The Alone in the Dark series helped to establish the popular horror survival genre as we know it today. With its emphasis on creepy third-person action adventure, exploring dark environments, and battling nightmarish monsters, the original Alone in the Dark, published in 1992, defined many of the games to follow it. And now Atari and developer Eden Studios are looking to reinvent the franchise with a brand-new Alone in the Dark.

Like the original game, this new Alone in the Dark will feature protagonist and private investigator Edward Carnby. However, the original game was set in the 1920s, and the new Alone in the Dark is set in modern-day New York City. Playing as Carnby, you'll explore Central Park and its surrounding metropolitan area. It should all look fantastic, as Eden is using enhanced versions of the technology used to power its recent game, Test Drive Unlimited, which created a virtual version of the island of Oahu to race around. If Eden could create an authentic version of Hawaii, it'll be interesting to see what it can do with New York City. To learn more about the game's technological underpinnings, we caught up with game director and Eden studio manager David Nadal.
GameSpot: We understand that the Twilight engine that powers Alone in the Dark is derived from the same technology behind Test Drive Unlimited. How is Eden Studios using the technical strengths of a game like TDU and applying them to Alone in the Dark?
David Nadal: In fact, Alone in the Dark relies on our Twilight engine. This engine has been evolving since our first games and is about to finish a third big evolution. It's the backbone for all the games we do at Eden. Test Drive was based on the previous version of this engine, and Alone in the Dark is built on an evolved version of Twilight. Each game adds its proper evolution to the engine, and this is made available to the following games. So each game capitalizes [on] previous experiences through our engine.
The biggest strength of Twilight is that it includes an integrated tool that supports the whole needs for the teams, from level building, cinematic, visual effects, integration of art resources, interactive music and animations, and so on. All of this is directly linked to the final target, which can be a PC, an Xbox 360, or a PS3. When you make a change in the world you are building, you can see instantaneously the result of what you are doing in game. This helps greatly to have an efficient production process and building of the game itself.
GS: As a follow-up, we imagine that the technology that let Test Drive Unlimited render huge outdoor areas will come in handy for a game that models all of New York City's Central Park.
DL: When we created TDU we added a tool in Twilight that we called "world builder," which allows us to render the exact topology of the environment using photos, satellite data, and digital elevation models. This tool allows us to generate the exact landscape mesh, which we can refine as well as add roads automatically based on road networks' vector data. For TDU, the precision we had for the huge outdoor areas was a 10-meter (33-foot) precision. For Alone in the Dark, the tools allowed us to go to up to a 50-cm (1.5-foot) precision!
GS: What other specific additions and changes have been made to the engine since Test Drive Unlimited? How do they add to the game?
DL: The rendering engine is the biggest evolution we did. TDU is in huge, open, vast environments with sunlight as the main source of light. Alone in the Dark is in the dark and has high-detailed environments that need lots of light possibilities. We've built a completely specific rendering engine, with real-time "photographic" features such as real-time postproduction effects, depth of field, high dynamic range lighting, volumetric fog, light shafts, real-time dynamic and multiple lights, and the like, which allows us to have a unique cinematographic look for Alone.
For animation, we've built a tool that allows us to combine and blend animations together. This helps us have the possibility to, for example, have Carnby manipulate different objects, with different hands, in different contexts, without doing thousands of specific animations. Without this tool, we wouldn't have been able to have the richness of interaction possibilities now available in the game.

In terms of physics, since our game is heavily based on interaction with objects and with your environment, physics is key, so this implied a more advanced physics management than on TDU.
For artificial intelligence, we wanted an advanced, sophisticated and intelligent AI for the game, so we've teamed up with Kynogon to have specific features: advanced pathfinding, several means of detection, realistic regrouping, automatic detection of dynamic collisions, and so on.
For cinematics, we developed an advanced cinematic tool, allowing us complex camera moves, and integrating the middleware Face FX for detailed facial expressions. This is for the narrative intensity during the game as well as bringing emotions and credibility to the characters you encounter.
And for music, we've developed a specific tool that allows us to have interactive scoring music while the player plays the game, whatever he or she does in terms of action. The whole score is cut into several pieces of loops and levels (violins, bass, trumpets, and the like) and are activated when the sound designers want them to activate. For example, music can activate based on camera movement, the action of the player, the action in the scene, the entering of a zone, and more. The idea is that when the player plays the game, the music flows in the rhythm of the player's actions, also meaning that the music will adapt if the player goes back to where he came from (where in other games, the same music heard before will start playing again). This system attributes to the immersion we want for the player.
These features can be used not just for Alone in the Dark, but also for all the other games we will be doing at Eden in the future.
