GameSpy: Is the game a truly freeform FPS or does it guide you on rails at all? Chris Gray: For starters, we are keen to avoid being labeled as a first-person shooter due to the assumptions that would be made about the style of gameplay. Although there are combat scenes that resemble the more standard gameplay associated with FPS games, there are also several sections where the player is completely unarmed and is faced with no other choice but to run for their lives. So, it's equal parts FPS, horror, and survival, with some puzzle-solving bits thrown in for good measure. As for the level of linearity of the gameplay in Dark Corners -- the inspiration for the game has come from the tales of Lovecraft, and we are pushing the strength of the narrative, so to try and create something that was completely freeform would likely dilute the power of the story. That is not to say the game is completely on rails, but we have designed the levels so that the player feels as if they are playing through the story as opposed to just being guided through it. Also, some levels are more open than others, so although the player has certain objectives that need to be met, the order that these need to be accomplished in is not fixed. Furthermore, there are some secrets and puzzles that are not essential to reach the end of the game.