- 10 ore fa
28 minuti di gameplay commentato da David Jaffe per Drawn to Death, l'action game a base multiplayer in arrivo su PlayStation 4.
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00:03Is this a game where you just put everything you've ever wanted to do in, like, one game?
00:06I mean, you just...
00:07No, I mean, there's a little more discipline to it than that.
00:09I'm sure, but I mean, it does come off that way, in a good way.
00:15We are watching Drawn to Death now.
00:17It's coming to PlayStation Plus on April 4th.
00:20Drawn to Death from Bartlett Jones, Supernatural Detective Agency.
00:23I'm joined by David Jaffe.
00:24Yep.
00:24And Monty as well from the studio.
00:26And, uh, game is looking awesome.
00:29I mean, it's such a, obviously, an awesome style for a shooter like this.
00:34It's four players, right?
00:36It's four players, yeah.
00:37Yep.
00:39And the variety of modes, are we playing, like, a free-for-all right now?
00:41So, okay, so this is ranked free-for-all deathmatch, right?
00:47And so what's different about this mode compared to our unranked deathmatch is, again,
00:52we're trying to make a game that focuses on the moment-to-moment experience on the battlefield
00:57versus sort of the meta in terms of leveling up weapons and things like that that you might
01:02see in some other shooters.
01:03We really wanted to focus on this engagement when you're fighting.
01:06And so in this mode, ultimately, every time you die, you lose a point.
01:11And it's the first player to reach five points is the winner.
01:13And, again, we did that because in so many shooters, um, you really don't care about
01:19dying.
01:19It's like, fine, kill me.
01:20I don't care.
01:20I'll respawn.
01:21I'll jump back in, shoot.
01:22But here we wanted players to learn the battlefield, to learn where health is, to learn how to play
01:26defensively, to learn how their enemy attack tells look like in terms of, like, oh, this
01:32guy's about to use a really big, powerful charge of attack.
01:34I care about that because I don't want to lose a point if I die.
01:38And so we really want to build a mode that puts as much focus on defense as offense, which
01:44we don't see in as many shooters as we would like to.
01:47And the time to kill here, I noticed, is a little longer than we see in some other games.
01:53It's very long.
01:54I mean, yeah, it depends.
01:55Like, right now, Monty's playing with a bunch of QA guys, and they're all kind of just kind
02:00of going to town on each other.
02:01But this is also a bit of an older build from what's going to launch when this hits 4th of
02:08April, in that we've actually gone in and toned down some of the weapons even a little
02:12more.
02:12Because, again, yeah, we do want players to survive long enough that they can go get
02:18health, that they can turn the tables, that they can change tactics.
02:21And we just, we did.
02:22We wanted it to feel as much like a brawler.
02:25I always hesitate to use it in fighting games.
02:27Because fighting games, you know, it would be deceptive to say this is as deep as a game
02:31like, you know, Street Fighter, let alone Mortal Kombat.
02:34But it's definitely a game that's meant to motivate players when they're on the battlefield
02:41to do as much mental thinking about the moment-to-moment combat as they are just letting it loose
02:46with weapons.
02:47And all of the weapons have different functionalities, different pros and different cons.
02:51I'm trying to see what Monty's got with him.
02:54So Monty's got the Pfister right now, which is, that was a relatively simple weapon in
02:59that the more you charge it up, the more damage it does.
03:03But Monty, come in with something, let's see what options you got.
03:07I don't know what's, oh, you don't have everything unlocked, do you?
03:09Oh, I do.
03:10Okay, we'll come back in with, so, but what you'll notice, like, when he's fighting, let's
03:16see the first guy he encounters, because all of the other character specials, I guess what
03:20I'm trying to hint at or go for or express clearly, I guess, is this idea of mental engagement
03:27is very important to me in terms of how we hope players approach this game.
03:32and that we want players to be able to really read and recognize what their enemies are
03:37doing and have that satisfaction that comes from doing well, because you have that information
03:42and you know how to deal with it.
03:44Like, in this case, Bronco is sending out this little drone, and if you're not aware that
03:48you can shoot the drone down, that thing can pretty much, you know, end you in a couple
03:51of, like, maybe five or six seconds.
03:53But it's super easy to take down, but you've got to realize, oh, that specific attack is
03:58on me.
03:59Bronco is able to send that out anywhere in the level, and it'll only do a point of
04:03damage per shot.
