Schlagwort: paradise killer

  • Paradise Killer’s intro: the story behind that heavenly title card sequence

    Paradise Killer’s intro: the story behind that heavenly title card sequence

    Reading Time: 4 minutes

    How do you start a game? That is such a difficult question. There are so many things a game needs to do for a player at the start; introduce them to the world, teach them how to play and most importantly, hook them in. We spent a lot of time and effort on the beginning of Paradise Killer to try to get it right. I haven’t done the maths on this but I know that the start of the game is the most commonly shared video clip from Paradise Killer on social media so I guess something worked!

    In Paradise Killer you play Lady Love Dies (LD), an investigator brought out of exile to investigate the crime to end all crimes on the bizarre Paradise Island. We knew that the start of the game would depict LD arriving on the island and introducing the player to the world. As we were making an open world game, we wanted to start by showing the player the whole world at the start. The island is quite big and you can explore the whole thing, but you don’t usually get to see the scale of what you are about to explore in games. We hoped that giving the player a bird’s-eye view of a huge vista that was ready for them would blow them away and whet their appetite for exploration.

    With this in mind, our initial story draft started with LD arriving by plane, allowing the player to see the island as they flew over it. It wasn’t very exciting and it didn’t feel right for our game, so we shelved the idea and worked on other things while we thought about it. Eventually Phil, our technical director, said to me: “I want an intro like the beginning of Bayonetta”. That’s quite the challenge! For those who haven’t played it, the beginning of Bayonetta sees the player fighting a huge army of angel freaks on a ruined cathedral that’s plummeting through the sky. It is one of the best game beginnings anyone has ever made, it really makes an impression. I thought to myself, “how do we make something like that in a first person narrative game?”

    After abandoning the arriving by plane intro, the story had developed in other ways and we had decided that the exiled Lady Love Dies was going to be in some kind of prison cell called the Idle Lands, high above Paradise Island. One of the issues we had to solve was working out how we’d get the player down from there at the beginning of the game. Our first idea was to have Lydia pick you up in her car. Lydia drives a car that can travel through dimensions so it would make sense that she could find a way to be parked way up in the sky in the Idle Lands.

    However, we just didn’t think that was very exciting. Luckily, we had decided early on in development that there wouldn’t be any fall damage in the game because the game is about free exploration and we didn’t want to punish that. Alongside needing to figure out a good intro, we also needed a good way to communicate this, so we decided to make the player jump down from the Idle Lands at the start of the game. We tried it out, and taking a great big running jump and flinging yourself into oblivion felt great! As they fell the player could see the whole island stretched out below them and start picking out places of interest for their investigation. It served many purposes.

    A very early version of the jump and view of the open world

    This fall down the island felt great but we knew we could make it more stylish. I love late title cards in games, so we decided to put the Paradise Killer title card when the player lands from their fall. It is a great moment of impact, and tying the two together worked really well. 

    An early version of the moment of landing

    We were pretty happy with the intro at this point, but we knew we could still push it further. 

    At the time we were working with a simple sample library for our music, and we hit upon the idea of taking one of the short, looping tracks and removing all the low end and percussive elements to make it a more stripped back, ambient track which you’d hear whilst exploring the Idle Lands prison. We originally had a plan to pull the remaining layers in as you unlocked the prison gates to Paradise Island, but we later had the idea to change it so that it would start transitioning as you jumped off the ledge, with the music swelling as you plunge into the abyss of crime. 

    When we bought in our composer Barry “Epoch” Topping, he built further upon this by providing original music, as well as creating a wonderful bass slide which happens as you launch yourself out of exile. This ended up being an incredibly powerful moment which people talk to us about excitedly all the time.

    The intro to Paradise Killer took a great number of iterations to get right but it was more than worth it. The beginning of Paradise Killer teaches the player the rules of exploration and excites them about the open world, but most importantly, it surprises them. One of the key questions we ask ourselves about our games through development is, “what can we do here to surprise players”? Surprise is a wonderful emotion that elicits joy and helps engage players with the game. 

