Martha Is Dead - WIREDGary
Hello again everyone!

We are almost there, launch week has arrived and on Feb 24th you'll all be joining us in the Tuscan countryside to share Giulia's story... we hope you're as excited as we are!

Today we have another episode of Martha Uncovered for you and as always another entry from Luca Dalcò himself on how the soundtrack came together.

In this episode we turn our attention to the atmospheric soundtrack of Martha Is Dead, featuring the works of underwater music specialists Between Music and their Aquasonic project; The Town of Light composer Aseptic Void and his moody yet spinetingling tonere and reimagined versions of classic tracks including Schubert's Ave Maria, O Bella Ciao, with original tracks written and sung by Francesca Messina, AKA 90s disco star, Femina Ridens

You can watch the new episode right here :



For Martha is dead, immersion and atmosphere are key elements.
It goes without saying that the soundtrack is one of the most important elements.
That's why I want to tell you how the soundtrack of Martha is Dead was born, a particular soundtrack, heterogeneous, not edited by a single composer. Similar to what happened with our previous title, The Town of Light.

If I said that this is a choice made at the table, I would be lying.

It is actually a consequence of the great attention paid to the contribution of music, which has always led us to want more than what a single artist can normally offer.
I do not say this to belittle artists, quite the opposite.
Each of them, at least those we have wanted to work with, has their own style, very precise and suitable for certain things, but not for others.
I like an artist who has a personal style, who is not too flexible, because it gives me the feeling that he has his own vision and that this vision can be a great contribution to originality and uniqueness.
I like less those who make do with everything because I think that very easily the work, however perfect and professional it may be, will be less inspired, at least for the kind of product that characterises LKA's game,
It's a personal point of view and I could certainly be proved wrong countless times, but by now it has become a modus operandi of LKA that, at least up to now, has perhaps made things a bit more complex, but has given us great satisfaction.



In the case of The Town of Light, Davide Terreni (Aseptic Void) took care of most of the musical content of the game and the relationship continued with Martha.
He succeeds in creating a disturbing atmosphere with tracks that are present but not invasive and that, for this very reason, get into your bones.
I want to underline this important and by no means obvious aspect. The ability to maintain a strong authorial character, a very precise vision of his work without ever going overboard and occupying too much space. A great quality!
In the moments when anxiety and anguish enter the scene, Davide's work is fundamental.
Could I ask Davide to compose a light and cheerful melodic track?
No, I would never do that!

Nonetheles we needed to evoke the spirit of the times, as well as some more melodic tunes, and that's where Francesca Messina (Femina Ridens) came in and did a fantastic job.
Francesca has also studied acting and we met by chance to record provisional vocals for Martha is Dead, to test that the writing worked.
Talking to her I discovered that Francesca was mainly a composer and a singer... we had a rehearsal, which was enough to understand that we were in tune, that we understood each other immediately!
That's how all those 1940s Italian vintage-style songs were born.
Technically damn difficult in their external frivolity and simplicity.

In some of the articles about Martha is Dead I read "The team used original music of the period", which makes me understand that we have achieved the objective of recreating the right mood.
But beware, this is not music from that time.
They are tracks composed from scratch for the game and the lyrics were written specifically and often have subtle references to Martha and Julia's world.
The great thing about understanding each other is that the need to rehearse is drastically reduced and we took advantage of this to make lots of tracks!
They are fun and light-hearted, that form of almost forced lightness that in those years was necessary to counter the horror of a world gone completely mad.

These tracks create, precisely with their cheerfulness and frivolity, that disturbing contrast that comes from juxtaposing something innocent with something horrible.
Think of dolls, toys, children and how much they are used in horror productions for precisely the above reason:
contrast.
The blunter the white, the blacker the black will appear!
Francesca did more, however, creating other tracks, some original, written by her for Martha is Dead, others inspired by famous songs such as "bella ciao", of which she made a dystopian version with great impact, and a very special "Ave Maria" by Shubert!



Another chapter of the Martha is Dead soundtrack, after Francesca and Davide, was the result of a chance discovery by our technical director, who also has great artistic sensitivity, and who one day said to me: "Luca, look at these guys.”
On Youtube I saw a group of weird men and women playing and singing underwater, in big tanks.
I couldn't believe it!
It was Aquasonic, a Danish band that plays underwater. Yes, underwater! With specially modified instruments and equipment.
The element of Martha is Dead is, without a doubt, water. Their sound was simply perfect for certain scenes in the game.
Our publisher, Wired Production, having faith in our artistic vision, always gives us a pass on these 'whims' and so the tracks we wanted from Aquasonic are now part of the Martha is Dead soundtrack!

Martha is Dead's soundtrack has become quite substantial, so much so that it takes up 3 entire vinyls in the collector's edition!
I sincerely hope that it will accompany you pleasantly during the game and give you the right emotions!

