Making The Twilight Zone VR Means Hiding Its Plot Twists From Savvy Players

The Twilight Zone began as a sci-fi anthology series where writers used elaborate and fantastical worlds to critique the one they actually lived in. Though its episodes often dealt with things like nazis, the Red Scare, and the threat of nuclear war, it would shade these topics in aliens, robots, and plots of early space travel. The black-and-white series was more than a timestamp of the post-World War II landscape it was born into, however. It remains a classic today, thanks to its timeless angles on topics such as xenophobia, beauty standards, and human loneliness, just to name a few.

The far-reaching series has often been duplicated but never replicated in the 60 years since it went off the air. It’s even been rebooted no fewer than three times, including a short-lived 2019 revival featuring Jordan Peele as its host and narrator. Its most recent iteration comes not on television, but in virtual reality. The Twilight Zone VR is a three-episode anthology launching on July 14 for Meta Quest 2 headsets. It’s also coming to PlayStation VR 2 at a later date. GameSpot caught up with the team behind the game to discuss what it’s like stepping into Twilight Zone creator Rod Serling’s shoes, why the show has remained relevant decades later, and how to not tip your hand to the audience when they’ve become the protagonist in their own twisted allegory.

“We have a big responsibility,” Fun Train CEO Douglas Nabors told GameSpot. “We’re a smaller company trying to make our way in VR, which is not the easiest place to survive. And we have big shoes to fill. There’s this history of expectation of games based on successful television or feature films–they’ve not always been great.”

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