04:05But if he chooses not to send it out and use it as a close-range weapon, it ends up
04:09doing
04:09two points of damage, so it's a much more powerful attack.
04:12So again, even having that awareness of, like, oh, crap, it's Bronco with the drone, and
04:16that thing's tight on him, it's going to be doing a lot more damage to me.
04:19I need to target it and take it out really quickly.
04:22That's sort of mental meat and mental gameplay nutrition that I think is a lot of fun when you
04:27sort of know the game in itself by using that information.
04:30Mental meat.
04:31I like that.
04:31That's what I'm going to keep.
04:33There you go.
04:34One thing that does occur to me a little bit, I've seen some of this game.
04:36I played a very, very early build of it several years ago with PSX.
04:40I think it was the first PSX, actually.
04:42Yeah, we've had it for the very first PSX.
04:43Yeah.
04:43So obviously shaping up really cool.
04:45I'm a huge fan of the Twisted Metal series, and I do notice some, you know, spiritual
04:51similarities.
04:52So obviously you worked on Twisted Metal, Twisted Metal Black.
04:56Did that kind of enter your mind at all as you were making it, Drawn to Die?
04:59I just think, I mean, you know, Sony is all the other.
05:02I always say this, and I'd like to think I've said it enough now that people say, Jesus,
05:06Jaffe's always saying that.
05:08And it, you know, for the years I've been doing interviews, it's because it's true.
05:11is Sony's always been so great about letting their developers really sort of follow their
05:15own more stars.
05:16And in this case, whether it's, people have said that this feels like Twisted Metal on
05:20foot.
05:20And I think there's, you know, that wasn't a conscious choice, but I think Twisted Metal
05:24reflects the kind of shooters that I like.
05:27And I think this game is an evolution of that.
05:30I think this is much deeper than the last Twisted Metal that we made.
05:33But absolutely, I think both emotionally and tonally, it's probably a sweeter tone than
05:39in Twisted Metal, even though it looks very insane and vulgar and whatnot.
05:43Hey, Monty, yeah, let's pick some different weapons and a different character.
05:47So we, let's pick Ninja.
05:48And then, I don't know, let's do, yeah, yeah, do the, do the fence grenade.
05:52That's good.
05:53Those are all good.
05:54Let's get rid of the FU-47 though and pick something more interesting.
05:57Like Dodgeball Dan maybe, or, and then maybe kill the Quadzooka if you would.
06:02and let's go with the, uh, uh, let's go with the, with the Devil Monkey.
06:07And then, yeah, that'll, that'll, that'll work for now.
06:11What is the, what does the game, the game system do?
06:13What do you mean?
06:14The JRPG?
06:15It's, uh, so it's basically, uh, yeah, let's do, what, what, what you want to do, let's do
06:20Oregon Donor and do it in, uh, let's do it in flood maybe?
06:27Okay.
06:28Uh, the JRPG is, um, it fires two, uh, Japanese role-playing game carts.
06:34I get it.
06:35Okay.
06:35Uh, that when they explode, uh, they explode in all their sort of 16-bit glory.
06:40It looks like sort of, you know, and I think, Monty, what is it that gets you a critical?
06:44If you get a kill with it, I think that's what it is, right, Monty?
06:47It also leaves behind, uh, sort of old school, like, 8-bit hearts that you can pick up and,
06:53uh, get health for your character.
06:54So, uh, that's more straightforward.
06:57This is Oregon Donor.
06:57So in this one, every time you kill an enemy, they drop a heart and there's two bases and
07:02there's a 2x base that's moving around the level and there's a 1x base that kind of pops
07:06around the level, but it's stationary when it's, when it's been popped.
07:09And, uh, the more hearts you have, the slower it takes to deposit and it's the first person
07:14to get to 20 points wins.
07:16Got it.
07:16And so it's this constant risk reward between, I want to carry a bunch of hearts if I can,
07:20but if I'm carrying too many, it's going to take me a lot longer to deposit.
07:22And it's a very, uh, tactical mode, uh, uh, sort of free-for-all tactical mode.
07:27So, uh, what has changed, broadly speaking, since the last time we've seen the game?
07:32Well, the last, so a lot of it is we've added characters like Ninja is new, Bronco is new,
07:38uh, levels like Bloodbath is new, modes like Boarding and Donor is new.
07:42Lots of new stuff.
07:43It's a lot of new stuff.