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Alright, that's it for this todays entry - be sure to keep those ears nice and sharp as you journey through Tuscany, we promise that the music massively enhances the atmosphere of the game!

We are a matter of DAYS away from launch now - and we hope you'll be ready to celebrate launch with us on Thursday! We'll be live in the Steam page with some insights from the developers, gameplay from localised content creators, and maybe a special episode of uncovered itself!

Until then, one last big push - we've been absolutely humbled by your support so far, and we cannot thank you enough! But if there is anyone who has even LOOKED at a video game before that hasn't heard of Martha - be sure to send them the wishlist link below.

We'll see you in 3 days!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

Learn more about Martha Uncovered and the rest of #WiredLive content on the Wired website : Wired Live Site

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Martha Is Dead - WIREDGary
Hello again folks - NINE days to go until launch now and you might just be able to tell we're getting a little excited!

Before we dive into the blog today, we'd encourage fans to check out a small update we posted in the forums on some news that we dropped at the end of last week, hopefully it will answer any pressing questions you may have!
We've got a bit of a double feature for you today, in the form of the fourth episode of Martha Uncovered, AND an accompanying blog written by Luca Dalcò on photography in the game (the subject of that 4th uncovered video!

We'll drop the new episode for you right here - then read on for more words direct from the pen of Luca himself!



It was the very beginning of the development of Martha is Dead.
It was one of the first ideas not strictly related to the story itself.

Photography.
Photography on film.
Photography with cameras from the 1940s!

The whole team immediately liked the idea.
We have quite a few antique cameras in the studio and we immediately started playing around with them and fantasizing.

Photography was totally different from today.
The result was to capture an image, then only on paper, but it was still an image!
If the result was the same, the same cannot be said for the method.
Nowadays there is no time frame from shooting to viewing.
As soon as the picture is taken, we see the result or, at most, we have to tap our finger on the screen of a smartphone.



There was a time when days or even weeks could pass between taking the picture and viewing it.
We shot carefully. Every single shot cost money, and not cheaply.
The roll of film contained enough film for several shots (in more recent times 12, 24 or 36). So before developing and printing, the film had to be finished first. Taking 36 photos was not something that could be done in 10 minutes like today, it could take days.

Then the film was developed, a tedious operation that had to be set up in pitch black and then emptied and filled a small tank with developer acid, distillate water, fixative and more distilled water.
The film was taken out of the tank, dried thoroughly and then carefully cut.
Now you could print.

Each shot had to be placed in the enlarger and on the paper, find the right level of magnification, focus with a special tool and make exposure samples at increasing times, print (i.e. pass the paper through three development baths, rinse and fix), establish the right exposure time and print the whole photo which also passed through three baths plus a final rinse before being hung up to dry.
To print 36 photos at home would take you a whole day if you were not a novice.



Mamma mia what hard work!

But what incredible magic when you saw the image slowly appear on the paper!
There was really something magical about it that has been lost with digital.
To tell the truth, the first digital photographs I took seemed more like a miracle than magic... but comfort is accepted and metabolised quickly and the poetry that was there and that was linked to the wait, to the fear of making a mistake, to the small number of tests you could do has disappeared forever.

But let's get back to the game.
We set out to make a sort of simulator of THAT photograph.
There was no exposure meter in the camera, what you saw on the glass (and you saw it badly) only responded with the to the focus.
For the rest you had to use an external meter, have a lot of experience or hope for the best.
This is the first aspect that turned our noses up.
We imagined the player having to take the picture, go to the darkroom to see that the picture is black or burnt, go back, try again... no, too frustrating.




So we started a process of simplifying the process.
The first liberty we took was to make the camera's screen so that it would respond to the exposure and let us know immediately whether the photo would come out or not.
We thought it was basically like knowing how to use a light meter, but more rewarding.
However, we didn't alter the need to adjust exposure time and aperture because, through these settings, you can achieve particular effects on the photo, such as increasing or reducing the depth of field.

Basically we tried to cut out the things that didn't offer any excitement, like rocking a small tank for 15 minutes every two minutes, and instead kept the things that have feedback and affect the photographic composition itself, like being able to decide how much to enlarge the photo when we print it.

Rather than droning on about chemical processes and repetitive operations with no appeal, we thought it was better to work on accessories.
At the time, little or nothing was done in post-production, and you had to construct the photo when you took it.
So coloured filters to alter the contrast, the sensitivity of the film to be used, additional lenses to reduce or increase the magnification were fundamental accessories to obtain good results and you will find them all in the game! As well as additional skins to make the camera body more personal.

Photography will drive some parts of the gameplay to advance the story and also to explore some aspects of the game, but my hope is that a lot of people will try to take personal shots, to get impactful, particular, surprising images.