    Thankfully we seem to have achieved what we set out to do with Paradise Killer’s intro and got this moment right. Players love the surprise of leaping down to Paradise Island, and we love seeing them get excited by it!

    Website: LINK

  • Das Intro von Paradise Killer: Was hinter dem himmlischen Vorspann steckt

    Das Intro von Paradise Killer: Was hinter dem himmlischen Vorspann steckt

    Reading Time: 4 minutes

    Wie fängt man mit einem Spiel an? Das ist eine sehr schwierige Frage. Ein Spiel muss gleich zu Beginn sehr viele Dinge für die Spieler leisten: sie in die Welt einführen, ihnen beibringen, wie das Spiel funktioniert und sie vor allem in den Bann ziehen. Wir haben sehr viel Zeit und Mühe in den Anfang von Paradise Killer gesteckt, damit auch wirklich alles sitzt. Ich habe darüber noch keine Statistik aufgestellt, aber ich weiß, dass der Anfang des Spiels der meistgeteilte Videoclip von Paradise Killer in den sozialen Medien ist, also scheint unser Plan wohl aufgegangen zu sein!

    In Paradise Killer spielt ihr Lady Love Dies (LD), eine Ermittlerin, die aus dem Exil geholt wurde, um auf der skurrilen Paradiesinsel dem ultimativen Verbrechen auf den Grund zu gehen. Wir wussten, dass der Spieler am Anfang des Spiels mit LDs Ankunft auf der Insel in die Welt eingeführt werden sollte. Da es sich um ein Open-World-Spiel handelt, wollten wir damit anfangen, dass dem Spieler zu Beginn die gesamte Welt gezeigt wird. Die Insel ist riesengroß und lässt sich komplett erkunden, aber in den meisten Spielen bekommt der Spieler das Ausmaß der Welt, die ihm offensteht, nicht vollständig zu sehen. Wir hofften, dass die Vogelperspektive, die einen riesigen Ausblick auf die bevorstehende Welt bietet, den Spieler umhauen und seinen Appetit auf die Erkundung wecken würde.

    Vor diesem Hintergrund begann unser erster Entwurf der Geschichte damit, dass LD mit dem Flugzeug ankam und der Spieler die Insel beim Überfliegen sehen konnte. Das war nicht besonders aufregend und fühlte sich nicht richtig für unser Spiel an, also verwarfen wir die Idee wieder und arbeiteten an anderen Varianten. Schließlich sagte Phil, unser Technical Director, zu mir: „Ich wünsche mir ein Intro im Stil von Bayonetta.“ Eine ganz schöne Herausforderung! Für alle, die Bayonetta nicht gespielt haben: Dort kämpft der Spieler am Anfang in einer Kathedralenruine, die durch den Himmel stürzt, gegen eine riesige Armee von Engel-Freaks. Es ist einer der besten Anfänge, den es je in einem Spiel gegeben hat, und er hinterlässt einen großen Eindruck. Ich fragte mich: „Wie lässt sich so etwas in einem narrativen First-Person-Spiel nachbilden?“

    Nachdem wir die Ankunft mit dem Flugzeug für das Intro verworfen hatten, entwickelte sich die Geschichte in eine andere Richtung und wir beschlossen, dass die verbannte Lady Love Dies in einer Art Gefängniszelle namens Idle Lands (Brachland) hoch über der Paradiesinsel leben würde. Eines der Probleme, die wir lösen mussten, war die Frage, wie wir den Spieler zu Beginn des Spiels von dort nach unten bringen würden. Unsere erste Idee war, dass Lydia euch mit dem Auto abholt. Lydia fährt ein Auto, das durch Dimensionen reisen kann, also hätte es Sinn ergeben, dass sie hoch oben im Himmel in den Idle Lands parken würde.