Lighting the Dark
GS: Tell us a bit about the game's lighting system, how it works, and how it will add to the game. 
DL: Since light is an important element of the game, we've developed in the rendering engine the possibility to have as much real-time dynamic lights as we wish. Through a technique called "deferred," the light calculations are done only on what is displayed on the screen itself and not all the surface covered by the light in the 3D scene. The cost of the light is therefore proportional to the surface of the screen affected by the light, whereas in traditional rendering engines, the cost is exponential depending on the number of lights activated at the same time, meaning that you could only have a limited amount of real-time lights and therefore must add static lights to light the scene.
With the rendering engine for Alone, you'll be able to have a full scene in Central Park where you'll have the lamp projectors, the car lights, and your flashlight, and you'll use emergency flares to light some dark zones, all of this with real-time lights.
GS: We understand that a strong part of the gameplay will revolve around how Carnby and his enemies interact with the environments, either destroying them or picking up objects to use as tools and weapons. Tell us about how the Twilight engine's physics abilities will help make the environments interactive.
DL: Our game engine is based on Havok physics, and we've worked hand in hand with the Havok team to really push the limits of what we can do for the game's needs. From breaking objects and gathering the broken pieces, from rag-doll and physics-based mass destructions and explosions of small objects to huge buildings, from sound and visual effects of elements directly linked to physics, we've really pushed several possibilities of using physics in the game. We also use the physics to have precise targeting for the manipulation of objects. We've even developed our own physics solver for the ropes and cables in the game, as well as the for the cloth handling.
GS: We also understand that drivable vehicles will be a big part of the game. Will much of the driving gameplay resemble that of Test Drive Unlimited? What enhancements and tweaks have been made to driving in the new game?
DL: The car physics in Test Drive is a pure simulation, complete, really adapted to the racing genre. What I wanted for Alone in the Dark is pure entertainment, with burns, big powerslides--as realistic as a movie can be. So we decided to only reuse the base of the TDU driving code and develop something adapted to our need on top of it. The driving of the vehicles is not the heart of the game, but it will be present like any other object you can interact with, like in the real world.
GS: We've heard that procedural fire effects will play an important role in the game, as a possible weapon in Carnby's battle with evil. Yet we've also seen videos of Carnby trapped in burning buildings on the verge of collapse. How will fire be created and spread by the Twilight engine without being too troublesome or difficult to navigate?

DL: We've put into place a generic fire propagation engine that allows us to have logical fire propagation on all inflammable objects and surfaces, as well as fire propagation from one element to another. The fire dynamics detects zones of simulated heat and degree of inflammability and propagates following physical logic. The simulation of the fire is linked also to the physics engine; therefore, when an object or environment is being consumed by fire, it will break following the physics constraints given, show the different textures linked to the phases, and will follow the logical destruction until all is in ashes.
GS: Finally, is there anything else you'd like to add about the technology behind Alone in the Dark, or anything else about the game in general?
DL: Even if we are really happy with what we have achieved techwise, even if nothing would have been possible without this tech, the most important thing for us is that Alone in the Dark will really be a new experience, a big piece of entertainment.
GS: Thank you, David.
youuuu game producers for the god sake (pay more attention to story).
another deep story alongside with Alan wake.
i was originally only going to get a wii, but this game looks so awesome that it made me completely forget about the wii and convinced me to get either an xbox 360 or ps3
sweet
this game can let us forget resident evil for this moment
great game...full of adrenaline makes me unpatient to play this awsome game...really horrifing and i believe it will make our nights really difficult to spend...
Looks great, i haven't played a horror survival game for so long so this is going to be good.
Looks like a cool game.
I have also been following this game for sometime now, I wonder why the delays. I assume they are just polishing off the graphics, and bringing it all together. The franchise was huge, I remember the isometric 3rd person games on the PC way back in the day. We could do with some more horror survival games for the 360............Obscure was a game I played and to be honest I was unable to play it alone in the dark! the 5.1 sound really freaked me out with that game, that and the brutal attacks. I defy anyone to play that alone. Hope this one is similar.!
thats some very interesting talk they got going on. after the last installment i couldn't have been more dissapointed. i mean the game wasn't complete crap but it was so way off the series. this seems to be "taking it back to the roots" if you will, but with all the new abilites they have thru PS3
After playing "Alone in the Dark" on Dreamcast I was hooked. After seeing "Alone in the Dark" with Christian Slater I was pissed. Now I have been watching this game video for like a year now and I am impatient. Let's get this game released already.,RE5 is a long ways away,I need something to fill the void.
