THE MAKING OF DARKWATCH
Give me a home, where the vampires roam, where the dead and damnable play. In the heyday of the sixth console generation, there was one game that brought players a world of ghouls, guts and gunslingers. That game was Darkwatch; a grimdark Gothic epic following the blood-soaked trail of outlaw Jericho Cross. After robbing the wrong train one fateful night, Jericho accidentally unleashes an ancient vampire lord named Lazarus Malkoth, getting turned into a bloodsucker in the bargain. His only hope lies in the titular Darkwatch, a secret order founded in the dying days of Ancient Rome and dedicated to fighting evil wherever it hides. Armed with an array of deadly weapons and supernatural abilities, Jericho must ally with the Darkwatch to stop Lazarus and his curse of undeath before it’s too late.
Rather ironically for a Western, had its genesis out East, in Japan. In the early Noughties, Tokyo-based pachinko company Sammy Corporation had ambitions to become an international videogame publisher. As a result, it invested heavily in a new facility in Carlsbad, San Diego, christening the offshoot Sammy Studios. It games. These four individuals – Emmanuel, Chris, Paul and Farzad – would together constitute the core creative team of .
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