Resident Evil and Silent Hill inspired Bizerta: Silent Evil from the rising independent studio Edrox Interactive is shining light into the horror genre's presence on Wii U.



After beginning production in September 2014, with a planned PS Vita/PlayStation Mobile release, German studio Edrox Interactive were forced to revaluate the future for their upcoming horror IP due to publishing restrictions for the handheld. Since then, the studio has ultimately made the jump over onto Nintendo, officially delaying the game's development on other platforms.



Bizerta: Silent Evil sets the stage inside a disheveled mansion, softly lit by the moonlight overrunning its foliage and blanketing corridors with darkness. Players, armed with a flashlight, are confronted with panic inducing gameplay elements, driving forward into the monstrous nightmares lying in wait lurking silently beyond the shadows.



Cubed3 contributor Randy Freer interviewed the team, with an exclusive look at the first screenshots of Bizerta: Silent Evil in motion.



Randy Freer, Cubed3: Welcome, Edrox Interactive.



Ouissem.M: Hi Randy, thank you for inviting me today!



Randy: So what games did you play growing up, Ouissem?



Ouissem: Well that's a good question. I've played too many games; it will take me more than 20 years to talk about them!



Randy: Well, what games do you miss the most today?



Ouissem: Probably JRPGs with story, or action adventure games with puzzles - like Resident Evil!







Randy: How did Edrox Interactive begin development last year?



Ouissem: Well, I simply have too much free time so I was bored and began developing games! I'm currently in the process of registering my studio officially, so far it's just a name I've chosen to publish my games under in the future.



Randy: Did you always know what you wanted to create?



Ouissem: I had many ideas and stories in my mind, and the only way that I can share these stories is by making them into games. I know exactly what things I want to release; currently I am switching between two different projects.







Randy: That helps! What influenced you to create Silent Evil?



Ouissem: Good question! My dream was always is to be a game developer and now console manufactures are open and easier to access than ever. Besides, development has become easier and we can consider it cheaper too as most tools are being offered for free so there really is no excuse for not being part of this industry. It's now or never! The most important thing is that you have the will to finish the project.



Randy: Can be tough, at times, the way the market swings, it's completely unpredictable. Can you go into any details about the disruption you were faced with before coming over to Nintendo?



Ouissem: The biggest issue on Vita is that I have a PSM license so I can only publish a game with limited size on their store, which is 1 GB. That's simply not enough for my game. Actually, many people asked them for more but Sony keep ignoring them, so I feel that the PSM program is more suited for mini games or something casual, not for a horror adventure.







Randy: Nintendo's WiiWare, back in 2006, was pinned as a casual market. With the download restrictions with memory during the last generation and the effect it had, do you find it strange the situation has seemingly switched places this generation, to an extent?



Ouissem: Well that's true, but if you want to get more memory you have to apply for a full license, and that means you are required to pay fees and buy a PS dev-kit, so it's more expensive.







Randy: Wii U owners are regrettably starved for horror games; can you illustrate the core experience Silent Evil brings to the genre?



Ouissem: I wish I could tell you, gamers will have to play the game and judge it themselves. The most common mistakes that most developers do, is that they reveal too much about their games. The most important thing in a horror game is the surprise effect. Back in 1996, my father bought me Resident Evil and believe me I didn't know anything about it and I really enjoyed the experience and the story! The same thing with Dead Space when I bought it, I never heard about that game at all and it was amazing I really love it! So the key for Bizerta: Silent Evil is the surprise!







Randy: Earlier you hinted that you missed puzzles specifically in the horror genre, can Nintendo gamers expect to challenge puzzle based obstacles in Silent Evil or is it more geared to providing action oriented elements?



Ouissem: That's my goal actually - to try and combine these two elements. I won't make it easier for people to get out from this nightmare!



Randy Freer: Are there additional playable characters in the cast or does Silent Evil focus on a single protagonist?



Ouissem: Only one playable Character.



Randy Freer: A lot of developers at Nintendo have published their first game within a year of opening their doors; how is progress looking for you?



Ouissem: There is a big chance that I could finish the game this year. Everything from the models, sound, and animation are ready, but I cannot promise anything yet and will have to see how things go!







Randy: Silent Evil is going to have considerably more graphical capability on the Nintendo Wii U, how excited are you to be upgrading the IP and running it on the new console?



Ouissem: I'll be really excited once I achieve this goal!



Randy: How will gamers take advantage of the features only possible on the Nintendo Wii U GamePad?



Ouissem: Right now I'm still configuring what I can do with it since starting the game on Vita, I can't say too much about that today.







Randy: Since Ubisoft stopped after Zombi U and Capcom turning a blind eye to the system, do you think the bigger companies have essentially paved for talented indies?



Ouissem: Absolutely. You can only shine in niche market when it's your first step into the business. You just can't build a business inside overcrowded and competitive markets. It's better to avoid competing with big companies who are in constant pressure from their investors and all that matter for them is profit in first place.







Randy: I think I speak for everybody when I say we are happy to see this new game stepping up to fill the small void on Wii U's line-up. We wish you the best of luck at Edrox Interactive, you have our full support!



Ouissem: Thank you very much Randy! Wish you the best for your career too.



Randy: Thank you!

Be sure to follow the studio's updates on Twitter - @EDROXinc.

What do you think of the first look at Bizerta: Silent Evil on Wii U?