A game that mixes ghosts, renovation, and musicals!
51sThe unique genre mashup of first-person mystery, renovation, and musical numbers is highly intriguing and shareable.
▶ Play ClipAlex Brightman discusses his role as Chris David in the game 'There Are No Ghosts at the Grand', a first-person story-driven mystery with renovation, ghosts, and musical numbers. The game features a 30-day cycle where players renovate during the day and fight ghosts at night, with a talking Scottish paintbrush named McBrushy. Chris is a morally complex character with a secret mission, and players shape conversations through musical duets.
The game is a first-person, story-driven mystery with ghosts, renovation, and musical numbers. Players renovate during the day and fight ghosts at night using the same tools.
Players have 30 days and 30 nights to complete the renovation before things unravel completely.
McBrushy, a Scottish paintbrush with a face, provides advice, encouragement, and occasional insults.
The game is set in a charming seaside town with shops, winding streets, fishing boats, and a rusty scooter, full of secrets.
Characters break into musical numbers (ska, punk, jazz) that reveal their fears, past, and secrets. The player character Chris duets with them, and player choices affect the song's tone.
Chris is an American who inherits a crumbling hotel from a father he never knew. He has a secret mission and is unreliable, secretive, but has heart.
Chris is morally flexible, not a villain but not honest. He carries a past he doesn't fully understand, making choices players may not agree with.
Chris is not there to renovate but to investigate, aided by a talking cat and power tools like McBrushy.
The game blends horror, comedy, and musical elements into a unique experience where players uncover the truth through renovation, ghost battles, and interactive songs.
"The title accurately reflects the behind-the-scenes content about the game's unique blend of genres."
What is the time limit in 'There Are No Ghosts at the Grand'?
30 days and 30 nights.
0:58
What is the name of the talking paintbrush companion?
McBrushy.
1:05
What genres of music are featured in the game's musical numbers?
Ska, punk, and jazz.
1:51
How do player choices affect the musical numbers?
The player chooses what Chris sings, which changes the tone or direction of the song.
2:24
What is Chris David's secret mission?
He is searching for something, breaking into places and stealing at night while renovating during the day.
3:29
How is Chris described in terms of morality?
Morally flexible, not a villain but not honest, carrying a past he doesn't fully understand.
4:38
Paint Sprayer as Weapon
The creative twist of using renovation tools as weapons against ghosts is a surprising and fun gameplay mechanic.
0:52McBrushy Introduction
The talking Scottish paintbrush with a passive-aggressive personality is a humorous and memorable character.
1:05Player-Controlled Musical Duets
The insight that player choices shape the musical conversations adds depth to the storytelling.
2:24[00:01] Welcome to England, Mr. David.
[00:03] >> Hello. I am Alex Brightman and I am an
[00:07] actor and a writer and a voice actor. I
[00:10] play Chris David, who's an American who
[00:12] inherits this crumbling old British
[00:13] hotel. So, There Are No Ghosts at the
[00:14] Grand is this crazy amazing mix of
[00:17] genres. First-person, story-driven
[00:19] mystery with ghosts, renovation, and
[00:23] musical numbers.
[00:24] >> Let me welcome you to the Grand,
[00:30] a hotel famous across the land.
[00:34] >> And during the day, you're fixing it up.
[00:36] Kind of with like you're painting walls,
[00:38] scraping wallpaper, blasting gunk with a
[00:39] sandblaster. But at night, the whole
[00:41] place changes completely. The hotel's
[00:43] crawling with ghosts, monsters, creepy
[00:46] stuff. And the same tools you were using
[00:48] to renovate, now you're using them to
[00:51] fight back. The paint sprayer is now a
[00:52] weapon. Furniture cannon now starts
[00:55] doing damage and it gets nuts. Totally
[00:57] wild. But the clock's ticking. You've
[00:58] got 30 days, 30 nights to get the job
[01:01] done before things [music] unravel
[01:02] completely. So, while you're doing all
[01:04] that, you've got this smart-aleck
[01:05] Scottish tool, favorite character in the
[01:07] game. Literally this paintbrush with a
[01:09] face giving you advice, encouragement,
[01:11] the occasional insult.
[01:13] >> When you said bring the Grand back to
[01:15] life, is this what you meant?
[01:17] No. I mean gear, we like A PAINT SO NOT
[01:20] SOMETHING ALL THAT
[01:22] >> Outside the hotel, the whole setting is
[01:24] this seaside town to explore. Little
[01:26] shops, winding streets, fishing boats,
[01:28] even this rusty scooter you'll see. It's
[01:30] all charming and weird, kind of full of
[01:31] secrets. And by [music] the way,
[01:33] speaking of musical numbers, this game's
[01:35] got ghosts, renovation tools, haunted
[01:37] hotel rooms.
[01:38] And if that's not weird enough, suddenly
[01:40] someone breaks into a full musical
[01:41] number.
[01:49] >> [music]
[01:51] >> Ska songs, punk stuff, jazz. And it's
[01:53] not just for show. Each character has a
[01:55] song that reveals something about them,
[01:57] like their fears, their past, their
[01:58] secrets. But the twist is, this is
[02:00] great.
[02:01] I'm singing with them.
[02:03] >> It's hard to watch, but [music] hard to
[02:05] resist.
[02:06] Our town can't cease to exist. Slip away
[02:10] into [singing] the abyss. Down in the
[02:13] deep, deep dark.