Haven't we been here before with the last one, which was a nasty nasty game compared to the first three?! With that one there was all the talk of the technology,. but compared with Out of the Dark 1, 2 and 3, it forgot the gameplay! I hope this isn't going to be a repeat!
I played Alone in the dark series and cant wait for this..
YEA BUDDY!!!!!
I think its going to be great!
sounds like fun
the graphic in this game is super duper ultra high!!! :P :D :) i think that the game is very very scary :P and i think like everyone that the system requirements are very very high! and for the end...-this game rocks dudes! :P :D :P :D
the interactive music sounds like a nice touch, i like the idea that the music wont necessarily be the same when you go back to a previous area.
This game looks awsome! The Dynamic music part is what caught my eye the most. That makes a big impact on the suspense/scare factor of survival horror games. Definately looking forward to this game.
Hay anything that says "Technology to Make a Scarier Horror Game" has got my attention
Look like a nice engine, unfortunately, it's gonna be a rubbish game, especially with there decision to remake it in modern day. I will be surprised if it's better than the 4th one.
well the first page, up until the music question, seemed sound like what developers would say on any given game for this generation. Essentially the generic interview. Then you get to the music and beyond, and while it doesn't seperate itself from other games in tech and ideas in too many ways it does have alot of innovative ideas perhaps enough to keep it a fresh entertaining experience when it ships... Whatever just want more horror games than just Resident Evil (where has Silent Hill been lately)
Looks different, who knows it might be good. I will keep my eye on it
Looks cool. It has my interest.
As the interview hinted on I hope its not too easy to trap yourself with your own fire. As said by my faveourite games publication games are the best medium for horror as its you making the stupid mistakes. And from the sound of it the physical manipulation of gameworld could be an evolution from simple box puzzles, and tumbling barrels.
It sound great. Sounds like Resident Evil 4 to me only better till i get some more information about Resident Evil 5.
Sweet, hopefully Alone in the dark can get back to it's roots. Like the way it was when it first came out.
I bought AITD 1 back in 1992, and was so scared, now it's laughable. can't wait for this.
Looks like a very cool game engine they have here..
I love dymanic soundtracks. They worked so well with ssx tricky (etc) and especially Silent Hill. In Silent Hill, you could go down one corridor, and you would have this horrid music playing. But when you press a switch in another room - the next time you go to that corridor, the sound changes, and you KNOW something is going to come at you because of this. And sometimes, nothing comes at you... so you end up just being freaked out anyways. Games should use this feature a lot more. Heres hoping this game uses it alot and sets a standard. Dynamic musical scores are going to be extremely unique to games (and ARE unique, actually) however I feel that they are not used enough. Its all good when you are driving around in motorstorm and have pumpin' rock music in your ears.. but I think they should of had a dymanic music mix for every music track, like when you enter mud - the music gets more gritty - taking out the beats and leaving only the riffs and the bass... But when on the fast track, the music beats kick in faster... and when in the air, the music changes and adapts - giving you the feel of flight, then, when you impact back to the ground, BANG the music kicks back in. For me, I hope that the dynamic music is going to be so awesome in this - that developers will see this as the next generation of sound development. With more and more games relying on doing more than what you see - having music react to what you do makes the entire experience much more fulfilling, imo. Im looking forward to this.
Well we need more 'scary feel' games for the 360. I'll be happy to grab a beer, sit down, and see if it supplies that "I got to get outa here" feeling...
Played one and two. Don't know if I'll be bothered for this one.
Hmm hope that will be fun playing
I played alone in the dark 1, 2 and 3 but i heard that 4th game sucked. Lets see what this one will be.
the movie was ok it was crap!
Sounds like this game will be hella fun!
Sounds amazing! Can't wait to see all the improvements to the Twilight engine when the game ships!
hmm.. is there a fixed release date for this?? hope they don't make us wait too long...
looking better and better
Looks good :)
I think the movie was rated one of the worst films ever created. directed by some guy called ewe bowe who didicates his life to making dodgey films based on games such as house of the dead......Still no reason why that should effect this game any.
HEY! So Cool!!! Nice game, in a new world 3d!!!
Looks spectacular! Finally some adult PC games. As long as they have topless women and don't turn it into a MMORPG I will be delighted to purchase it.
never heard of the movie? jesus... it was a game first anyways on the ps1 or 2? cant remeber but im sure it will be awesome as the game was very succesful.., and the movie well i wasnt disapointed
Never heard of the movie, but I hope this is good.
the movie was ok this should be good
very nice^_^ i love alone in the dark
Sweeeeeeet!!
Awesome stuff.
Very cool