07:44And then, you know, um, we also just continued to, to, you know, tune the crap out of the
07:49game and just really kind of, uh, get it playing exactly the way we wanted, making the characters
07:54feel very, very different.
07:56Um, making the weapons feel very different and balanced and just, you know, yeah.
08:00So, so again, so tonally, I like the weapon tonally, of course, but what I love is that
08:07mechanically speaking, um, yes, well, let's see.
08:11So when it comes to devil mode, you don't know what she's going to poop out.
08:16And so sometimes, uh, it's, it's sort of a homing freeze weapon that freezes somebody
08:21in the air and causes them to crash and shatter.
08:23Uh, other times, let's see what she's going to say.
08:25So this is just sort of a standard homing projectile.
08:28So he's going to pick up the hearts right now.
08:31Oh.
08:32And then this is neat.
08:33There's an instant respawn that every maybe two minutes, you'll have the option after
08:38you use it once you have to wait two minutes, but it'll let you come right back to life.
08:42But you only have 25% health.
08:43Oh, interesting.
08:44So again, it's kind of like, when do you want to use that and kind of save that up for
08:47when you need it the most?
08:48In that case, Monty was really smart to use it then.
08:51So now he got his hearts back.
08:52Um, good call.
08:54Yeah.
08:55What, what inspired you, uh, to make this game?
08:58Cause I don't see a lot of, you know, a lot of shooters you see out there, you kind of
09:02go, oh, this kind of comes from the call of duty.
09:03DNA or the battlefield DNA or quake, maybe, you know, in terms of, in terms of the, the,
09:08the actual gameplay stuff I'm seeing here, it's, it's super, super unique.
09:13Yeah.
09:14I mean, you know, I just love, so, okay.
09:17I mean, it's, it's a, it's a, it's a path from twist metal black to God of war to this,
09:23right?
09:24Where twist metal black, I was so in love with the universe of twisted metal and sort
09:28of doing that dark version.
09:30And then I really wanted to do storytelling and gameplay with God of war.
09:33Right.
09:33And after God of war, it was just sort of an evolution for me.
09:37And I get that not all gamers will hear what I'm about to say and agree with it.
09:40Cause a lot of gamers love their sort of heavy story based games and stuff like that.
09:44But for me, it was a realization of, I just love gameplay and I love mechanics and I love
09:50that mental feeling you get when you're able to master a game system, uh, especially a game
09:57system in a competitive game.
09:59Cause there's really nothing you can't really, you know, other than maybe playing a real life
10:02sport, you can't really get that feeling.
10:04You might be able to get, you know, something that tugs at your heartstrings.
10:09Like maybe a certain video game story or whatever that you can also get, you know, in a great,
10:14you know, Hallmark card commercial.
10:16Right.
10:16And it's like those feelings are reflected and accessible in other mediums, but video
10:21games are really the only medium, at least for me, that I had this awareness of like,
10:25you know, we can do emotions that just like engagement and competition and in a sense of
10:31sort of learning about a system and then mastering that and how it feels when you master it is
10:37such a cool, unique feeling to video games and sports and board games that to me, I think
10:42that's just when you say, Oh, it looks unique or plays unique.
10:45It's because I'm just sort of, that's the North star that I've been chasing.
10:49You really wanted to do something different that was mechanical in nature, gameplay centric.
10:53Yeah.
10:53I mean, I think you saw it, you know, anybody who's followed the stuff I've been fortunate
10:56enough to work on, you know, right after God of War, we did a game for PSN called
11:00calling all cards, but not everybody, you know, I get a lot of people like, what is
11:04this Javi?
11:04But it was sort of that first step in the sort of mechanics first game design.
11:09And it's just been a, you know, an evolution.
11:11And I think this is sort of the best, you know, crack at the, what's the metaphor?
11:17It's not a crack at bat.
11:18What is it?
11:19It doesn't matter.
11:19The point is, Sid, is it's the best version of that kind of game that I've had the fortune
11:27to work on.
11:27So I'm super excited and proud of it.
11:29And I'm hoping, you know, there's enough gamers out there that really kind of vibe
11:33with what we're trying to do and dig it.
11:35Well, I love, I love, you know, again, just that it's so original.
11:38There's, I can't really point to any other game and go, oh, this is kind of a rip on
11:41that game.
11:43Unless you say Twisted Metal, which is probably about as close as I can come.
11:47But it's pretty different from Twisted Metal as well.
11:50Yeah, I would think so.
