"Our Game Isn't Gore Porn" Says Director of Game Featuring Graphic Horror Trailers
The story trailer for Ill, released earlier this month, is a masterclass in shock value, featuring stomach-churning visuals like a zombie baby's skull being crushed and someone's eye being scooped out with a knife. While the narrative might be a bit lost in the chaos, Max Verehin, CEO of developer Team Clout, assured me that the game has a compelling story beneath the gore. The visuals, he explained, are inspired by one of the most iconic horror sequences in video game history: the infamous We Don't Go to Ravenholm chapter from Half-Life 2.
Balancing Shock and Story
Verehin emphasized that Team Clout has a deep-rooted connection with the horror genre, with team members drawing from diverse backgrounds in games, movies, art, and concept design. "Like many players and audiences in general, we’ve reached a point where it's quite difficult to surprise us with anything in this genre," he said. That's why the team aimed to create something truly fresh and unconventional — a project that would reignite the raw emotions that have grown a bit dull over time.
During initial brainstorming sessions, the team embraced bold and unconventional ideas, allowing their creativity to run wild. Only later did they focus on finding a balance — how to push boundaries without crossing the line. "We aren't trying to do gore for the sake of gore," Verehin said. "Our game isn't 'gore porn.' It aims primarily to scare and entertain, rather than just shock."
The Narrative Behind the Gore
The latest Ill trailer hints at a story involving a mysterious plot and characters caught in the world's worst hospital. You, the player, apparently wake up from a coma and are thrust into the role of cleanup guy. While the premise might not be groundbreaking, it's not your typical survival horror experience either. "Ill combines horror and action," Verehin explained. "Since we are fighting monsters rather than actual humans, we expect that tearing through them will bring a sense of fun against the backdrop of the general, oppressive horror."
The comparison to Half-Life 2's Ravenholm is apt — a grim location filled with headcrabs and zombies. The original Ravenholm segment was memorable for its unique gameplay, combining the gravity gun with conveniently placed buzzsaw blades. While Ill might not be as bloody as Ravenholm, it offers a visceral experience that goes beyond conventional firearms.
Modernizing the Classic Horror Experience
Verehin reflected on how the Ravenholm sequence left a lasting emotional impact. "Given the technology of that era, it created the perfect emotional impact," he said. "Today, the tech is vastly different, expectations are higher, and the bar for delivering those same emotions to players has risen. And we are doing our best to achieve that exact same effect, but with modern standards."
Despite the advancements in technology, Ill has faced criticism for its graphic content. Verehin acknowledged that the realistic depictions of "skull explosions" and other gore-heavy moments might put some people off. However, he noted that no single game is going to appeal to everyone. Based on the enthusiastic responses to Ill trailers on YouTube and the game's high number of Steam wishlists — currently among the top 10 — he believes the team is on the right track.
"We have a lot more content to share down the line, and players will get to see even more elements and mechanics that the game has to offer, which will naturally shape the overall perception as well," Verehin said.
A Curious Case of Horror and Gore
I'll admit that I'm curious about Ill. I'm not a fan of horror games and don't typically enjoy graphic gore, but the game has put on enough of a wild freak show that I'm actually considering giving it a try. Ill is set to launch sometime in 2027, and I'll be watching closely to see if it can truly deliver on its promise of fresh, unconventional horror.