We'll probably run some contests, but it's too early to say,
let's get the game being released first.
We are holding our breath, the programmers are working 16 hours a day 7/7, the others a little less.
We risk seeing compromised the psychophysical balance of our beloved technical director, who on one hand has to fix problems together with the other programmer (that is luckly younger) and on the other hand has to stop those of the team who, even now, would like to add something new ... but that's how it is and it must be, when you are driven by passion you NEVER want to stop developing, the world of Martha lends itself to so many of those insights and adventures that we could go on forever.
But who knows, maybe later some additional content ... everything will depend on you players of course, as always is!

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Alright, that should just about do it for today! If you've made it this far then thank you!
As we said at the top we are bearing down on launch day FAST - so keep an eye on our socials below as we share more things from behind the scenes, competitions (you know we're giving away a Steam deck... right?) and more along the way!

And as always, wishlists are worth their weight in gold!

Have a great week!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

Learn more about Martha Uncovered and the rest of #WiredLive content on the Wired website : Wired Live Site

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Martha Is Dead - WIREDGary
Hello everyone! Only 17 days to go until launch, and Episode 3 of Martha Uncovered is out now!

And would you believe it is also the birthday of Luca Dalcò (Our CEO and founder who you'll see in the video!) Happy birthday Luca!

In this episode, we take a quick peek at the replication of real life Tuscan locations in Martha Is Dead, and the benefits of being able to pull your inspirations and reference materials from right outside your front door! 

We also touch on the difficulties in recreating locations and buildings from times long past, share some comparison shots of real locations with how they look in game - and give an insight into the real world impact of the war on 1940's Tuscany, and how local knowledge makes it easy to look past the surface level to things much darker...



Once you've give the video a watch, maybe share some of the strangest folklore tales from where you live in the comments? Or just wish Luca a happy birthday!

We'll be back with another episode next week, and maybe an extra blog before then - don't forget to wishlist if you haven't already and share with your friends!

Have a great week!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

Learn more about Martha Uncovered and the rest of #WiredLive content on the Wired website : Wired Live Site

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Martha Is Dead - WIREDGary
Hello everyone - it's hard to believe we are only 21 DAYS AWAY FROM LAUNCH NOW!, wow when you put it like that it almost sounds scary!

But rest assured we are VERY excited to bring you all to Tuscany on February 24th, and whilst we've been sharing the occasional anecdote and blog entry with you along the way - our publishers (Hey Wired Productions!) have also been cooking along something special with us.

We'd like to introduce you to 'Martha Uncovered' - a video series we've been making in the background as we go through development to better share with you things that go on behind the curtain when we make games from the mouths of the developers themselves!

Episode 1 features discussion on how Martha manages to retain such a striking atmosphere, what makes Martha Is Dead thematically different from others in the genre and how do you design a thriller with no jumpscares? And you can watch it here



Episode 2 features discussions on the similarities and differences between Martha Is Dead and LKA's previous game, The Town Of Light.
Whilst they may both be set in Italy, they share more than just a location...



We'll be sharing a new episode of Martha Uncovered every Monday as we speed towards release alongside our usual blogs! So keep your eyes peeled!

This is all part of a wider video platform launch from Wired themselves in the form of #WiredLive - a hub of content with the developers of their other upcoming indie titles, as well as wider industry focused content with people of note from voice actors to musicians, developers, CEO's and more!

You can find out more about that on their website : Wired Live Website

In the meantime, enjoy the first two episodes! We'll be seeing you VERY soon, and don't forget to wishlist and share with your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Martha Is Dead - WIREDGary
Hello again everyone and oh wow it's February already!! Another week, another opportunity to tell you more about Martha Is Dead, this time Luca Dalcò takes you on a trip through some of the films that have influenced him in recent times!



This week I would like to talk about "sources of inspiration".

I always find it difficult to answer this common question because I think that before talking about sources of inspiration one should always clarify what one means.

I would instinctively define a source of inspiration as an experience that moves sensations and emotions within us, which we then digest and, just as happens during the digestion, transform into nourishment for ourselves, into experience, thus becoming part of our experiential heritage.

In this sense everything is a source of inspiration, in the final analysis, our life is our source of inspiration. In my opinion, this is exactly the case! Our heritage of experience defines our sensitivity and, therefore, the way we express ourselves. Unless one decides to take a cue from something that does not belong to us and imitate it, in which case the meaning of inspiration is radically changed. This second conception does not belong to me.

I don't think the first definition is better or nobler, I simply don't consider myself capable of following this second path, which has given birth to many works of great beauty and perfection. I feel, or rather “we” feel, because I am convinced that it is a sensation shared by the whole team, that we are more comfortable coming to terms with ourselves, without having to respond to rules, symbols and consolidated facts that we often don't even know.

