The Coma 2: Vicious Sisters, A Relentless Korean Horror Game
The makers of Vambrace and The Coma: Recut provide a unique glimpse into the dark side of Korean culture with their new title
The Korean survival-horror adventure Coma 2: Vicious Sisters is
coming soon to Nintendo Switch, PlayStation®4, and later this year,
Xbox One. Today, we share some insights from the developers at Devespresso Games about the sequel’s development and what makes The Coma’s universe and its lore stand apart from other survival-horror games.
Tristan L. Riven, the narrative mastermind behind the sinister story of The Coma and Vambrace: Cold Soul, explains how the project came together:
“Devespresso Games finished developing our debut title for PC, The Coma: Cutting Class, in 2015. It soon came to consoles, with a content update, as The Coma: Recut. Over the course of developing Cutting Class,
we often confronted lingering doubts about whether we would even finish
the project. We never expected to have the privilege of releasing its
sequel on consoles five years later.
As a team, we’ve learned a lot since the original game’s launch, but the fundamentals have remained the same; The Coma 2: Vicious Sisters’ Korean setting, survival-horror gameplay, and Lovecraftian
themes frame a dark story. Players will explore the coming-of-age
difficulties many high school students face through the eyes of new
protagonist, Mina Park. This, within a culture that emphasizes an
insatiable drive for success - often at the expense of the wellbeing of
those who wish to maintain their competitive edge. The interpersonal
struggles between the game’s characters are laid bare through this
context.
Korea’s
educational system is, arguably, the ultimate institutional
representation of the nation’s obsession with high achievement. It was
fitting that a high school would be the perfect setting for the story we
wished to tell. Our initial developmental limitations kept us grounded
at Sehwa High in Recut. When we approached Vicious Sisters,
however, we decided to look beyond those school grounds. What stories
could we tell if we journeyed into the surrounding district? As a studio
based in Seoul, we’re blessed with an abundance of creative inspiration
for The Coma’s universe, and we took full advantage of that.
Recut had players take on the role of Youngho Choi, a hapless
student who finds himself trapped in a twisted version of his high
school. A core theme in the first game is “success, but at what cost?”
This current ripples through the narrative presented within the school
setting; as Youngho searches for a way to escape, he begins to expose
the tangled web of broken relationships between the students and
teachers of Sehwa High. Vicious Sisters builds on this world
through the journey of Youngho’s childhood friend, Mina Park. She’s a
Sehwa student searching for answers about Youngho’s fate and, even more
pressing, an escape from this shadow realm. She’s forced to leave her
school in search of these answers while being hunted by a relentless
slasher.
Vicious Sisters is bigger and more ambitious than Recut in
every way. Free from the school, we were liberated to create more
iconic Korean settings, like a subway station and traditional market.
These spaces are familiar to anyone who has lived in Seoul for some
time. Each provides a cultural glimpse, albeit a twisted one, of life in
Korea and the daily struggles of the people who frequent those places.
This larger world also gave us an opportunity to expand the universe
with an expanded cast of characters, deeper lore, and more exciting
story twists.
The Coma: Recut explored the well-known perils of stress and
suicidal tendencies facing Korean high school students. Now, players
navigate through the Shadow Realm through the lens of Mina’s personal
experience. Doing justice to the portrayal of her intimate relationships
and growth on this journey was a major priority. This had to be her
story, and Mina contends with gossip, bullying, and reputation
destruction.
Minho Kim’s distinct Manhwa (the Korean version of Manga) illustrations
add new depth to the story. We’re sure players will enjoy the added
immersion that’s offered by the dynamic comic panel scenes that shift
based on player behavior. In fact, this is a key element of gameplay and
several playthroughs are necessary to view all the game’s content and
unlock its various endings.
Of
course, a more dynamic story requires an expanded character roster, and
Minho’s illustrative prowess is on full display. New cast members join
the fray, like a traditional Korean shamaness (called "mudang") and a
holy priest, both called forth to fight the powers of darkness. And, it
wouldn’t be The Coma without the series’ iconic Dark Song
stalking alleys and hallways. She’s more fearsome than ever now, and
falling into her clutches could spell instant doom. Players must
exercise great caution while exploring their surroundings."
The Coma 2: Vicious Sisters will hit Nintendo
Switch and PS4 later this month. We’re excited to share the next step in
what has been a very personal journey for us. It’s a small slice of
interactive Korean culture that is, until now, generally lacking in the
Western gaming scene.