Home » Meet The Rayman Veterans’ Roguelike That Blends Animated Absurdism With The Office

Meet The Rayman Veterans’ Roguelike That Blends Animated Absurdism With The Office

by Ethan Marley
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The trade simply loves video games about dying, does not it? We’ve seen the grim reaper take up the scythe in a number of video games, from the expletive and squeaky in Conker’s Bad Fur Day to the ‘journey agent’ Manny Calavera from Grim Fandango. And now, Magic Design Studios is taking over the black cloak with Have A Nice Death, a roguelike all about company burnout and the cycle of dying, all with an absurdist humour twist.

Boasting gorgeous hand-drawn visuals, Have a Nice dying is trendy, foolish, and stuff filled with snappy fight. You’ll get to discover Death, Inc. because the CEO of the corporate, Death himself, as you attempt to get your workers into form. Some workers are reaping too many souls, whereas others are overindulging. So Death must put his (skeletal) foot down and march by means of the ever-changing places of work.

Ahead of the sport’s launch on twenty second March, we have been given an unique 15 minute gameplay trailer, which showcases the sensible humour from the brutal fight. Armed with spells, scythes, and all types of particular abilities, Death is fairly adept regardless of feeling burnt-out, however he (and also you) are sure to slide up. It’s factor Death does not die then, is not it?

We additionally bought to talk with the workforce over at Magic Design Studios about all issues Death, Inc. associated. From the weapons on present to the visible inspirations, you will discover out extra about this gorgeous-looking sport in our chat beneath…


Nintendo Life: What do you assume it’s in regards to the concept of dying being a company enterprise or an workplace job that retains so many video games coming again to the thought?

Mérédith Alfroy, Narrative Designer: In phrases of video video games, I wouldn’t say there are “so many” of them. But one potential cause is that dying is a common idea and an inevitable a part of the human expertise. Exploring it in a enjoyable and fictional manner, whether or not in a online game, film, or comedian, and so forth. is an intriguing and stimulating notion.

This theme can be used to create fascinating gameplay mechanics and challenges. For instance, video games wherein the participant performs the function of the grim reaper or an executor of dying might contain the administration of souls passing between realms, or making choices about who lives and who dies, which may end up in some fascinating selections and penalties for the participant.

By and enormous, the thought of dying being an organization or an workplace job is an fascinating and versatile idea that we are able to use to discover a wide range of themes and create participating sport experiences.

Have a Nice Death 1
Image: Gearbox Publishing

Simon Dutertre, Lead Game Designer: Our society is obsessive about work. Our expectation is that everybody will work… up till they retire. This fantasy takes that one step additional into the nice past, the place, sadly, but extra work awaits us. No relaxation for the lifeless.

Nicolas Leger, Animation and Creative Director: Representations of dying and the nice past are as previous as time. For all that this notion was taken very critically a couple of centuries in the past, these days, it is usually a supply of leisure. Perhaps it’s the want to see a legendary character resembling this introduced into our on a regular basis lives, by means of our present society, our manner of being.

Video video games enable us to interrupt the foundations. And when that echoes actuality, it turns into extremely entertaining, liberating even. Cathartic. What’s extra, I believe conventional hero archetypes have now turn into outdated. Characters from the darkish aspect shroud themselves in thriller and, in some circumstances, are extra interesting.

How necessary was it to maintain a unusual, sarcastic tone all through the sport, and why did you determine to take that route?

Mérédith Alfroy: The office is the central theme all through the sport narrative, and we paid specific consideration to how work is presently considered in our society and the way this could possibly be transposed right into a cartoon Gothic universe. As this form of subject might be fairly gloomy, we determined at first of manufacturing to take a extra humourful, usually satirical method. We had been particularly eager to maintain the tone of the sport lighthearted and play on stereotypes current within the office basically. Therefore, our preliminary inspiration got here from the very photos dropped at thoughts once we speak about firm life.

Death is, by definition, tragic, terrifying, and… “immortal,” so a cartoon incarnation of him, wherein he’s — in opposition to all expectations — puny, might solely consequence on this quirky tone.

On a private degree, I’ve earlier expertise working in a civil service function, and a few clichés are just about on the nostril. This supplied some nice inspiration for the sport. In phrases of writing, we’re influenced by the absurdist humour of some French animated sequence and TV exhibits (Kassos, COGIP, Les Nuls, Les Inconnus, Camera Café), in addition to The Office (US) and Parks and Recreation.

Nicolas Leger: Really, it began with the character. Death is, by definition, tragic, terrifying, and… “immortal,” so a cartoon incarnation of him, wherein he’s — in opposition to all expectations — puny, might solely consequence on this quirky tone. The narrative designers took this path and actually ran with it, each when it comes to enthusiasm and creativity, and so they additionally added a sarcastic contact. I’m actually happy with the result, despite the fact that I’d initially imagined a extra critical and poetic universe.

The sport seems to be completely beautiful in movement. With Creative Director Nicolas Leger (Rayman Adventures) and Concept Artist Christophe Messier (Rayman Origins, Legends) each having backgrounds in movie and TV, what expertise did they convey to the visuals and animation?