    Allerdings was auch das nicht gerade spannend. Zum Glück hatten wir während der Entwicklung schon früh festgelegt, dass es in dem Spiel keinen Sturzschaden geben würde, weil es in dem Spiel um freie Erkundung geht und wir das nicht bestrafen wollten. Wir brauchten nicht nur ein gutes Intro, sondern auch eine gute Möglichkeit, die Sache mit dem Sturzschaden zu kommunizieren, also entschieden wir uns, den Spieler zu Beginn des Spiels aus den Idle Lands hinunterspringen zu lassen. Wir haben es ausprobiert, und es war ein großartiges Gefühl, mit Anlauf zu springen und sich ins Nichts zu katapultieren! Beim Sturz konnte der Spieler die gesamte Insel unter sich sehen und bereits interessante Orte für seine Erkundung ausfindig machen. Das diente gleich mehreren Zwecken.

    Eine sehr frühe Version des Sprungs mit dem Blick auf die offene Welt

    Dieser Sturz auf die Insel fühlte sich zwar toll an, aber wir wussten, dass es noch eleganter geht. Ich liebe es, wenn der Titel erst sehr spät im Spiel eingeblendet wird, also platzierten wir die Titelkarte von Paradise Killer in dem Augenblick, wenn der Spieler nach seinem Sturz landet. Das ist ein sehr wirkungsvoller Moment, der beide Aspekte gut miteinander vereint.

    Eine frühe Version des Augenblicks der Landung

    Wir waren an diesem Punkt bereits relativ zufrieden mit dem Intro, wussten aber, dass noch etwas Luft nach oben war.

    Damals arbeiteten wir mit einfacher Musik aus einer Sample-Bibliothek, und wir kamen auf die Idee, alle tiefen und perkussiven Elemente aus einem der kurzen Loop-Tracks zu entfernen. Dadurch entstand die dezente Hintergrundmusik, die man bei der Erkundung des Gefängnisses in den Idle Lands hören sollte. Ursprünglich hatten wir den Plan, die restlichen Tonspuren einzublenden, wenn der Spieler die Gefängnistore zur Paradiesinsel öffnet. Später kam uns jedoch die Idee, den Übergang mit dem Sprung von der Kante beginnen zu lassen, sodass die Musik anschwillt, während der Spieler in den Abgrund des Verbrechens stürzt.

    Als wir unseren Komponisten Barry „Epoch“ Topping ins Boot holten, baute er mit seiner eigenen Musik darauf auf und steuerte einen fantastischen Bass-Slide bei, der ertönt, wenn ihr euch aus dem Exil stürzt. Was dabei herauskam, war ein unglaublich starker Moment, von dem uns die Leute immer wieder begeistert erzählen.

    Das Intro zu Paradise Killer hat uns viele Anläufe gekostet, aber letzten Endes hat sich das alles ausgezahlt. Der Anfang von Paradise Killer lehrt den Spieler die Regeln der Erkundung und macht ihn neugierig auf die offene Welt, aber vor allem stellt er eine Überraschung dar. Eine der wichtigsten Fragen, die wir uns bei der Entwicklung unserer Spiele stellen, ist: „Womit können wir die Spieler überraschen?“ Überraschung ist eine wunderbare Emotion, die Freude auslöst und die Spieler tiefer ins Spiel eintauchen lässt.

    Glücklicherweise haben wir anscheinend erreicht, was wir uns mit dem Intro von Paradise Killer vorgenommen hatten, und haben diesen Moment richtig getroffen. Die Spieler lieben die Überraschung, für die der Sturz auf die Paradiesinsel sorgt, und wir freuen uns sehr über ihre begeisterte Reaktion!

    Website: LINK

  • Paradise Killer launches on PS4 & PS5 March 16

    Paradise Killer launches on PS4 & PS5 March 16

    Reading Time: 5 minutes

    I wouldn’t be here writing this blog if I hadn’t had an original PlayStation growing up. I liked games just fine before getting one but titles like Resident Evil and Metal Gear Solid changed my life and set me on a path to a career in the videogame industry. So it gives me huge joy to be able to announce we’re releasing Paradise Killer onto PlayStation 5 and PlayStation 4 this month – March 16 to be exact!