From a certain point of view, I think that in this way it is easier to give original traits to one's work, but it is certainly more difficult to manage to communicate with the same effectiveness and cleanliness. So, pros and cons.

Returning to the subject of sources of inspiration, I would like to limit myself to audiovisual and narrative products and in particular to the cinema, which is my main source. I am particularly fond of horror films. The kind of movies that use horror to tell a story and not just to frighten with jump scares.

I don't like the overused Hollywood horror standards at all. When I read "4 friends decide to go and spend the weekend..." I honestly wonder how there is still someone who doesn't react by thinking "Again? No way!" Many of my favourite films (and here subjectivity is absolute) are hard to find because they don't run on the mainstream circuit and generally have little visibility.

This is the reason for this blog.

I hope to introduce a few titles to some of you who are fans of the genre. A few titles that you may have missed, submerged by the bombastic marketing campaigns of infinitely inferior products, at least from my point of view.

There would be so many, but I'll try, as much as possible, to choose the lesser-known ones, the ones that critics often haven't made an effort to give visibility to, because they don't click and above all, the ones that aren't older than me! I don't like it when people praise the productions of 50 years ago and don't even know about the many valuable contemporary works that are silently redefining and elevating the horror genre as never before.

Let's start with this unreasoned list:

Ich seh, Ich seh, 2014, Austria, Severina Fiala, Veronika Franz
The main characters are twins... but that's not why I loved it and watched it 3 times. It's for the atmosphere that manages to be deeply disturbing from the beginning to the end of the movie.

Saint Maud 2019, UK, Rose Glass
Great psychological horror. Terminal illness, religion, mental illness. Difficult topics, handled masterfully by a young director who should definitely be followed.

Còrki dancingu (aka The Lure), 2015, Polland, Agnieszka Smoczynska
Visionary movie about mermaids. It is a peculiar and swinging product, at times questionable, at times sublime.

The Eyes of My Mother, 2016, USA, Nicolas Pesce
A black and white film, that, in my opinion, might as well not have been a black and white.
I find much to criticise, but, in the end, it is able to immerse, engage and develop empathy with the main character. Not a little!

November 2017,Estonia, Rainer Sarnet
A work of art. Horror only belongs to it for short stretches, but the atmosphere of this film is incredible. This is a black and white movie that could only be black and white movie!

Hagazussa 2017 Austria Lukas Feigelfeld
Another movie where there is the equivalent atmosphere of 10 mainstream productions, each with 10 times the budget. It may be reminiscent of Robert Eggers' far more celebrated "The Witch" (another wonderful film), but I found it deeper in the psychological analysis of the main character, so disturbing!

I am the Pretty Thing That Lives in the House, 2016, Canada, Oz Perkins
A little Netflix original gem, the director had already proven his skills with "The Black Coat Daughter", but this one! wow! The only potential problem is the deliberately slow pace. Better to know now!

Across the river, 2013, Italy, Lorenzo Bianchini
An Italian title, just one in this list... yes! Even if I were to lengthen the list very few would appear. Unfortunately, I don't like Italian cinema very much. I'd like to, I watch it, I try to, but I can't! It's a pain for me, a real pain. An exception is this film by Lorenzo Bianchini who, with a ridiculous budget, has produced a film of great atmosphere, a film that is really scary without making you jump off your chair. A rarity. Really a great one!



There you have it, quite a list right?!

Have you seen any of these films? Do you have any recommendations of your own? Share them in the comments below!

You'll be able to see exactly how these helped shape Martha Is Dead in... 23 days! That's coming quick! Be sure to wishlist the game and share with your friends, it's almost time for Tuscany....

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Martha Is Dead - WIREDGary
Today we are proud to announce that Martha Is Dead has a special physical collectors edition available for PlayStation 5, and including a Steam key as well for good measure!

The PlayStation 5 exclusive Collector’s Edition - which will be sold in limited quantities, with only 1,000 units set to be produced - is available to pre-order now for the UK and European markets exclusively via the Wired Productions Store with an SRP of £125.00. In North America, players will be able to pre-order from 8th February, via our friends at Limited Run Games with an SRP of $165.00.

Let's have a quick look at what's included!



Contents

⦁ The deeply evocative Original Game Soundtrack to this stunning game on Triple Vinyl with gatefold sleeve, including digital download copy.
⦁ A physical copy of Martha Is Dead on PlayStation 5.
⦁ Exclusive Metal Case featuring special artwork.
⦁ Hardcover Collector’s Artbook, showcasing an exclusive collection of artworks from the game.
⦁ ‘The White Lady’ book - recount the haunting tale of ‘La Leggenda de La Dama Bianca’, as told in the game.
⦁ Graphic Novel - discover events that precede this dark psychological thriller.
⦁ Tarot Cards - A full set of 22 exclusive Tarot Cards with unique artwork, as seen in-game.
⦁ Limited Edition Collector’s Coin Pack.
⦁ Double-sided poster featuring iconic artwork from the game.
⦁ Game Map, showing key game locations.
⦁ An exclusive sticker sheet.
⦁ Stunning Presentation Box.
⦁ Individually numbered Certificate of Authenticity.
⦁ A bonus digital copy of Martha Is Dead for the Steam Store.