Nicolas Leger: What we needed to do was carry these two universes collectively. In Have a Nice Death, I needed to lastly have the ability to specific the fluidity and potentialities supplied by 2D animation, with out too many technical restrictions. Whilst uncommon in cinema animation, these restrictions have a huge impact on video video games. Since I began working on this trade, I’ve observed how pricey 2D could possibly be (when it comes to reminiscence assets, from a technical perspective), and the drive to maintain prices down was usually fairly irritating. So this undertaking is an actual technical problem, however the outcomes are one thing I’d wish to see extra of in video video games. And it’s taking place! I’m seeing increasingly more cartoon-style initiatives being developed. An apparent instance can be Cuphead, which mixes these two fields higher than anybody might.

We had been in a position to deal with cinematic manufacturing in-house because of our abilities within the cinematography space, and it has been an actual pleasure to implement.

Have a Nice Death 2
Image: Gearbox Publishing

How did you give you The Sorrows (the person division executives at Death Inc.), and the way are they included into the sport and the story?

Nicolas Leger: There are plenty of inspirations (inventive, societal) for the characters, and general, the manufacturing of the Sorrows was fairly clean. Working from documented proof of the primary causes of dying, we first chosen these photos which might be most readily held within the collective unconscious (the massive clichés). Then we tailored them to this universe whereas attempting to present them a extra authentic comical or satirical dimension. There had been some fruitful exchanges between the sport designer, narrative designer, and artists, and we frequently concerned the entire workforce to ask for his or her opinion. Usually, the characters’ designs had been based mostly on a couple of sketches, however they may be based mostly on a gameplay idea or a key factor of the story. It was extremely stimulating.

Mérédith Alfroy: In sport design, Simon already had some gameplay sample concepts for every of the Sorrows, whereas Nico had some character design concepts for his or her visible look. For narration, it was actually necessary to stay in step with these and with the sport universe as a complete. For instance, for Waldo, the Toxic Food-Processing Department Sorrow, Simon got here up with the thought of a mechanical boss with tentacles, a bit just like the Sentinels from The Matrix trilogy. In phrases of narrative design, we needed this enemy to signify the meals trade itself (therefore the fast-food manufacturing unit factor) quite than one particular kind of meals (which might have been too cliché for a boss), by making a disturbing-looking robotic with a fast-food mascot for a head. After a number of makes an attempt and discussions with Nico, we finalized the creation of the Waldo character. Since he’s a robotic, he needed to speak in another way from the opposite Sorrows, which made him stand out extra.

Simon Dutertre: For Ms. Catherine Imamura, the Natural Disasters Department Sorrow, we needed a water-related enemy. At one level, we mentioned a surfer dude, however since we didn’t have plenty of feminine characters, we got here up with the thought of a sea witch, a bit like Ursula within the Disney model of The Little Mermaid. But then Nico steered this geisha-inspired character design. We favored the thought, and I made a decision to make use of this imagery and the fantasy round geishas when creating her assaults.

There are eight confirmed Departments to make your manner by means of in Have a Nice Death, what had been the inspirations for every of those, and the way did you make these totally different gameplay-wise?

Nicolas Leger: We had a good selection of concepts to select from for every world theme, whether or not when it comes to graphics, narrative, or gameplay. It was typically tough to whittle down all these totally different choices, and we needed to make some tough choices (when selecting which enemies to make use of, for instance). Also, when it comes to degree design, we tried to present off a singular architectural vibe for every of the departments. For instance, pathways round a central coronary heart for the Physical Illness Department, a posh labyrinth for the Addictions Department, mountains of waste to climb over within the Industrial Pollution Department, and a really flat no-man’s-land-type space with tortuous colors (trench-style) for the Modern Warfare Department, and so forth.

Simon Dutertre: Most of the departments had been designed with the gameplay mechanics in thoughts earlier than the theme was finalized. For instance, the Thanager Candice was designed round teleportation from the beginning, even earlier than we’d determined that she can be a form of hyperactive cupcake that wanted to be dodged on the proper second. As such, it was necessary that the participant was confronted with challenges that required quicker reflexes when exploring the division and that they echoed the challenges they might face in opposition to the minibosses and the boss herself. What’s extra, because it was the second in-game world, the problem degree wanted to be increased.

What are you able to share with us in regards to the weapons or magic in-game? Are there any you significantly loved designing or do you’ve gotten a favorite weapon to make use of?

My personal private favorite is “Piercing Ray,” as a result of it’s a homage to Konami’s Vandal Hearts, certainly one of my favorite video games.

Simon Dutertre: There are three weapon classes within the sport: the Scythe, the Cloak, and spells. The Scythe — in all its numerous varieties — is Death’s main weapon. You can use it to make combos with plenty of totally different assaults, and the participant can select whichever model of the Scythe they like at first of a run. The Cloak can take the looks of a weapon (a hammer, a bow, and so forth.). These are robust weapons with a cooldown to steadiness that energy out. They might be very helpful for killing small enemies in a single blow.