    Paradise Killer is an open-world murder mystery set on a bizarre island ruled by a secret society that worship goat headed alien gods. Monolithic crystal statues rise up from the ocean and gaze down on an island full of secrets, demons and shrines dedicated to unspeakable cosmic beings. 

    We knew it would look fantastic on PS5 —  withall our gleaming black marble, golden temples, and towering crystal statues were just screaming out to be blanketed in glorious ray-tracing. It also feels very fancy and surprising every time I boot up the game and the PS5’s SSD loads the whole world stupidly quickly. Besides it looking super nice and flying along at 60fps, the DualSense wireless controller’s haptic feedback adds immersive touches to the likes of ladder climbing, turning your torch on, and buying drinks from vending machines (my personal favorite addition). I wasn’t sure what haptic feedback would add to Paradise Killer but now friends, I can tell you it adds a whole lot. So on PS5, you’re looking at 4k, 60fps with ray tracing. The PS4 Pro version is 4k at 60fps, and the PS4 version targets 60fps at 1080p. 

    We were already hard at work on our next game when we got the opportunity to work on the PlayStation version of Paradise Killer so we needed some help. We have been fortunate enough to work with our friend Harry on the port and couldn’t be happier. We wanted to handle the ports of Paradise Killer ourselves but we didn’t have the resources in house. Fortunately Harry came highly recommended by our art director Rachel and could thankfully join us for the project, handling the porting and implementing PlayStation 5 only features like the haptics.

    It is scary giving something so personal to someone else to work on but Harry has done an amazing job working with our technical director Phil to bring the game to PlayStation. Rachel has now joined the team full time as art director and helped us balance new lighting to improve the game but also keep the style of the original release. Rachel had worked on areas of the original version of the game and the PlayStation release gave her the chance to revisit her work, balancing new lighting that was still in keeping with the original’s style.

    Here’s what she has to say about the new version: 


    “When we heard that we had the chance to bring Paradise Killer to PlayStation we got really excited about the potential of some of the visual improvements we could add to the game. Now that it’s all ready to go, we can’t wait to show you the new-and-improved Paradise Island. We were conscious not to lose the charm of Paradise Killer’s visual style however, it’s still the nostalgic Paradise Island that players know and love, but with some visual tweaks to polish it up and make a new, shinier version of it. My favorite change is the new and improved lighting and ray tracing, it really makes those sunset island views come alive that little bit more!”

    – Rachel Noy, Art Director


    We use Unreal 4 to bring Paradise to life – with the move to PlayStation we’ve made great use of all the very latest technologies on offer, plus a few custom additions to ensure the shiniest rendering at the glossiest of framerates. We’ve taken some things out too – like loading screens. If anything, the world loads too fast now. What if I miss loading screen tips?

    We definitely didn’t want to just release Paradise Killer with just technical improvements though. We have been blown away by the reaction to the game and wanted to add some extra cool stuff in. I want to be a little cryptic here because I want to surprise players but there is new music, new skins for your investigation assistant Starlight, new collectables, a new side quest giver that is a ghost [REDACTED] and a bunch of rogue AIs trapped in corrupted vending machines. These dreadful cyber wretches hold the key to unlocking the new belting music tracks by Barry “Epoch” Topping. They are well hidden but are extremely worth hunting down.

    We are overjoyed to be releasing PS4 and PS5 versions of Paradise Killer. When we quit our jobs to make this unique game we assumed we would fail to find an audience but we were wrong. Now we get to introduce all of our beautiful freak children like Lady Love Dies, Sam Day Break and Shinji to a whole new group of players. We hope PlayStation owners enjoy breathing life back into Paradise!