Additionally, for those music collectors out there - the previously announced Triple Vinyl release of the soundtrack is also available to pre-order with a unique coloured variant of the triple Vinyl Soundtrack included in the collectors edition.

Available in strictly limited quantities, with only 500 copies produced, pre-order is now available via the Wired Productions Store, with an SRP of £50.00, for the UK and European markets. For North American customers, pre-orders will go live from 8th February (once again via Limited Run) with an SRP of $65.00



You can find the collectors edition link right here on the Wired Store : Martha Collectors EditionAs well as all Martha physical releases available right here : Martha Physicals

Pre-order links for North America will be announced and available in the coming days!

For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Martha Is Dead - WIREDGary
The release of Martha Is Dead is getting closer and closer, and with it also coincides the 6th anniversary of the release of ‘The Town of Light’! (TTOL).

Yes... it's been 6 years, and the amazing thing is, TTOL continues to reap its small success. The game continues to do well on Steam, player reviews keep coming and I keep getting excited, I admit it. This was our dream.

But Martha Is Dead and TTOL have much more in common than just both releasing at a similar time, (24th and 26th Feb, respectively), they differ by two days.

Many aspects of Martha Is Dead are also present in TTOL, so we thought we'd take a quick run down of their links and similarities for fans of The Town Of Light, and maybe introduce it to some people who have never played it before!

The Setting

The Tuscan countryside is the setting for both of these games. In TTOL we were in Volterra, in the Maremma (an area of Tuscany), with MID we are in the northern area of Chianti Classico, near Florence. We like to work with a territory that we can touch with our hands.
There is no better, more detailed a reference document! And then you also need to close your eyes and breathe the air of a place to fully understand it. Once an environment has become part of you, then you have the right sensibility to describe it without fear of being wrong or inconsistent.

I thought about setting the next game in a nice warm seaside place, at least we’d have to stay there for a couple of years to immerse the team at the right level. I will discuss that with Wired Productions (our publisher) ;-) Cape Verde? Sao Miguel? you choose, we go!



The period

A precise historical context is the second great reference manual. Again, you can move with more confidence in a real historical context and then there are many stories that enrich your awareness of the context and sometimes even end up in the game. This happens in both TTOL and MID, by the way the period chosen is very close, it was 1938 in TTOL and 1944 in MID. 6 years difference, what a coincidence! I just discovered this myself while I'm writing, 6 years is also the distance between the two game releases!



The Narrative Approach

Is very different. TTOL was a story being told, in MID we live the events while they happen. Nevertheless, the methodology used to create the protagonist remains the same: a real character. I have to have the feeling that I really know them, and to achieve this, the number of details studied, pinned down, written or just thought about are enormous, many of which are not present in the game, of course, but essential to give Giulia and Renée the credibility they absolutely need to enable the player to develop empathy with them.

Sometimes I hear music that relaxes me, tracks from the soundtrack of MID, Ludovico Einaudi, but also some singer that I particularly love, like “Coco Rosie”, “Michelle Gurevich” or... K.òla to mention a not famous talented one I would love to work with ("Finna Fyrir Þér" is super).

But back to us, with music and eyes closed, I imagine clips of the protagonist's life, moments of an ordinary day. How she behaves in everyday life is the essential starting point.
If you don't know how a person behaves in routine, you can't say you know her/him!
This was a great teaching of my father who was a history buff and suffered from seeing his son (me) getting poor results at school (to be kind) in the very subject that represented his passion. He told me: "If you want to understand history you have to understand how people lived in everyday life" and he gave me a collection of books entitled: "Everyday life in the Middle Ages", "Everyday life at the court of Luigi XIV" etc.etc. I have loved history ever since.

I kept getting bad grades because I would forget dates and names, but I knew what was going on at the time. I knew that peasants in the Middle Ages were completely illiterate and it was clear how this ignorance could be used by those who were more educated. And that was one of the main basis of how the feudal system worked. Little matter what was the name of that lord and on what date he died. But I'm going bit off-topic, excuse me.

Returning to Giulia and Renée, I can say that I have a very different relationship with them.
I like more Giulia, I love more Renée! Giulia is a very open-minded girl compared to the years in which she lives, thanks to a family that is half Italian and half German, she speaks two languages, she lives in a very culturally evolved environment. Renée was born in misery, she didn't have any opportunities, sadness always dominated her. Giulia is one who acts, maybe in a paradoxical way, but she acts (I can’t add more), Renée huddled in a corner and closed the doors with the rest of the world. You can talk with Giulia about everything in front of a good beer (she doesn’t love wine), she likes also to argue, Renée needs only your caresses and your reassurances. Two fragile girls, two completely different ways of defending themselves.