Finally, spells — summoned by Pitbook, Death’s pet — require mana, however so long as you’ve gotten sufficient, they will show very efficient in killing a number of enemies at a time. My personal private favorite is “Piercing Ray,” as a result of it’s a homage to Konami’s Vandal Hearts, certainly one of my favorite video games.

Nicolas Leger: The primary weapon that’s indissociable from Death is, in fact, the Scythe, and we needed to maintain it geared up always.

As for the guide, it’s the ideally suited acolyte to offer Death with all his magic, whereas his polymorphous Cloak gave us a possibility to create no matter we needed — on this case, a spread of typical weapons (swords, spears, hammers, bows, and so forth.), in addition to extra fantastical and distinctive weapons (large weapons, a parasol, a flail, crows, and so forth.). Ideas got here from each the artists and sport designers, however every time, a selected fight transfer needed to be decided. At the beginning, every weapon was deliberate for use as a combo (between two and 6 blows), identical to the Scythes. But for sport design causes, we determined to go in one other path for “Cloak” weapons.

Curses appear to be pretty totally different out of your typical roguelike upgrades. Can you inform us a bit extra about how this Bonus/Penalty system works, and if there are any amusing penalties or tales you may share?

Simon Dutertre: One of our predominant intentions was to ensure the runs had been all distinct from each other, so we thought that making slight modifications to the behaviour of the enemies encountered by gamers is likely to be a method of doing so. In our sport, the participant can win a BONUS that we name a ‘Curse’. Curses all belong to a talent tree with three branches, every of which has a selected kind of bonus. In the case of sure bonuses, a penalty is positioned at a random level on the talent tree that can give the participant a PENALTY in the event that they select a curse in that location. But most of those penalties will often have an effect on the enemies and can give them new properties.

This system has modified loads over the course of manufacturing. Initially, we had been making use of a penalty with each curse, which meant the elevated energy of a brand new bonus was at all times countered in a roundabout way… But that didn’t really feel very satisfying. In truth, it might even be irritating as a result of gamers would actively keep away from them. So we modified them to make these penalties extra situational.

How has Early Access helped form your sport, and why is the Switch the appropriate selection of console for Have a Nice Death?

Simon Dutertre: We opened up Early Access having a really clear concept of our roadmap forward. There was a giant record of issues we needed to do from the very starting, resembling create new bosses, or change sure gameplay techniques, notably the meta development. That was truly an enormous assist as a result of it meant we didn’t should lose time on the core of the sport. The greatest affect the early Early Access interval had on us was in simplifying our mechanics and making them extra accessible. It grew to become extra necessary to give attention to the expertise of gamers who weren’t but accustomed to our sport or with roguelites in any respect, actually.

Nicolas Leger: Definitely, though many facets of the sport had been decided because the starting; early entry served to both verify our selections or to rectify them. It’s definitely an opportunity to search out out extra about gamers’ expectations through the manufacturing course of, nevertheless it isn’t with out threat. Trying to please everybody can quickly end in an unsatisfactory compromise. We needed to make agency selections within the curiosity of consistency that we knew would possibly find yourself displeasing some.

Despite its cartoonish type, the universe itself will not be what we’d name “mainstream,” however we had been very pleasantly stunned by the group’s assist, which far exceeded our expectations! Many of the strategies — whether or not gameplay, inventive, or narrative — might effectively be applied at a later stage.

Trying to please everybody can quickly end in an unsatisfactory compromise.

Mérédith Alfroy: In narrative design, we at all times had a transparent imaginative and prescient of the primary situation from the very begin of manufacturing. We needed to discover questions like how Death survived burnout and his want to take a trip, the explanation behind all of the chaos brought on by the Sorrows, and if anybody particular person was chargeable for all that. However, early entry allowed us to develop Sorrow and NPC characters in better element. Part of the group was consistently arising with new theories about the primary storyline and inventing relationships between the staff, even going so far as to create new Sorrows or new departments of their fanfics. We made an effort to frequently test in on their feedback and concepts and combine them into the sport wherever potential, even when it was simply the odd element right here and there.

Simon Dutertre: Developing a sport for the Nintendo Switch comes with its personal challenges, such because the restricted {hardware} capability in comparison with fashionable PCs. This means we have now to be meticulous in our optimization efforts to make sure the gameplay stays clean. Despite these challenges, the Switch does supply some distinctive benefits, specifically when it comes to portability, which is ideal for taking the sport on trip or different journeys with you. Our sport, Have a Nice Death, might be performed in brief, enjoyable classes that may be loved wherever you might be.

Mérédith Alfroy: And we’re positive Nintendo followers will love the universe, the humour, and the cartoonish side of the sport.


This interview has been edited flippantly for readability. We need to prolong our because of Mérédith Alfroy, Simon Dutertre, and Nicolas Leger for chatting to us in regards to the sport. Have a Nice Death launches on Switch on twenty second March.

Are you deathly excited for the subsequent roguelike obsession in Have a Nice Death? Get reaping and sowing within the feedback.

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