Fear & Hunger was, in part, the game that made me start this blog. And you can see the results in the many articles I wrote about it. A one-man-army project, Fear & Hunger is probably the grimiest and darkest RPG available, with a satisfying and brutal combat surrounded by a deep lore. Last December, the official sequel, Fear & Hunger 2 Termina got released, bringing the horror and despair in a more modern post-World War setting.
Between an evil moon, grotesque mutations, old and new gods, and a set of disturbing and deadly enemies, Termina brings back the essence of the first title and encases it in a more open world format. In fact, you have three days to join the Termina festival by murdering all the other characters, and each time you sleep and save, the time will dramatically advance. Exploring the town by learning routes and possibilities is essential to survive and understand the mechanics. There is a lot to learn and optimise, not only how to efficiently manage the save points, but also how to use the sigils of the gods to obtain powers and which possibilities are available at a specific times. Because the characters around you move with time, and it is impossible to see many events once day/time changes.
As its prequel before, Fear & Hunger 2 Termina features grotesque and different enemies, some of them randomly appearing to destroy your party, while others are the bad endings of a specific characters. If you want to see some of the most dangerous enemies in the game, have a look at my article: Sadistic maniacs and grotesque abominations: the unique stalking enemies of Fear & Hunger 2 Termina.
When the first Fear & Hunger was released, I had the possibility of asking questions to the creator, Miro Haverinen. Together with Miro we explored the secrets, lore, and references of Fear & Hunger. The interview is available at the following link, if you missed it:
Back then, it was the first interview posted here on Dark RPGs and now, with the release of Termina, talking again with Miro is like continuing a path. Because Miro Haverinen was kind enough to provide a “part 2” interview, this time completely focused on Termina. Together with Miro, we will analyse more the references, secrets, and curiosities of Fear & Hunger 2 Termina.
If you enjoyed the game and want to know about its future, or discover the secrets and curiosities behind some mysteries such as the Irrational Obelisk or the Iki Turso, have a look at the following interview.
Q1: Hi again Miro, and thanks for the possibility of asking again some curiosities about the expanding world of Fear & Hunger. Fear & Hunger 2 Termina released last month, bringing a new breeze of disturbing horror for RPG fans. The biggest surprise is probably the change in time, moving from dark middle-ages to post-WW2. Why did you decide to shift toward a more modern setting? Were there also other ideas before, including maybe a more directly-tight sequel?
A1: Hi! Glad to answer these questions again. It helps put things in perspective for me too.
As for the setting – I wanted to create something new. These games are pretty big commitments, it gets boring working with the same setting for years on straight. I also felt like there were lots of other dark medieval games around. The world didn’t really need another one. So a more directly-tied sequel was never in the books really.
I got the idea for the main ending of Termina pretty early on. I felt it was a logical direction for things to progress towards with the rules and themes of this universe in mind. The story idea played a big part in the decision for the setting. I first toyed around with even more modern setting that was lighter in tone, but felt it was too big of a departure, so I dialed things back and came up with the 40s setting. Although I approached the setting pretty liberally and it is far from an accurate depiction of the times. Much like how F&H1 is wildly inaccurate in its historical take, it’s more like a hodgepodge of multiple different centuries. Termina’s 40s is very similar in this regard. There are things in the game that would better suit a 1800s setting and things that would make more sense in 1960s-70s setting.
Q2: If this was hinted at in the first Fear & Hunger, it is now clear how the setting of Termina is an alternative version of our world, with connections and references to existing places and figures. And the perfect meeting point for these influences is Prehevil, the main city of Termina, a complex character of its own. How did you manage to combine the fictional and historical aspects of Termina to build Prehevil?
A2: The game was even more tied to real world history in the beginning of the development, but with each passing month the game universe drifted further and further away from historical events because it felt a bit constraining. I like how with this “strangereal”-like setting people can fill in the blanks in worldbuilding easily but there’s still plenty of room for the world to grow to any direction that benefits the overall story.
As for Prehevil, I wanted the city to have strong European feel in its architecture and the story benefitted from the city being in the middle of all these different coalitions, that’s why I ultimately settled into Prehevil being (very very) loosely based on Prague of Czech Republic. I was browsing through WW2-era photos for inspiration and something about Prague just appealed to me.
Q3: While Old Gods already appeared in the previous game, Rher, the Moon God, was always referenced on the side. But now everything changed, and Rher is the central element of Termina. Why did you decide to use the Moon God as core element of Termina? Which were the references and the ideas to build this god and integrate it into the gameplay?
A3: This delves into the in-universe lore a bit, but in many ways Rher always had the main antagonist role when it came to human progress and reaching new heights. Being the “Jealous Moon” that he is. The first game was mostly set in dark dungeons though. Not much moonlight reaches those depths, but this time it made more sense for the moon to follow the events more closely in broad daylight. I’ve just always been personally fascinated by the moon, I think that’s the main inspiration really. The real thing. I know many draw parallels to a certain Nintendo game with the words “Termina”, the moon and the 3-day time limit, but that game didn’t really play big role as far as inspirations go. The most significant influence Majora’s Mask had to Rher was that I was desperately trying to differentiate Rher’s design from the moon in Majora’s Mask. It’s not easy to design a moon with a face that doesn’t look similar.
Q4: Termina has a new and interesting mechanic based on sigils, which really expands player management during the game. However, Rher’s sigil is a very peculiar one, allowing the player to shift toward an alternate reality made of wood. As a fan of Silent Hill, and in general of parallel dimensions of pure pain, I am curious: which are the lore and the ideas behind building this reality? And why was wood the main element of this dimension?