In Game

The ties between TTOL and MID go beyond that. There is something tangible just inside the two games that connect them. I'd like to tell you what, but I think it's much more interesting for you to find out by yourself. In TTOL there are traces of MID and in MID there are traces of TTOL. And in the next title in all likelihood, while changing times and places, there will be traces of both! It's something I want in every way because for us, our games are not disconnected products, they are our journey.



Mental Illness

Lastly, but the most important thing, is the interest in investigating the human mind, in digging into those folds that we try to hide, but that, in some way, are part of all of us as human beings. It's a theme that, although in a different way, deeply characterizes both titles and, more generally, our path. No one should think they are immune to psychological issues.
I believe that everything is in us, potentially, and this is the real reason why "madness" (a very bad and misleading term) has this very strong appeal on all of us. We just have to be strong enough and also lucky enough to let many of those "folds" remain closed. There are those who are not lucky enough or strong enough, unfortunately.

These are our protagonists!



So there you have it, a super quick list of some of the links - literal or otherwise between Martha Is Dead and The Town Of Light!

For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!

You can discover some of these links for yourself on Feb 24th!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Martha Is Dead - WIREDGary
Hello again! In this weeks dev blog we're sharing some of the information surrounding the dark mystery of the tarot and the representation of tarot cards in the game!

There are many elements in play with Martha's story, from the tragic murder and following investigation and the oppressive presence of war, to the mysticism around dark arts and age old folklore, with the shattering impact this all has on the family and those around them.

Before we dive into the cards themselves, let's have a little history lesson on the origin of tarot, and why it fits with Marthas authentic Italian themes.

The History of Tarot

Tarot decks were invented in Italy in the 1430s by adding to the existing four-suited pack a fifth suit of 21 specially illustrated cards called trionfi (“triumphs”) and an odd card called il matto (“the fool”).
these early tarot cards—tarocchi cards, in Italian—had suits, trump cards, and even pips.

The widespread use of tarot cards for divination only took off in the late 1700s, when Frenchman Jean-Baptise Alliette published the first definitive guide to tarot card reading.
Pseudonymed Etteilla, he wrote a guide to using the cards and released his own deck alongside it. He gave meaning to each of the cards, incorporating beliefs about astronomy and the four elements. He claimed to have borrowed heavily from the Book of Thoth, an Egyptian text supposedly written by Thoth, the Egyptian god of wisdom.

The Tarot Cards In Martha

Fancy your hand at being a Tarot reader? As you progress through the game the player will come across the Tarot cards and be able to use them once per in game day.
The player will choose 3 of them at random each day and then a set reading based on the results is given, hinting to things that have happened in the past, that may happen in the future, or potentially even evoking spirits and communicating with them.

Each card has two different meanings, depending on how the image appears when the card is turned over: upright or reversed.

In the first case the card normally has a positive meaning, in the second case a negative one (in some cases, which will be specified, the opposite is true).

The meaning of each card is also profoundly influenced by the other cards that accompany it. For this reason the interpretation of the tarot is neither easy, immediate nor unambiguous.
Let us analyse each card with its possible and contrasting meanings.



The Fool
It represents an individual who is about to face something new.

Positive
It encourages one to face life lightly, without fearing what will come and without giving weight to the judgement of others.

Negative
Indicates insecurity and depression, a preamble to bad results.

The Magician
Represents energy.

Positive
Indicates an important encounter in love or friendship and the ability to get what you want.

Negative
The end of a relationship, difficulties in friendships or work.
Indicates deception, seduction leading to mistakes.

The High Priestess
Represents feminine knowledge, endowed with great spiritual power.

Positive
Indicates a female person who will help with the wisdom of her advice.

Negative
Announces clashes with the males.
May indicate a period when one faces life passively, suffering problems rather than facing them.

The Empress
It represents love and prosperity.

Positive
Successful completion of an undertaking, happiness and stability.
Could indicate a close engagement or marriage.
Represents a practical, strong, successful person.

Negative
Betrayal and gossip. Could represent the approaching end of a relationship.
Represents a superficial and unreliable person as they lack feelings.



The Emperor
Represents a man of power, material power as opposed to the The High Priestess.

Positive
Great experience, ability to control oneself and influence others.

Negative
Powerful, selfishness.

The Hierophant
Represents spiritual strength.

Positive
Ability to teach others, may indicate that the person is protected by a higher good.

Negative
Inability to take responsibility.

The Lovers
Represent a contrast between good and evil, between vices and virtues.
It normally concerns the emotional and love sphere.

