Summary

In 2013, writer and game designer Luciano Sgarbi approached his friend Joe Conway with a simple pitch: “I want to make a game that’s likeBaldur’s Gatebut with platforming.” The result wasWitchmarshand its prequelTea Party of the Damned,two CRPG/platformer hybrid games set in an alternate 1920s America inhabited by witches, warlocks, Lovecraftian nightmares, talking cans of oysters, and much more.Witchmarshis still in development, whileTea Party of the Damnedis set to release later in 2024. As both games developed, they grew significantly from the original pitch - but the ultimate goal of “Baldur’s Gatewith platforming” can still be seen at the setting’s core.

Game Rant spoke to Sgarbi about the development process ofWitchmarshandTea Party of the Damned,and the writer listed a number of influences ranging from games to literature to music. The shorter, self-containedTea Party of the Damneddraws very heavily from the works of HP Lovecraft, includes a private eye character inspired by Chester Himes' Grave Digger Jones and Coffin Ed, and seeks to emulate the rich plotting and branching dialogue of successful fantasy CRPGs, including theBaldur’s Gateseries and particularly recent entryBaldur’s Gate 3.

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Like Baldur’s Gate, Witchmarsh Prioritizes Characters While Building A Rich Fantasy Setting

When asked which games inspiredWitchmarshandTea Party of the Damned,Sgarbi listed several, primarily story-rich RPGs with fantasy or fantasy-adjacent settings. His list included:

[Witchmarshis] kind of likeBaldur’s Gateor theWizardry: Cosmic Forgetrilogy games, but as an action platformer. So they were another two big influences…we’ve been inspired by theShadowrun Returnstrilogy, that’s absolutely fantastic… And finally, most recently of course,Baldur’s Gate 3,because that’s shown us what a truly great modern CRPG can deliver.

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LikeWizardry,Shadowrun,andBaldur’s Gate, Witchmarshtakes place in a monster-filled setting that isn’t afraid to explore the horrific sides of fantasy.Tea Party of the Damned,in particular, takes place in a bizarre, sinister underground realm that has much in common withDungeons and Dragons’Underdark, teeming with foes ranging from tentacled “jelly men” to enormous acid-spitting alien sea urchins. The games also focus heavily on dialogue and character interactions - inTea Party of the Damned,everyone has hidden motivations, and players must interrogate suspects and even their own party members to learn what secrets they may be hiding.

Sgarbi admitted that one of the player characters, the Guardian, a wood spirit disguised as a human private investigator, featured particularly strongBaldur’s Gateinfluence - being drawn somewhat from theDruidcharacter he himself is currently playing inBaldur’s Gate 3.He also said that3in particular inspired him to implement more in-depth NPC interactions and branching dialogue, after seeing the full potential of a modern CRPG.

Other Witchmarsh Influences Included Undertale, Lovecraft And More

Luciano Sgarbi also cited Toby Fox’s iconic indie titleUndertaleas an inspiration, particularly inTea Party of the Damned. Undertale’suse of a cell phone mechanic where players could contact the main characters to get their input on various plot events inspired the creation of a “guide” character inTea Party of the Damned,a talking can of oysters who hangs out in the player’s backpack. Another character with shades ofUndertaleis the streetwise fire elemental, dressed in “a full three-piece suit with pinstripes,” who certainly brings to mind the similarly suave bartender Grillby.

In addition, Sgarbi listed literary influences includingHP Lovecraft’scosmic horror and PG Wodehouse’s humor, which will definitely make a fascinating blend when mixed together inTea Party of the Damned.TheWitchmarshprelude is currently planned to release in Early Access on Steam later in 2024.