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Compulsion Games

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Compulsion Games Inc.
Company typeSubsidiary
IndustryVideo games
Founded2009;15 years ago(2009)
FounderGuillaume Provost
HeadquartersWestmount,
Montreal
,
Canada
Key people
Products
Number of employees
80[3](2021)
ParentXbox Game Studios(2018–present)
Websitecompulsiongames

Compulsion Games Inc.is a Canadianvideo game developerand a studio ofXbox Game Studiosbased inMontreal.Established in 2009 by ex-Arkane Studiosdeveloper Guillaume Provost, the studio developed the 2013puzzle-platform gameContrastand the 2018survival horror gameWe Happy Few.

History[edit]

Compulsion Games was founded inMontrealin 2009 by Guillaume Provost, who had previously worked forArkane Studios.[4]To raise funds for their first game, the team of Compulsion Games worked on external projects, includingDarksiders,Dungeon & Dragons: Daggerdale,andArthur Christmas: Elf Run.[5]

AtE3 2018,Microsoft announced they entered into an agreement to acquire Compulsion Games, which would become part of Microsoft Studios (now known asXbox Game Studios).[6]At the time of the acquisition, Compulsion Games had 40 employees.[7]By October 2021, the studio had further doubled its staff since the release ofWe Happy Few,and was working on a narrative, third-person perspective game, though would avoid some missteps fromWe Happy Few,such as using roguelike elements or an early access approach.[8]

Games developed[edit]

Year Title Platform(s) Publisher
2013 Contrast Microsoft Windows,PlayStation 4,PlayStation 3,Xbox One,Xbox 360 Focus Entertainment
2018 We Happy Few Linux,Microsoft Windows, PlayStation 4, Xbox One Gearbox Publishing
2025 South of Midnight Microsoft Windows,Xbox Series X/S Xbox Game Studios

Contrast(2013)[edit]

Contrastis a twilight adventure suspended inBelle Époquemagics andArt Nouveauesthetics, with afilm noiratmosphere and haunting soundtrack (Shadow Music: A Soundtrack to Contrast).Contrastis set in the 1920s, blending influences from the 1920sBurlesqueandVaudevilleera with some more classic film-noir elements from the 1940s.[9]The player controls Dawn, the imaginary friend of a little girl, Didi, who has the power to turn into her own shadow. She can do this any time, provided there is a lit area where Dawn's shadow can be seen. The original gameplay is based on the interplay of shadows and lights; Dawn has the ability to transit from the colourful3Dworld of the streets ofParisinto the two-dimensional world of shadows, flattening herself on the walls of buildings or rooms. The player can face unusual2Dplatform levels, provided the presence of favourable sources of light that can be moved to solve the puzzles. Provost worked withValvearound the time that the original video gamePortalwas released, and was inspired by how thePortalseries encouraged people to think about space in different ways. The idea of 2D shadow/3D world interaction came to him in a coffee shop in France, and seemed to be a great way of exploring new puzzle mechanics. The film noir world, and the narrative, flowed from this concept.

We Happy Few(2018)[edit]

We Happy Fewis a "cheerful" dystopia set in a fictional English city, Wellington Wells, which is inspired by the psychedelicLondonof the '60s. It is about aretrofuturistic-fashioned society formed following analternate timelineof events withinWorld War II,which is on theverge of collapsein the mid-1960s. The residents of the city, seeking to forget an unspeakable horror they committed, began taking ahallucinogenicdrug called "Joy" that brings them euphoria, but also leaves them easily controlled and lacking morality and understanding. Players control one of three characters, who becomes dubbed as a "Downer" after choosing to stop using Joy, and must try to survive long enough to complete something important and personal to themselves, all while trying to escape the city before the impending social collapse. Played from afirst-person perspective,the game combines role-playing, survival, and lightroguelikeelements, with the developers focused on creating a story with strong narratives, gameplay underlined by a sense of paranoia, and decisions having moral grey areas and weight that influence and affect later parts of the game. This peculiar mix of laughter and dystopia, another "contrast" after the lights and shadows of the previous title, is inspired by the filmBrazilbyTerry Gilliam,in turn inspired by the quintessential dystopian novel,George Orwell'sNineteen Eighty-Four.In the first trailers, traces ofStanley Kubrick's filmA Clockwork Orangecan be recognized. The aesthetic resemblesBioShockbecause Compulsion Games seems particularly linked to theArt Decostyle, also present inContrast.The world ofWe Happy Fewisprocedurally generated.[10]

South of Midnight[edit]

South of Midnightis an upcomingThird-personaction-adventure video game developed by Compulsion Games. Set in the atmospheric backdrop of the American Deep South, blending a narrative with unique art direction and deep thematic gameplay elements. Described as a "wide linear" game, South of Midnight features some explorable areas that are gated, requiring players to complete the story in each region before progressing to the next.[11]

The game uses magical realism as a way to quickly draw the player into its world. Taking inspiration from European, Caribbean and African storytelling, Compulsion engages its audience into a location not often seen in games of this scale. The player controls a "weaver" named Hazel who repairs tears in the grand tapestry behind all of existence. The magic system is based around textiles with the player being able to weave strands of reality into useful tools and weapons to ward off creatures that have escaped through the tears.[12]

References[edit]

  1. ^Pavlovic, Uros (20 December 2019)."David Sears, creative director of Compulsion Games, and his studio, talk about the acquisition of Microsoft".Wccftech.Archivedfrom the original on 10 January 2021.Retrieved14 January2021.
  2. ^Curtis, Christopher (28 June 2018)."Microsoft picks up Montreal's Compulsion Games: 'We get to just create'".Montreal Gazette.Retrieved16 October2023.
  3. ^Mäki, Jonas (10 September 2021)."Compulsion has doubled in size and is developing a third person game".Gamereactor.Retrieved11 September2021.
  4. ^Gilbert, Henry (14 August 2013)."8 rising indie developers to watch".GamesRadar+.Archivedfrom the original on 17 January 2019.Retrieved5 July2019.
  5. ^Pavlovic, Uros (24 May 2018)."We Happy Few Slapped With Aussie Classification Board Ban".PlayStation LifeStyle.Archivedfrom the original on 9 February 2019.Retrieved5 July2019.
  6. ^Grubb, Jeff (10 June 2018)."Microsoft Game Studios just added five new studios including Ninja Theory".Archivedfrom the original on 10 June 2018.Retrieved5 July2019.
  7. ^Romano, Sal (10 June 2018)."Microsoft acquires Undead Labs, Playground Games, Ninja Theory, and Compulsion Games".Gematsu.Archivedfrom the original on 9 February 2019.Retrieved5 July2019.
  8. ^Middler, Jordan (17 October 2021)."Xbox's Compulsion Games is working on a 'third-person single player game'".Video Games Chronicle.Retrieved17 October2021.
  9. ^Reeves, Ben (4 April 2013)."Contrast: Diving In And Out Of Shadows".Game Informer.Archivedfrom the original on 10 August 2018.Retrieved5 July2019.
  10. ^Clayton, Whitney (2017)."You Look Smashing: Procedural Art Direction of 'We Happy Few'".GDC Vault.Archivedfrom the original on 9 August 2018.Retrieved5 July2019.
  11. ^Games, Compulsion."South of Midnight".Compulsion Games.Retrieved13 June2023.
  12. ^Joe Skrebels (11 June 2023)."South of Midnight: The Hidden Details in that Gorgeous Reveal Trailer – Exclusive Interview".Xbox Wire.Retrieved22 December2023.

External links[edit]