Positive
Heralds an active and satisfying social life as well as a positive love life.

Negative
Dangerous temptations lead to negative consequences in the emotional and sentimental sphere. Consequences that can only be resolved through suffering.

The Chariot
Represents the victory that can be achieved through self-discipline and commitment.

Positive
Success is on the way, you can overcome some difficult moments.

Negative
Difficulty in getting what you want, failure.
Difficulty in making decisions and loss of control



Strength
Represents two opposing forces.

Positive
Ability to master one's instincts, self-control.
Problems will be solved with determination.

Negative
Dominance of insecurity and brutal force.
Aggression and violence undermine relationships with others.

The Hermit
Represents wisdom and thoughtfulness

Positive
Invites reflection, patience and making decisions on one's own.
Indicates capacity for reflection and prudence.

Negative
Indicates regression or loss.
It may represent an inability to make decisions for oneself, but also a situation of excessive isolation.

Wheels of Fortune
Represents destiny

Positive
Luck is on us side. There will be positive changes.

Negative
Fate is adverse and will put us to the test.
There may be negative changes.

Justice
Represents balance and the consequences of actions.

Positive
We can get what we deserve, be successful.
Indicates an impartial, honest and moral person.

Negative
Our actions will not take us where we want to go.
Major quarrels and possible relationship breakdowns.



The Hanged Man
It represents sacrifice and its acceptance. Very ambiguous card.

Positive
There are important changes in sight. It indicates rebirth to a new life.

Negative
Many doubts are the preamble to difficult times.
May represent unrequited love.

Death
It represents the inevitable end, destruction and subsequent regeneration.

Positive
We end something that will bring something better. We overcome something that was not right. It is necessary to destroy something in order to build something better.

Negative
Something ends that leaves a great void and brings suffering, despair. You go through a difficult period to overcome.

Temperance
Represents harmony.

Positive
Harmony and balance help to avoid mistakes and accompany us towards serenity.

Negative
We lack the right balance and harmony to face life's challenges.

The Devil
Represents the vices that imprison the human being.

Positive (if drawn upside down)
Negative values are mitigated. May represent the ability to be master of one's own destiny and to influence others. Magnetic force.

Negative (if drawn upright)
Laziness, fear of responsibility, weakness.
Announces external, but also internal obstacles that are the incarnations of our fears.



The Tower
Represents a sudden and shocking change.

Positive
For the strong ones, there is an opportunity to overturn the destiny, to be able to pursue great goals.

Negative
A mental breakdown or physical accident from which it is very difficult to recover.
Psychological distress and physical suffering.

The Star
It represents the ideals to which we must aspire.

Positive
Favourable events and possibilities that must be grasped and that will bring us happiness.

Negative
Bad luck, contrary fate and difficulty in pursuing our goals.

The Moon
It represents illusion and night. A light that does not make you see things clearly.

Positive (if drawn backwards)
One needs to see things beyond their outward appearance.
Represents a naive, dreamy and creative person.

Negative (if drawn upright)
Reality is only apparently serene, but hides much negativity.
It indicates a materialistic and false person who moves in the shadows without ever showing his true nature.

The Sun
It represents victory, success and, in general, joyful events in life.

Positive
The undertakings we are carrying out and our projects will be successful.
May indicate deep regeneration and happiness.

Negative
The rays of the sun are dazzling reality and creating illusions.
We are also in the dark in our relationships with others. Deep misunderstandings will not have positive consequences.



Judgement
It represents consciousness and the possibility of a new beginning.

Positive
Positive and unexpected surprises.
Indicates a patient and eccentric person.

Negative
The impossibility of changing what we don't like makes us suffer and leads to great disappointment.

The World
It represents joy, beauty and prosperity.

Positive
Success, positive conclusion of a project or path.

Negative
Failure to complete a project or path that we thought was within our reach.

---------------------------------------

For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!

We can't wait to see what the cards hold for you on Feb 24th...

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Jan 14, 2022
Martha Is Dead - WIREDGary
 WIN A STEAM DECK! 


If you've seen the Wired Productions socials this week, you'll know that we've been playing with some Steam Decks sent to us directly from Valve!

Naturally Gary (CM at Wired) decided that he HAD to spend some time playing with it and recorded a nifty little video showing it off - if you've been looking for a super quick TL;DR hands on - we've got you covered - as well as little sneak peak of Martha running on the device (pre-optimisation of course!)



Okay that looks pretty good right? And now you've seen it, you want one!

Well we are feeling pretty generous - and to celebrate the launch of 'Martha Is Dead' next week - we're going to take one of our shiny new decks and GIVE IT AWAY to one lucky winner!

We know, too kind.

To enter, simply hit the link below and you'll be whisked away to our Gleam competition where you can enter between now and launch for a chance to win a Steam Deck of your very own - It's that easy.