[02:15] >> Chris, the character that I play, duets
[02:16] with every one of them. So when they
[02:18] open up, he answers. Sometimes sort of
[02:20] gently, sometimes not, sometimes a
[02:22] little aggressive. But the cool part is,
[02:24] you, the player, actually choose what
[02:26] Chris I sing.
[02:27] >> It's green.
[02:28] >> I'm on your side.
[02:29] >> Then why are you lying to me?
[02:32] Mhm.
[02:34] >> I I'm not.
[02:38] >> His verses change the tone of the song
[02:39] sometimes or push it in a different
[02:41] direction. You're shaping the
[02:42] conversation through music. For someone
[02:44] like me who loves theater and music and
[02:46] weird storytelling, this is honestly one
[02:48] of my favorite parts of the game. Makes
[02:49] it completely [music] unique uh and
[02:51] fascinating. You get these moments where
[02:53] someone's telling you this world lore in
[02:54] a song, and then you, as Chris, sing
[02:56] back. And so it starts to shape the
[02:58] story. So it's got everything. A little
[03:00] horror, a little comedy, a little
[03:01] musical stuff, and somehow it completely
[03:03] [music] works.
[03:04] >> So, you're the new owner of the Grand
[03:06] Hotel huh?
[03:07] >> I'm not staying. I'm just here to sell
[03:09] the place.
[03:09] >> Well, I hope you do better than the last
[03:11] guy. He disappeared, you know.
[03:13] >> My father? Yeah, I know.
[03:15] >> So I play Chris David. He's an American,
[03:17] which I know a lot about. Uh he inherits
[03:19] this old, sort of half-collapsed hotel
[03:22] on the English coast, the Grand, from a
[03:23] father he never knew. He shows up and he
[03:25] just thinks he's going to renovate the
[03:26] place. Really, he's there chasing
[03:28] something deeper.
[03:29] Chris has his own secret mission that
[03:31] not even the player is fully [music]
[03:33] aware of. He's searching for something.
[03:35] Breaking into places, stealing stuff at
[03:37] night, while during the day he just
[03:39] renovates the Grand and acts like
[03:40] everything is normal. So everyone in the
[03:42] town thinks they've got him figured out.
[03:44] This brash American guy who doesn't
[03:46] belong here.
[03:47] But Chris is misjudging [music] them,
[03:49] too.
[03:50] The ghosts, the villagers, the hotel
[03:51] itself, none of it is what it first
[03:53] seems. And what makes this really fun to
[03:55] play is that he's not always honest with
[03:58] you or with himself. [music]
[04:00] >> It's a good idea to keep the cot close.
[04:03] >> [snorts]
[04:03] >> Be careful. One background check and
[04:05] you're done.
[04:05] >> Yes, I know. I know. I'm going to need
[04:07] them to trust me if we're going to pull
[04:09] this off. But don't worry, they don't
[04:11] suspect anything.
[04:12] >> He does this thing that players don't
[04:15] see.
[04:16] He's unreliable. He's secretive. And
[04:18] half the time you're not even really
[04:19] sure what he's seeing is actually real.
[04:21] But he also has heart.
[04:23] He's trying to make sense of this place
[04:24] and of himself. And slowly, through
[04:27] these ghost hunts and these weird
[04:28] musical numbers and strange encounters,
[04:30] you start to slowly see the truth come
[04:33] eking through.
[04:38] >> I tend to get cast as people who are
[04:41] morally flexible. Let's just go with
[04:43] that. And Chris totally fits that, but
[04:45] in a different way. He's not really a
[04:46] villain,
[04:47] but he's also not very honest. Um, he's
[04:51] carrying this past that he doesn't
[04:52] really fully understand. So, he's making
[04:53] choices that the player might not always
[04:55] agree with or understand, and that's
[04:57] really fun for me. The sort of mystery,
[04:58] the complexity, um, and I love
[05:00] characters where you're not quite sure
[05:01] if you trust them, or they kind of say
[05:03] one thing, but they really mean another,
[05:05] and you don't know which one's which,
[05:06] and the cracks start to show slowly. So,
[05:08] Chris definitely has those, those
[05:09] cracks. Um, he's not evil, but he's just
[05:13] complicated. He's layered. So, yeah, it
[05:14] has been a real blast playing someone
[05:16] who is trying to do the right thing,
[05:18] but also kind of doing a bunch of
[05:19] sketchy stuff behind your back.
[05:23] >> I'm not here to renovate and decorate.
[05:26] I'm here to investigate. And to help me,
[05:29] I've got a talking cat.
[05:30] >> You're the one doing all the talking,
[05:32] you know, Mason.
[05:34] >> And a set of power tools that also talk.
[05:37] >> Well, hello there. I'm Robert C.
[05:40] McBrushy. It is also a blast to be
[05:42] working beside McBrushy.
[05:44] >> And am I allowed to say who that No, I'm
[05:45] not allowed to say who's playing it.
[05:47] Then I won't I won't. Okay, I won't. I'm
[05:48] getting a lot of this. Don't say it. But
[05:50] he's this talking power tool, Mick
[05:52] Brushy, who helps you throughout the
[05:53] game. He's a grumpy, Scottish, mildly
[05:55] passive-aggressive sort of machine-type
[05:58] thing, and he's very good at getting
[05:59] paint off of a wall. And whoever's
[06:01] voicing him,
[06:02] whoever's voicing him,
[06:04] total legend. You are going to love it.
[06:06] Mark my words.
[06:09] It's really
[06:17] Oh.
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