A Note From Roberta Williams On Phantasmagoria



"You can't keep doing the same things over and over. I had to break away from the fairy tale stories, to explore a game with lots of deep emotions, to suprise people. The Laura Bow series helped, but I was ready to try my hand at horror. I'd been thinking of several stories over the years (a young woman, a crazed illusionise, a bizarre house, a small off-shore island); each story finally merged into one plot: Phantasmagoria. It had to be all live action on blue screens, a huge rendered mansion of secrets (a set you just couldn't buy), heads chopped in half (no candy-coating the violence), poking into things you shouldn't have, dealing with someone slowly growing mad, isolation, illusion, murder, uncontrollable evil, and a spectacular finish. Yet it couldn't be a typical "slasher" movie with gratuitous violence. I also had to keep the interface out of the way: reduce the multiple cursor down to an all-in-one-pointer. There was a lot to figure out in making the game (like the censor option). Play it with the lights out and the speakers turned up!

By the way, a lot of letters ask me it there's any way to save Don. I'm sorry, but that's part of the horror. . . ."

The quote originated from the Roberta Williams Anthology manual.



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