White Night, the survival horror game from indie team Osome Studio, launches March 4 on PC, PS4 and Xbox One. Intrigued by the studio's first game we fired over a few questions for creative director Ronan Coiffec to discuss inspirations, resolutions, game length, review scores and more.

Q: Why did you decide to make White Night your first game?

A: We started working on White Night for multiple reasons. Firstly, we have experience with adventure games (Alone In the Dark 5, Remember Me, Life Is Strange) and we knew where we were heading with the production and technical aspects. We were also very excited with the specific artistic style and the survival horror world - we wanted to bring new ideas and a unique atmosphere to this game genre. And finally, it had a lot to do with nostalgia.

Q: I've seen some criticism that the idea of a scary mansion is a little clichéd and perhaps overused. What's your argument for choosing the mansion setting?

A: When we were working at Eden Games, we had the opportunity to work on a prototype of an actual remake of Alone In The Dark 1, which was cancelled, sadly. Five years later, when we started working on White Night, the mansion appeared like a reminder, as a real tribute to that first survival horror game. Also, the mansion is a symbolic place, with a strong meaning, which offers many interesting opportunities for staging.

Q: As far as I know White Night is a standalone game, but would you consider future games using an episodic model as Capcom is trying with Resident Evil Revelations 2?

A: For now, we are concentrating on the release of White Night. We can't wait to see the reception that players give the game and we hope they enjoy it!

Q: Do you have ideas for a sequel or would you rather try new game ideas?

A: We always have lots of ideas, but right now we're focused on launching White Night.