Complex: How different is it translating an interactive experience, versus translating a movie or TV show? Is the maze going to be more interactive because of that?
Braillard: The way we were talking about it when we first were talking about Silent Hill as a property that we wanted to attach to Horror Nights was it's kind of already a haunted house. I mean, the video games are built level by level, or phrase of the game by—beat by beat, so it kind of already is an immersive, horrific story. So it just became a lot of fun. Rather than a huge challenge to be able to say, oh, how are we going to do it this way or that way, as opposed to a film or a movie—because a film or a movie, it's attention to detail in the sets, and you want to make sure that you get the characters correct. And that's about where it stops.
A video game, because there are so many different incarnations of all of those characters throughout the huge amount of information that we get to pull from, you get to start having fun. It's like a kid in a candy store. You're like, yes, I'll have some of this, and I'll have some of this, and say, "Tomm, is that okay if we do that? And he says, "Yes" or "No," and we keep going. Which is, it's a lot of fun. And to be able to double dip on me being able to say, yeah, I'm a horror fanatic, but also I'm a game fanatic, so I get to play with both of them, it's kind of like Christmas came early.