The Texas Chain Saw Massacre

COVER STORY

COVER STORY ✦

The Texas Chain Saw Massacre franchise has been a cornerstone of horror since its debut in 1974, captivating audiences with its raw, visceral terror and unforgettable characters. In fact, over the decades, it has spawned numerous sequels, prequels, reboots, and licensing deals, solidifying its place in the annals of horror history. Then in 2023, fans received the latest addition to this groundbreaking horror legacy with a cinematic-worthy video game adaptation — which has not only brought the franchise to a new medium but also expanded its lore in ways that have thrilled both longtime fans and newcomers alike.

The idea that first sparked The Texas Chain Saw Massacre game was initially discussed several years ago, driven by the desire to translate the franchise’s unique blend of horror and suspense into an interactive experience. The game’s Brand Strategist Matt Szep explains, “While I’m sure our creative director, Ronnie Hobbs, has had various ideas for a Texas Chain Saw game floating around in his head for many years when we were reached out to by the rights holders for the property, pen went to paper and it rolled from there.”

Szep then delves into the core concepts that provided a perfect foundation for this visceral horror experience, adding, “Elements like the opportunity to tweak the asymmetrical horror structure to be 3vs4, to account for the Family, definitely intrigued the team. Not to mention the unrelenting nature of that original film. It’s cat and mouse and the cat won’t stop coming after you. We saw the potential there to not only make a great horror game, but a horror game that has never been done before.”

Having also worked on the cult favorite Friday the 13th game, the development team had already spent several years crafting rich, engaging horror experiences for genre fans — making them the perfect fit for such a celebrated IP. However, with Texas Chain Saw Massacre, the team also didn’t want to rely on the successes of the past. Especially given the sheer magnitude of this endeavor.

Executive Producer Ismael Vicens tells us, “Every decision we made for this game from a design perspective was made in support of the underlying IP, and how best to bring that experience forward in a game. With [TCSM], we knew we had to have the whole Family represented, which meant we were immediately working with two teams, not one player versus many. We didn't make that change just to be different – it flowed directly from the film itself and was the only way we could imagine adapting it.”

Vicens then notes, “While we're cognizant of what we learned from Friday the 13th: The Game, the way we apply those learnings isn't necessarily something you'll see represented in some specific fashion – a lot of it is just learning how to make a better game. We're not looking to repeat ourselves, and that desire informs the IPs we choose to work on, but we don't let it dictate our design decisions. Those always have to be made in service of making the best game out of the IP we're working with.”

Taking the next step to maintain originality in a familiar world, the team aimed to reframe the intense, cinematic feel that made games like Friday the 13th so popular – while refining the gameplay to be more fluid and responsive. This meant enhancing the asymmetrical gameplay mechanics to ensure a more balanced and engaging experience for both survivors and killers. As a result, players are given a more dynamic and interactive environment, where solo (or group) choices and actions have significant consequences, adding to the overall tension and excitement.

In terms of The Texas Chain Saw Massacre story, the developers specifically aimed to enrich the franchise’s lore by introducing new characters and storylines that would resonate with fans. This includes fan favorites like the game’s unsuspecting final girl Maria, the feared (and widely adored) Johnny, or even an entirely original family friend like Nancy, offering unique and enticing perspectives to flesh out this compelling world.

Our design team are phenomenal storytellers, and that comes from such an organic and natural place for them.” Szep explains, “The background of each character in this game has been built out so that every choice is influenced by that background, informed by everything they’ve experienced in the lives we’ve built for them outside of the events of the game. When that level of care is put into each character, no matter if it’s immediately relevant to the events in a match, those characters take on lives of their own. After a while, they naturally evolve and their stories take shape organically too. This all makes them not only more believable, but more real, more grounded, and more compelling. We love that the community has really taken to that.” 

He concludes, “The main objective would have to be making them feel like they fit, they make sense, have agency and personality, and are unique enough to be compelling without being so unique they seem to not slot into that world. That’s no easy task, and our design team has done a wonderful job of that.”

To achieve something of this caliber, the game’s creation also involved a deep dive into the franchise’s history and themes, ensuring that every new addition felt like a natural extension of the existing story – meticulously crafting backstories and personalities for each new character while integrating them seamlessly into the classic Texas Chain Saw Massacre world. When it comes to adding new content through DLC characters (Maria, Danny, Virginia, etc.), the game’s creative team focuses on creating detail-oriented backstories and personalities that fit within this world before proceeding to build gameplay mechanics around these characters. This method allows for a more cohesive and appealing storytelling experience, as each character’s attributes are intricately tied to their narrative.

