Given how increasingly crowded the horror genre grows by the day, any game with a legitimately interesting and different take on the genre is going to catch the eye, and that’s exactly what Hexadrive is promising with Niraya of. The upcoming horror title will put players in the shoes of a young and defenseless girl, with core mechanics eschewing traditional stealth or combat-drive gameplay and instead tasking players with coming up with unique and creative ways to get past nightmarish monsters. To learn more about how the game will bring that vision to life, we recently had the chance to speak with its developers at Hexadrive. You can read our interview below.
"When we talk about “dodging” in this game, it doesn’t refer to stylish maneuvers. Instead, it conveys the image of an ordinary child desperately running away from monsters, throwing objects to distract them, and constantly trying to survive in this world by avoiding danger."
Could you walk us through the decision to emphasize dodging as the central gameplay mechanic in a horror game as opposed to focusing on out-and-out combat or stealth?
To put it simply, it’s because the protagonist of this game is an ordinary child. In most games, not just horror, characters typically have some kind of special ability that allows them to overcome obstacles. However, in reality, that’s not usually the case. For example, even the act of shooting a gun is not something one can do easily, especially for someone without experience. Imagine a child in that situation—it would be even more challenging.
When we talk about “dodging” in this game, it doesn’t refer to stylish maneuvers. Instead, it conveys the image of an ordinary child desperately running away from monsters, throwing objects to distract them, and constantly trying to survive in this world by avoiding danger.
How do you plan to build on the games central mechanic throughout the length of the experience to keep things fresh for the player?
Players will face evolving stages and different enemies as they progress. With only the limited actions available to a young child, the experience of strategizing and finding creative ways to navigate challenges should feel fresh and engaging throughout the game.
Niraya of mentions that exploring the world itself will be terrifying. Is this because of enemies and monsters the player might encounter within it, or is it because the world itself induces fear through its themes and atmosphere?
I would say it’s more about the themes and atmosphere of the world itself that induce fear. Humans naturally fear the unknown, and there’s something unsettling about exploring a place that feels familiar yet is entirely alien. There are peculiar objects that shouldn’t exist in that time period. It’s an eerie situation to wander through such spaces without a clear path forward. Of course, there are also monsters that will suddenly attack, and you never know when or where they will appear. We aim to make every element in the game contribute to the sense of fear.
"Players will face evolving stages and different enemies as they progress. With only the limited actions available to a young child, the experience of strategizing and finding creative ways to navigate challenges should feel fresh and engaging throughout the game."
As horror game developers, do you decide the core mechanic of your game first, or do the setting and concept take precedence?
That’s an interesting question. The process began with the decision to create a horror game, and from there, we sought to differentiate ourselves from other titles by focusing on a mechanic that wasn’t centered on combat or simply running away. This led us to the idea of “dodging.” So, in response to your question, it would be accurate to say that the setting and concept came first.
Roughly how long will an average playthrough of the game be?
We anticipate that an average playthrough of the game will take around 6 to 8 hours.
Do you intend to bring Niraya of to consoles down the line?
While we haven’t made a final decision yet, we are positively considering bringing Niraya of to consoles in the future to reach a wider audience.
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