![]() O'Shah, HR, who’s about as likable as a tombstone etc. ![]() That’s also why we chose to exaggerate the characteristics of each employee: Pump Quinn, the keen but naive intern who takes on thankless tasks Jerry, the union rep who spends most of his day on break Patrick, the receptionist, who is a stickler for protocol but is also really friendly and loves to gossip Mr. We wanted to keep the general image that people have when they think about their work lives: offices, business equipment, a break room, a front desk to welcome customers, gallons and gallons of coffee, etc. is - more or less - a company/organization that works like any other. and its employees, especially those loyal to Death? We also made sure the Sorrows are as unlikeable as possible, so the player genuinely wants - and has good reason - to fight them. On the contrary, Death is actually a kind-hearted boss who tries his best to look after his employees (the NPCs encountered in-game). We didn’t want the player to perceive Death as some sort of brutal taskmaster, bullying his employees into forced labor. It was from this question that the concept of the boss enemies, known as "Sorrows", that would represent the causes of death on Earth (wars, diseases, etc.), was born. This led to the question of who could serve as formidable enemies as powerful as Death for the player to fight. ![]() Meredith: As the team began to develop the game as a hack and slash (or as we like to call it a "hack'n'scythe"), it became clear that it would not make sense for Death to have the task of collecting /fighting souls - because it’s Death’s main job. How did this corporate structure become the basis for the story? There's no conventional hero fighting a villain, or really even the opposite. We hope to offer a thought-provoking reflection on the state of the world of work and its impact on individuals and society as a whole through this character and the story we have created around it. By doing so, we wanted to delve into deeper themes such as burnout, disinterest, laziness, narcissism, and disrespect that are prevalent in today's society and are often associated with the corporate world. Our goal was also to explore the possibilities of integrating this character into our current world, specifically in the context of the contemporary corporate world. Thus, we decided to portray Death as the CEO of a large corporation, overwhelmed by the demands of their job. This concept of "burnout" immediately led the team to think of the world of work. While designing the Death character, he imagined a Death who is constantly busy and exhausted by the task of collecting souls due to the high mortality rate on Earth (caused by war and diseases, etc.). Meredith: Nico has a long-standing interest in gothic themes. Q: How did Death, both as a concept and as a character, become the focal point of the game? RELATED: Gory New Metroidvania Game Elderand Gets Release Date ![]() The following interview has been edited for clarity and brevity. Game Rant spoke to Meredith Alfroy and Simon Dutertre of Magic Design Studios about the characters of Have a Nice Death, how Death became the protagonist, the developers' favorite creatures and enemies, and much more. ![]() The gameplay is reminiscent of metroidvanias like Hollow Knight, although the developer Magic Design Studios likes to call the game a hack-and-scythe. Have a Nice Death was first introduced at The Game Awards 2021 and released to Early Access on Steam in March 2022. Death has to get the offices in order and take on bosses known as Sorrows throughout the game. The game offers a Tim Burton-like visual feel akin to Nightmare Before Christmas and a diverse cast of deep characters that fill in the gloomy offices of Death Inc. The development of the action-oriented platformer Have a Nice Death is coming to a close as the final release inches closer. ![]()
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