Texas Chainsaw Massacre might be a well-known horror IP at this point, but the name does mean something. The 2023 survival game from Sumo Digital takes place in Texas, as the team strived to “recreate the iconic locations from the 1974 film” (yep, the classic one, not the sometimes maligned follow-ups – smart move!). Let’s take a look at all of the maps available right now.
The Family House Map
Ah, this is probably the most “classic” of the classic locations. You’ll be able to venture directly into the heart of the first film, including Leatherface’s infamous basement, through the (Sawyer) Family House map. As Sumo Digital points out, you want to be cognizant of your surroundings while inside the Sawyer abode, as some rooms will be hidden from view and windowless. Turning off lights and staying quiet is a huge part of the Family House, given that it’s the most “traditional” survival map of the bunch.
While you might be tempted to venture outside, there is practically no cover present beyond the walls of the home. Keep that in mind!
The Gas Station Map
Drayton Sawyer, otherwise known as the “Cook,” was another big figure in the original lore beyond the memorable turn of Leatherface: and this is where the fateful crew met him in the original film. One of the big benefits for the survivors in the Gas Station Map is cover.
It’s full of junk (and cars), so use that to your advantage when hiding from the big bads. Alternatively, said big bad players will want to keep an eye on the outside area while patrolling the interior locations.
The Slaughterhouse Map
The third and final terrifying location in Texas Chainsaw Massacre is the Slaughterhouse. Described as a “maze-like” map, you’ll want to play a few casual games to get acquainted with its layout as soon as possible: It’s arguably the most nuanced level available and the toughest to learn.
One core design philosophy unites every map
Interestingly enough, Sumo Digital worked on the core gameplay first (remember when this was Blizzard’s slogan?), and “carved out” the maps to make them more fun to play, and add more strategic value to each match. As Oly Scott, senior designer at Sumo Digital notes:
“We knew we could not offer all these things in every scenario, and so found that through repeat play sessions, different playstyles emerged that complimented each player’s style. Through all our maps we tried to capture a feeling of progress as Victims moved through each zone. It was important to reward success with more space to breathe and plan, while also raising the pressure on the Family members to catch Victims before they escape. There is a satisfying moment in a match when a Family team realizes a Victim has progressed past an integral threshold. Can the Family stay cool under pressure and hunt the Victims, or will the Victims capitalize on the confusion to make a break for it?”