11:52And I totally agree with your points on the mechanics.
11:54I mean, I'm a big Overwatch fan.
11:56And they do a great job with that.
11:58And it kind of almost, it was an aha moment for me as a player going, man, I really miss
12:03sort of an original competitive shooter experience, you know?
12:07Yeah, absolutely.
12:08I mean, it was, I mean, this was happening, certainly we watched about a year and a half
12:12ago when Blizzard announced Overwatch, and we were, at first we were like, okay, we hope
12:17it's not too similar so that, you know, there's room for us as well.
12:20Yeah, I don't think you had to worry too much about that.
12:22Well, not from a standpoint, I mean, certainly their level of execution is leaps and bounds
12:27beyond what, you know, they're amazing, they're sort of, you know, master class of that stuff.
12:30But just in terms of sort of the moment-to-moment mechanics, I was happy to see that we still
12:36play very different.
12:37But there are gamers out there that, you know, whether you're talking Overwatch, or
12:40whether you're talking Rocket League, or whether you're talking Discord, that just
12:44came out, which I think is an amazing, amazing game.
12:48You know, it's just, it's really cool to know that, you know, there's still a home for
12:51gamers for just sort of pure competitive games as well.
12:56Absolutely.
12:59It's great to see that there's just been so much polish to this game.
13:03Every time I see it, like I remember the very first time I played it, it was still in
13:06kind of its black and white aesthetic era.
13:09Yeah.
13:09And you guys have really come in with a color, which is a bit of a surprise to me.
13:13So tell me a little bit about where you landed on that.
13:15It's just, you know, I mean, it's really tough because, you know, it's trying to be
13:21respectful of the concept, which is it takes place in a notebook.
13:25And at the same time, it knows that it's still a game.
13:27And you've got to have levels that are differentiated visually, and you've got to have things that
13:30read.
13:31And so, you know, our hope is that we've kind of straddled that fence that anybody who
13:35looks at it still very much goes, okay, this is, you know, they get the idea.
13:40It's set in a notebook.
13:41They see the lines.
13:42At any point, Monty can summon the artist's hand and sort of use that mechanically.
13:47And there's a handful of different, I don't mean that intentionally, but there's a handful
13:51of moves that you can do with the hand and stuff.
13:53So hopefully the idea of it being in a notebook is very clear.
13:56But at the same time, you know, we had to make concessions for mechanics and just communication.
14:03And I don't think it's, we've lost that sense of a notebook while still getting the gameplay.
14:09No, not at all.
14:10But in this case, Bronco, who's the soldier character, just raised the dead of his, like,
14:15fallen soldier foes or buddies.
14:17And so you can tell that they're, again, this goes back to the four-player only.
14:21So Ninja was targeted, and the entire time around her character, she's got this big target
14:26on her letting her know, oh, the ghosts are chasing you.
14:29And if you can avoid them for about 30 seconds, you'll get away, you know, scot-free.
14:33Again, it's having the mental bandwidth with only four players that you're dealing with
14:38to actually concentrate on that.
14:39If you had 16 other players, you wouldn't even notice that stuff, you know?
14:43And noticing that stuff is what allows you, I think, to have these more deeper interactions
14:48with the people that you're playing against.
14:49Well, it kind of reminds me, I was big into, you know, the old 0.3 Arena days, Unreal Tournament.
14:54And, you know, competitive shooters have, you know, for a long time kind of moved in a
14:58little bit of a different direction, great direction.
15:01But it is fun to see just the sheer variety, whether it's in a Drawn to Death or in Overwatch.
15:05People are kind of coming at the genre in a very different way these days, which is great.
15:10Yeah, I think it's been very easy to look at.
15:12I mean, again, if you go from Quake, and then at least for Drawn to Death, I mean, there's
15:16so many influences that really, if we, I don't think we would have made this mechanically back
15:21in the Quake days, because we had to, we had to play Smash Brothers, you know?
15:25We had to play a little bit of Rocket League.
15:28We had to play Hearthstone, you know?
15:30I mean, those, that, there's a lot of lessons learned from those amazing competitive
15:34games that we had to go through first to sort of have the ideas to do what we're doing
15:39in this game, so...
15:40You guys have had kind of an aggressive data schedule in this game.
15:43You've been kind of collaborating a lot with fans through the data process, so what was
15:48some of the feedback they ended up rolling in into the final version here?
15:52I think a lot of it is tuning.
