, not only in exploring the world, but also in creating unique ways t' uncover the truth about various crime scenes 'n overcoming the threat a the enemies.
Enemies be crucial for us because they provide a much needed pacing breaker. What we found be that if players spent all a their time doing investigations, they would pillage fatigued. By mixing enemy encounters into the pacing, it gave us the opportunity t' change the core emotion players feel. Investigations best illicit a lot a intrigue 'n curiosity from players, but the encounters best focus more on threat 'n tension. Creating this emotional rollercoaster alleviates fatigue 'n keeps the player invested in what will happen next.
PlayStation.Blog: How can players interact with a crime scene in ways that a normal detective cannot? What sort a opportunities does possession offer the player, 'n the design team?
Eric Studer: One a the exciting 'n challenging things about investigations as a ghost be the fact that ye can’t simply walk up 'n interview a witness at the scene, or pick up evidence 'n examine it directly. What initially feels like a limitation be actually really freeing because it forces ye t' approach how ye design an investigation from a different direction.
The advantages come from Ronan’s abilities as a ghost. First 'n foremost be his ability t' possess human beings. This be an incredibly versatile feature in that it allows us t' see through the eyes a the people Ronan possesses, listen t' hushed conversations through their ears, read their minds, 'n in a limited capacity control their behavior 'n thoughts.

In addition t' that ability, we have a variety a mechanics that revolve around how ye interpret, analyze, 'n evaluate the clues that ye discover over the course a the game. 'n in a limited capacity, ye can pillage psychic readings off particularly strong objects that have been trapped in the Dusk.
PlayStation.Blog: How be players frightened in Murdered: Soul Suspect when Ronan be already dead? What sort a dangers do players face?
Eric Studer: The demons be without a doubt the greatest threat t' spirits trapped in the Dusk for two main reasons. Fictionally, when a ghost has been in the Dusk long enough, they become corrupted by it, 'n turn into one a these things. The last vestige that remains a their humanity be this belief that by devouring the souls a other ghosts, they can reclaim their own humanity.
This be important for Ronan, because it reinforces the notion that he doesn’t want t' stay in this realm. He needs t' resolve his unfinished business so he can move on. From a gameplay standpoint, it goes back t' the notion a controlling the pacing a the game. We want the player t' always feel like the game be changing, or could change at any minute, so they never become comfortable with what will happen next.
PlayStation.Blog: Will players have the opportunity t' return t' previous crime scenes for missed clues? Will there be any modes a play or unlocks t' encourage players t' complete Soul Suspect multiple times?
Eric Studer: Once ye have resolved the story in a particular area, ye’ll be able t' revisit that space 'n keep exploring. Hopefully this will give players plenty a reason t' spend time lost in the world.
PlayStation.Blog: What challenges does the team face in designing environments that can, technically, be walked through uninhibited? Does this help or hinder Airtight’s ability t' create interesting 'n varied play spaces?
Eric Studer: There’s a vast challenge a course, because ye don’t know how important doors be until ye can’t count on them t' block players’ progress. It’s a great design challenge, though, because it gives ye the opportunity t' go places ye wouldn’t otherwise see in a video game.
Every space we build for Murdered first 'n foremost has t' support the story our Creative Director Shiokawa-san wants t' tell. Once we know where we’re going 'n why we’re there, then it comes down t' us t' visualize the space, know where we need the player t' go, 'n where he really shouldn’t be going. Keep in mind that other objects that exist in the Dusk be on Ronan’s same plane a reality. This means that they’re physical t' the sea dog, which in a limited capacity lets us control player flow.
However, we want t' avoid a heavy-handed approach here, so in general we try very hard t' use these objects sparingly. Ultimately, our hope be that players will feel empowered t' explore every nook 'n cranny a the world 'n discover everything we’ve hidden around Salem.