    Website: LINK

  • Paradise Killer launches on PS4 & PS5 March 16

    Paradise Killer launches on PS4 & PS5 March 16

    Reading Time: 5 minutes

    I wouldn’t be here writing this blog if I hadn’t had an original PlayStation growing up. I liked games just fine before getting one but titles like Resident Evil and Metal Gear Solid changed my life and set me on a path to a career in the videogame industry. So it gives me huge joy to be able to announce we’re releasing Paradise Killer onto PlayStation 5 and PlayStation 4 this month – March 16 to be exact!

    Paradise Killer is an open-world murder mystery set on a bizarre island ruled by a secret society that worship goat headed alien gods. Monolithic crystal statues rise up from the ocean and gaze down on an island full of secrets, demons and shrines dedicated to unspeakable cosmic beings. 

    We knew it would look fantastic on PS5 —  withall our gleaming black marble, golden temples, and towering crystal statues were just screaming out to be blanketed in glorious ray-tracing. It also feels very fancy and surprising every time I boot up the game and the PS5’s SSD loads the whole world stupidly quickly. Besides it looking super nice and flying along at 60fps, the DualSense wireless controller’s haptic feedback adds immersive touches to the likes of ladder climbing, turning your torch on, and buying drinks from vending machines (my personal favorite addition). I wasn’t sure what haptic feedback would add to Paradise Killer but now friends, I can tell you it adds a whole lot. So on PS5, you’re looking at 4k, 60fps with ray tracing. The PS4 Pro version is 4k at 60fps, and the PS4 version targets 60fps at 1080p. 

    We were already hard at work on our next game when we got the opportunity to work on the PlayStation version of Paradise Killer so we needed some help. We have been fortunate enough to work with our friend Harry on the port and couldn’t be happier. We wanted to handle the ports of Paradise Killer ourselves but we didn’t have the resources in house. Fortunately Harry came highly recommended by our art director Rachel and could thankfully join us for the project, handling the porting and implementing PlayStation 5 only features like the haptics.

    It is scary giving something so personal to someone else to work on but Harry has done an amazing job working with our technical director Phil to bring the game to PlayStation. Rachel has now joined the team full time as art director and helped us balance new lighting to improve the game but also keep the style of the original release. Rachel had worked on areas of the original version of the game and the PlayStation release gave her the chance to revisit her work, balancing new lighting that was still in keeping with the original’s style.

    Here’s what she has to say about the new version: 


    “When we heard that we had the chance to bring Paradise Killer to PlayStation we got really excited about the potential of some of the visual improvements we could add to the game. Now that it’s all ready to go, we can’t wait to show you the new-and-improved Paradise Island. We were conscious not to lose the charm of Paradise Killer’s visual style however, it’s still the nostalgic Paradise Island that players know and love, but with some visual tweaks to polish it up and make a new, shinier version of it. My favorite change is the new and improved lighting and ray tracing, it really makes those sunset island views come alive that little bit more!”

    – Rachel Noy, Art Director


    We use Unreal 4 to bring Paradise to life – with the move to PlayStation we’ve made great use of all the very latest technologies on offer, plus a few custom additions to ensure the shiniest rendering at the glossiest of framerates. We’ve taken some things out too – like loading screens. If anything, the world loads too fast now. What if I miss loading screen tips?

    We definitely didn’t want to just release Paradise Killer with just technical improvements though. We have been blown away by the reaction to the game and wanted to add some extra cool stuff in. I want to be a little cryptic here because I want to surprise players but there is new music, new skins for your investigation assistant Starlight, new collectables, a new side quest giver that is a ghost [REDACTED] and a bunch of rogue AIs trapped in corrupted vending machines. These dreadful cyber wretches hold the key to unlocking the new belting music tracks by Barry “Epoch” Topping. They are well hidden but are extremely worth hunting down.

    We are overjoyed to be releasing PS4 and PS5 versions of Paradise Killer. When we quit our jobs to make this unique game we assumed we would fail to find an audience but we were wrong. Now we get to introduce all of our beautiful freak children like Lady Love Dies, Sam Day Break and Shinji to a whole new group of players. We hope PlayStation owners enjoy breathing life back into Paradise!

    Website: LINK