15:54A lot of it is sort of, you know, for example, we had a, we have an ice can that
16:00is, you know,
16:02and everything's tied back to what's happening in this kid's life.
16:04So, the day, if you, if you go out of your way to learn the story of the game, and
16:08again,
16:08none of it's in cutscenes, it's all hidden, not hidden, but it's all in the game.
16:12Like, in this, Monty, if you look up in the sky, I'll get back to your question, by the
16:16way.
16:17But if you look up in the sky, Monty will get killed in a minute.
16:19But if you, there's a detention, there's a detention slip up in the sky.
16:23Interesting.
16:23Where you realize, if Monty could do it, but let's, yeah, they're totally on Monty.
16:36So, if he looks up, you'll, and this is assuming if you sort of go into the free run mode
16:41and
16:41look around, but this is a kid, so he gets in a fight with this kid named Fincher, that
16:45that story pays off in different levels, and pays off in the video dome opening where he's
16:50in the classroom and stuff.
16:52Even if you turn to the right, Monty, and look at the Statue of Liberty, and he's writing
16:56about the Statue of Liberty over under the gun, Monty.
17:00So, you can kind of start to see, like, he's talking about, you know, dreams that he had
17:05and thoughts that he has about his life and stuff, and actually, you know, if you shoot
17:09that trigger there, it'll automatically fire the gun.
17:11Anybody who's on the gun, they'll kill him.
17:13Like, there's a lot of those little secrets and stuff.
17:15That's cool.
17:15Yeah.
17:16There's, like, this old lady living in this eye patch down here that if you shoot the
17:19eye patch, she pops in.
17:20So, we wanted to, like, pack it with lots of things, like, hey, what if we try this?
17:23But anyway, the point being is that...
17:26That is crazy.
17:27We had this can, this ice can.
17:30Back to your question.
17:31We had this ice can.
17:32And the kid in class, if you study the story and stuff, he was, like, his teacher, they
17:37were studying, like, nitroglycerin and stuff.
17:39And he made this weapon that you can freeze people with.
17:42And I love that, but what was happening in the beta was that people were getting freezes and
17:47getting headshots with the sniper rifle.
17:49And it was so...
17:49You wanted to throw the controller at the screen.
17:51Yeah, yeah.
17:51It was super frustrating to be on the receiving end of.
17:54And that really only came to light because we put it out and had the fans explain it.
17:58And so, we ended up solving it in a weird way because we didn't want to lose the ice
18:02can, which we love the mechanic of.
18:03And we didn't want to nerf the sniper rifle so much that it didn't feel like a sniper rifle.
18:08And so, we ended up kind of saying, it's such crazy logic, but people seem to have bought
18:13it.
18:13And it makes the game better, which is, anytime you encase somebody in ice, it kind of acts,
18:17yeah, they're frozen and you're going to get some free hits, but it does, like, 40% less
18:21damage because it's like a shield of ice.
18:23That's interesting.
18:24Yeah, but again, thematically, it's kind of stupid, but it works perfectly for gameplay.
18:29So, you get the satisfaction of having this great ice freeze weapon.
18:31and you can freeze people in the air and they fall and shatter and all this stuff, but
18:35you don't have this frustration of getting hit and instantly dying because of a sniper
18:39rifle.
18:40And so, again, all of that extra time that we've been able to get from Sony and having
18:45the beta testers working with us all this time has really allowed a lot of that stuff
18:49to come to the front so we could fix it.
18:51Whereas, I think if we would have launched as originally scheduled, we would have launched
18:54with that stuff and I think people would have been like, oh, it's not tuned well
18:58enough, you know?
18:59So, mechanics-based games take a very long time because you can't really necessarily
19:04even imagine how all of the systems, it's like making a cake or something, and you have
19:09an idea of what these ingredients are going to taste like when it bakes, but you don't
19:12really know until you try it, you know?
19:15So, let's try one more.
19:16It looks like you're playing as Johnny Savage.
19:18So, the game will ship with, on PlayStation Plus, April 4th.
19:22You can pick it up even if you don't have Plus, but it is free with Plus.
19:25Six characters, I believe?
19:26Six characters will launch in this game.
19:27So, what's kind of, how did you approach kind of what makes different characters unique
19:31and what makes them play differently?
19:33Because the game is, you know, I've had limited experience with it.
19:36It is a chaotic game.
19:37There's a lot going on.
