Vile: Exhumed - Cara Cadaver's Disturbing Personal Journey

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The Journey of a Personal Horror Game

Cara Cadaver’s journey into game development began with a desire to express herself in a way that felt authentic. She wanted to create something that resonated deeply, and her first game, VILE, was the start of an intense and personal exploration. With the support of DreadXP, she expanded VILE into VILE: Exhumed, a more extended and disturbing experience that blends FMV techniques with analog aesthetics. This game delves into the disturbing obsession of a single character, offering players a harrowing journey through their mind.

During an interview, Cara shared how her passion for horror and storytelling led her to game development. She mentioned that she had always been creative, but found it difficult to communicate her vision effectively. Her work in landscaping, which often involved long hours under the sun, left her desperate to create something meaningful after work. It was during this time that she discovered Bloodwash, a game that inspired her to explore the medium further.

Cara admitted that she is self-taught, but credits her mentors for guiding her along the way. She started experimenting with small projects before developing VILE. One of these early projects, Attachment Not Found, showcased the beginnings of the themes that would later appear in VILE. She began working on VILE in 2021 or 2022, and the project evolved organically as she created it.

Cara emphasized that making VILE was an intuitive process. She always intended for the game to be personal, but she never expected it to resonate so deeply with players. She described the experience as cathartic, comparing it to releasing emotions that had been locked away for years. Creating such a personal project was challenging, as it required her to revisit painful memories and experiences. However, she found it rewarding and felt that she was doing justice to her own story.

Expanding VILE into VILE: Exhumed was a natural progression. The original version was a proof of concept, and Cara realized there was more to tell. She wanted to include additional elements that she had initially omitted due to time constraints. The extended version takes around an hour and a half to complete, and it offers a deeper exploration of the story and its themes.

The game’s setting, which involves exploring the computer of an obsessed fan, reminded many of the film Perfect Blue. Cara appreciated the comparison, as it is one of her favorite movies. She explained that creating the game required her to step into the headspace of an obsessed fan, which was uncomfortable but also grounded in real-life experiences. Some of the behaviors depicted in the game were based on real events, and she found it easy to draw from those experiences.

In terms of the game’s visual style, Cara used a combination of FMV (Full Motion Video) and pixel art. She experimented with different techniques to create realistic gore and effects. She used leftover Halloween blood and took photos using her iPhone, often in awkward angles to avoid revealing the camera. This approach allowed her to create a grounded and impactful experience without relying on overly stylized visuals.

Cara’s work on VILE: Exhumed involved not only writing and directing but also editing and producing the video content. She enjoyed the creative freedom it provided, drawing inspiration from horror movies and found footage genres. She mentioned that she is a fan of films like Creep and Creep 2, which influenced her approach to storytelling.

Looking ahead, Cara is already thinking about her next project. She wants to continue creating personal stories that resonate with players, even if they take unexpected turns. She believes that telling personal stories is what makes her work special, and she hopes to have the opportunity to do so again.

For now, VILE: Exhumed is available to download for free at VileIsBanned.com. Despite facing censorship and bans, Cara remains committed to her creative vision and the importance of artistic freedom.

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