As Vicens notes, “We usually come at things character first. We always want to make sure we're adding something that feels like it belongs in the world of the IP. Rather than try to shoehorn gameplay in for the sake of a feature, we prefer to figure out a character, a story, or a concept that fits in this world, and the gameplay flows from that. With all of the base Victims, it was about finding that group of friends that would be accompanying Ana on the search for her sister. Those archetypal characters had stories we fleshed out that then kind of told us what their gameplay would be. With the Family members, it's the same thing – the characters are telling us how they should play, and what their abilities should be.”

Designer and producer Rob Fox contributes to the conversation, revealing, “We put great care and meticulous detail in our characters, including their abilities, backstory, era-appropriate clothing, relationships with each other, and the talent that will portray them in the voiceover booth or the motion capture volume. We want the players to fall in love with our Family members and Victims like we have, so when we see amazing fan art or cosplayers portraying their favorite character, it is truly exciting to see that work brought to life.”

Since its launch, the game has been widely recognized as a genre frontrunner by critics and players, leaving its creative team with plenty to be proud of – constructing environments that perfectly reflect the eerie, desolate setting of rural Texas, complete with dilapidated buildings and overgrown vegetation. Szep divulges, “I’m proud of the level of detail and realism we fit into the game, the authenticity in it. We created a game that is a fresh new take on asymmetrical multiplayer horror and did so in a way that is soaked through and through with the 1974 film. The buildings, sunrises, sunsets, textures, sounds, look, and feeling, it’s all 1970’s Texas."

While striking and immersive, the title’s production process didn’t come without hurdles, involving its development during COVID-19 in two continents. And as we all know, the pandemic era presented its own unique set of obstacles. However, Szep notes, “The dedication the entire team showed is evident in every match and every moment. This was a game made by people who love and admire the source material, and that’s really probably what I’m most proud of, the simple fact that we pulled it off and did it with love and respect for the franchise.”

When expressing his proudest moment as a part of the core TCSM team, Fox shares, “I am extremely proud that we were able to flesh out the world of the Texas Chain Saw Massacre in alignment with Kim Henkle’s original vision. From the locations in the film that can now be fully explored, to collaborating with Kim to bring new characters to life, in addition to crafting unique experiences based on our love of all things horror, the game truly feels like you are in the original ‘74 film. More importantly, whether you decide to pick up a chainsaw or flee for your life, there is a tremendous amount of fun to be had.”

Recently, to celebrate the game’s first year of existence, the TCSM team also debuted a new Giallo-esque slasher mode labeled ‘Rush Week,’ becoming a testament to the team’s ability to balance unique gameplay mechanics with the classic, grounded horror elements that fans love. 

“We wanted matches to be fast, fun, and frantic,” Szep explains before Fox adds, “‘Rush Week’ came from the desire to give players something different from the base game but still decidedly Texas – fast asymmetrical gameplay with a powerful antagonist in a completely unique location filled with different mechanics to master. We wanted players to create their own new stories while maintaining the core gameplay of fear and the adrenaline rush of Johnny not seeing his Victims in the shadows… or slashing the final girl just before the police arrive. We also get to tell more stories of what Johnny has been doing, and where he could turn up next.” 

To execute this rapid-fire slasher mode, its creation required extensive playtesting and fine-tuning to ensure that the gameplay remained challenging and engaging without feeling imbalanced – incorporating new sorority girl players, a fear system, and various escape routes. And as of now, the mode has already surpassed an impressive 500,000 matches to date. 

Though looking to the future, the developers still have plenty of exciting plans for The Texas Chain Saw Massacre, with a promise for new maps, characters, and customizable character details, reaffirming the team’s commitment to the beloved genre project. But don’t expect any answers until things are ready. As Szep teases, “We have a whole lot in store still for The Texas Chain Saw Massacre, including a New Leatherface skin, piles of cosmetics, a new Family member, a new Victim, a whole new map, new map variations, and more. But at this time, you’re just going to have to keep an eye on our various social channels and the Community Hub for news as it hits!”

Until then, its engrossing gameplay elements, unpredictable matches, and two exceptional modes have already cemented the title as a new horror classic — and its status as the current MVP of horror games.

Aedan Juvet

With 10+ years of industry experience and bylines for publications including MTV, Cosmopolitan, Vanity Teen, Bleeding Cool, Screen Rant, and more, Stardust’s Editor-in-Chief is committed to all things pop culture.

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Elijah Woods