A4: No comments on the lore reasons, sorry. I don’t like explaining the lore too much outside the game and this particular topic would reveal a lot of big things. The basic aesthetic of it came from some old drawings I had done years ago. I think I originally got that visual of crude wooden walls rising infinitely to darkness above from a dream of mine. My dreams played a big part with many visuals found in the game. The dinner with the mayor, the intro scene, the church, the mold apartment – they all came to me in different dreams. I guess dreams also play a big part in the lore too? Of course the parallel universe also takes strong influence from Silent Hill. No escaping that fact.
Q5: Termina really hits strong with the enemy design, between a horde of grotesque abominations and deadly maniacs. Which is your favourite enemy and why?
A5: I think I like the generic moonscorched enemies the most. Or the evolution they go through from enemy to enemy. Like you can see how moonscorching advances from first slightly distorting one’s features, to their skin peeling off revealing the innermost desires, to hardening of the exposed flesh, until that hardening growth takes over the whole body. It’s pretty interesting visually I think, but it also has interesting implications. The moon reveals the truth and all that.
Q6: Prehevil city hides many secrets, but one that I really couldn’t solve was the Irrational Obelisk. For those who don’t know, hidden inside a shop lies a tower made of clothes, apparently purposeless and impossible to kill. Can you give us some clues about the purpose of this mysterious being?
A6: That thing exists for real. How scary is that? I once saw it in a small art exhibition in Helsinki, Finland. It’s been years since that encounter though, so I probably don’t recall my meeting with that irrational being accurately. This is just my depiction of the events that went down. I’ve had irrational phobia for buttoned shirts too since I was a toddler. That probably played part in its creation too. When making something that’s trying to be horror, you have to go with your gut instincts. I find that stuff weird and eerie.
Q7: Compared to the previous entry, Termina doubled the number of playable characters from four to eight. Which is your favourite main character and why?
A7: Hard to pick just one. I like the whole cast and my favourite changes based on the time of day. Maybe right now at this moment it’s Tanaka. I like the idea of Hero’s Journey in the world of Fear & Hunger, even if his arc isn’t a complete quest just yet… I guess technically this doesn’t answer to your question though. Tanaka is not one of the eight…
Q8: Are there still secrets that you think people still didn’t discover? Maybe something about the mysterious Doppelgangers?
A8: There are some things I haven’t seen anyone mention. But I’ve been mostly in bug fixing mode since the release and honestly I haven’t properly been able to follow the discourse. It’s hard to have secrets in games these days. People start datamining even niche games like F&H. I think that’s like a magician revealing their secrets. Just makes things more boring. But it is what it is. You probably haven’t seen the last of doppelgängers yet though.
Q9: I already had the same question for the previous part of the interview, but I have the same curiosity for Termina: were there during the development monsters and bosses that were not included in the final release?
A9: Yeah there’s always content that doesn’t get to the game. Although I think I got most content in that I really wanted. I did have delusions of grandeur at times during development when I thought I could expand the game even further, but I never seriously thought that stuff was going to make it. At least not for the vanilla release build. There is at least one Pillarman variation I thought about adding and also wanted to have another Iki Turso creature randomly walking around the city on day 3. Those didn’t make it. At least not yet.
Q10: The first Fear & Hunger received many updates, including new endings, places to explore, and even the more light-hearted School Mode. Are you planning similar support for Termina? If yes, can you give us some clues about what to expect in the future?
A10: I’ll keep supporting the game with free updates. Not 100% sure to what extent quite yet, but there will be things to come. I think the first new content to come tries to deal with some replayability issues. A completely new route to the city might keep early game more fresh on repeated playthroughs and bring some variety to the areas you find in the game. New playable characters and a new ending route are also pretty high on the list. Some of these additions would take a lot of work though, so no idea when/if they are all coming to the game. I’ll just keep working on this stuff for as long as I feel like it. The game has certainly been received well enough, so the motivation is there in that regard.
Q11: Between jumps in time and different continents, such as the mysteriously hinted Vinland, the world of Fear & Hunger is continuously expanding. Maybe it is early to ask since the game only got released last month, but could you say us something about what to expect from the future of the saga?
A11: I have a couple of more fleshed out ideas, but it’s too early to tell if either of them become anything more. When F&H1 was close to being done, I thought of a thematic throughline for a trilogy of games. So I have a pretty good idea what F&H3 would be about even if there is a lot of freedom in the surface story to set it in different places in the timeline. It could take place before the released games or after, and that’s pretty much what those fleshed out concepts are. One happening before the events of F&H1 and one happening after F&H2. The other is a more conservative idea that’s closer to the established formula, while the other one is a wild card. I’d probably prefer to stir things up because I fear if things settle down to a more clear formula, any deviation from that in the future would be more difficult.
I do have some ideas for potential spin-offs too, so who knows, I might make something completely different than what’s on my mind currently. That’s what happened with Termina too. I had few very different concepts for F&H2, but ultimately I picked a wild card idea that came to me at the last minute.
I would like to thank again Miro for the opportunity. Miro provided really interesting answers to my questions, and I truly hope to see new contents for Termina in future. As a big fan of the saga, it was a pleasure for me to explore again the grim world of Fear & Hunger, and Termina really offered a huge amount of new contents. Meanwhile, Termina was quite a success, reaching already an “overwhelmingly positive” evaluation on STEAM. And if you still didn’t play it, Fear & Hunger 2 Termina is available on STEAM and ITCH.