WIN A STEAM DECK


We are SO excited to be speeding towards launch on Feb 24th - and can't wait to share lots more exciting blog and video content before then to keep you up to speed with what to expect!

Once again thank you for all your support until now! And please be sure to wishlist the game! If you already have, then show a friend and get them to as well! It means more than you know!

Get your entries in, and good luck!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Martha Is Dead - WIREDGary
Hello again! We hope you all had a wonderful festive break! We're back with part 2 of our dive into the diary of Luca Dalcó during the development of the Martha Is Dead release date trailer!

Last time we left off at a crucial moment as the project was being moved between platforms and the MetaHuman tech was beginning to find its feet...

...

3 hours later

The AWS server does not work, we’re still working remotely and as a consequence, PANIC setting in again.

Ok, not a great problem. It was just full!

Time to purchase an additional 50Gb and pull 10Gb again of metahuman stuff, then time to download it, but obviously there is something wrong and we need to pull again and download it again.
In these moments I miss the local server, the good and faithful Synology within the local ethernet.

Ok, here we are. I’m loading it all, but there is a plug-in (I’m not allowed to say which, unfortunately) that is driving me crazy, giving me errors on Perforce.

Another 30 minutes and its in the trash bin.

Compiling Shaders is horrible, also with 24 threads and 12 physical cores @4.2Ghz it takes sooooo much time.
This is the “waiting” style of work sometimes. I want to write a book: “Zen in the art of waiting for your f****** PC”

…20 minutes later, more or less but here it is eventually.

The scene and the sequencer :



The only animation is the body movement. Hand and face animation will arrive… I hope.



Hmmm, they look like two chickens! The neck appears too long, but it’s a problem with the camera and light.
The light doesn’t give any contrast to the shoulders so they appear as an extension to the neck and the camera is in a very wide angle, deforming them and making it worse. Dresses will arrive too, they need to be calculated on the animation and, as a consequence, they need animations.

It is a puzzle. Getting it all back seems impossible. A note: Within all of this chaos, in the discord group, we are continuing to joke amongst ourselves.

Thank goodness!



Anyway while the guys are struggling with dresses, animation and other stuff, let’s take a look at the camera and lights too!



I would like to have less light on the horizontal borders. It can be obtained in post processing, but look how powerful the lights of Unreal are!?

Just some touches and here we are.



This is a good starting point for me. The eyebrows are horrible. They are the most problematic part.



And there’s clearly a problem with the hair. Haha! ….



But now everything seems to work! A last touch for the light and today is over!





Has it been a good day for the trailer?

Yes, I think so. Everything works so far and this is the most important thing! Now I must collapse and see you tomorrow morning.

No… I can’t help but tweak the lights more and more. It will be like this all the way until Friday evening… damn!



DAY 5 - Wednesday, November 17

We are still waiting for the facial animations…

I’m working on the audio and on the break scene, but nothing good is on the way yet. As you can guess I’m carrying on with the lighting and also with post processing stuff.
We forgot to activate RTX… yes, it is true, not something to be proud of, but it happened!

As soon as you activate RTX there is always something wrong. This is natural and needs tweaking.



After fixing the problems you can start pushing on the RTX feature and the visual result is way better!
It’s good to have this step now as it gives us some more enthusiasm - there was a moment where it was fading away, not for the work itself, but out of tiredness.

Now we are here:



Lights with soft shadows and Global illumination did a great great job. The tear is also, bit by bit, looking better.

I wanted to obtain an intimate situation, but not a pleasant one and I think I’m not far from that. The central light that fades around the border gives me a sense of intimity.
The main cold color with a green component helps to make the scene cold and lacking reassurance.

There are now 5 spot lights.
Two counterpose back lights and three front lights. One would have been enough with GI, but they are needed to use colors.

This is not final, but a good step beyond.Another problem has now emerged. We miss detail!

Let’s check with a “microscope” :)



Martha is okay, Giulia is missing the details on her lips. Materials and textures for Metahuman exported models are quite complicated.



There is still something wrong with the eyelashes. They work fine without RTX, but with RTX on we have this problem:



The opacity is ok… even if Giulia seems a bit hairy :D





mmm… ok, see you as soon as we fix these!
….

At this point I no longer had the time and energy to write it all down. But you get the idea for sure! The pressure grew even more and fatigue started to set in.
Regardless, I still hope you got some good insight into our thoughts and the approach needed to creating such trailers. Thanks for reading!

Well we best let Luca get his rest, turns out making trailers is WAY more complicated and exhausting than most give credit for! Though I think we can agree, it was very much worth the effort! You can give the trailer one more watch here!




For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!
We'll no doubt have a couple new trailers for you VERY soon - hopefully not as tiring as this one for Luca!

Oh, and HAPPY NEW YEAR!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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