19:41It's, yes, it is, but I hope that the player's experience when they actually are controlling
19:47it doesn't feel so chaotic that it feels like noise.
19:51Right, right, right.
19:52Because, again, so much effort has been put into, and we're still tuning.
19:55We'll see when it gets out there if we need to make some adjustments.
19:57But it's really, it shouldn't feel so chaotic that you're like, okay, this is, it might as
20:02well not have any unique mechanics because I don't know what the hell is going on.
20:05I'm having a pretty easy time following along, but I mean, I think it's just, you know,
20:09the different weapons are like kind of grafted onto your body, and there's like so many
20:13like kind of visual flourishes.
20:15There is a lot, there's a lot to learn.
20:17You don't have to learn a lot to get in and play, but if you want to get good at
20:20the game,
20:20there it's, we've built a very deep end of the swimming pool, and we want players, we
20:25hope we have, we hope we can attract enough players that really vibe with that level of
20:31uniqueness and depth, and all the characters, you know, they have counters and pros and cons
20:35against each other, and it's a pretty meaty game, like I said.
20:39So in terms of how we came up with the characters, I think they all probably
20:43start with one or two core mechanics, and then we build on top of that and around that.
20:47Johnny Savage really started mechanically with the idea of two mechanics I wanted to
20:54play with.
20:54One is I wanted to revisit a mechanic we did in Twisted Metal 2, which the hearse called
20:59Shadow had that you march this thing out and it popped up.
21:01Ah, the coffin and then you detonate it, yeah, that's fun.
21:03So we kind of added a bit of timing to it so you could detonate it and then double detonate
21:07it, but if you do that underneath certain characters, like if you do that under Cyborgula in the
21:12air, it does triple damage, but if you do it under Diablo Tijuana, it ends up, she absorbs
21:18the demon and becomes super strong, so you don't want to use it against her.
21:22Like, I've never heard of an interaction like that in an online competitive game.
21:25I mean, maybe I'm not playing the right games, but...
21:27Well, I mean, yeah, I mean, I don't know.
21:29I don't know.
21:29It has a unique perspective to have.
21:32I must say...
21:33Can you go to the costumes for a second, Monty?
21:35I just want to show a little bit of the variety of tone as well.
21:37Sorry, go ahead.
21:38Go to the...
21:39Oh, we can do it here, I guess.
21:40I was going to say, I mean, the game's concept is a kid doodling in his notebook, but I got
21:46to say, seeing the game being played and hearing you talk about all the different sort of interactions
21:50and things that are, I think it's fair to say, are not exactly a standard issue in the
21:55industry.
21:56It actually...
21:57I'm sorry, Sid.
21:58Go to the taunts.
21:59I want to just show off some of the taunts.
22:01Okay.
22:01You can come back into the lobby.
22:02Sorry, go ahead.
22:03Not standard issue.
22:04Not standard issue.
22:04And it actually makes me...
22:06It almost seems like a game where it's like, you know, let's just go completely crazy.
22:10Let's just throw everything...
22:11Is this a game where you just put everything you've ever wanted to do in, like, one game?
22:14I mean, you just...
22:15No.
22:15I mean, there's a little more discipline to it than that.
22:17I'm sure, but I mean, it does come off that way in a way, in a good way.
22:20Yeah.
22:21I mean, it's a game where we get to basically make cool characters that fight each other.
22:28Yeah.
22:28And so, like, everything that inspires you...
22:30Like, I finally got around to watching John Wick, the first one.
22:34Oh, yeah.
22:34And I was like...
22:34This was like a month ago.
22:35I'm like, okay, the next character we make, let's explore maybe...
22:38Not making a John Wick character.
22:40But can we make a character that mechanically gives you that sense of adrenaline you get
22:44when you're watching John Wick, right?
22:46Interesting, yeah.
22:46So...
22:47But I mean, ultimately it all has to come from, you know...
22:50And the more characters we have, the more characters...
22:54You know, the more...
22:55It's kind of like building a Jenga tower.
22:56It's like, okay, well now if we build a new character...
22:59How is it going to interact with the other characters?
23:00Exactly.
23:01So this is an older build.
23:03The build...
23:03But just if you...
23:04Yeah.
23:04So basically, one of the things that players are able to unlock are the taunts that you
23:09can do on each other in the game and in the lobby.
23:11And so we have like over a hundred of them.
23:13They're just really...
23:14My favorite one is...
23:16I think it's called He Left, which is like an epic taunt.
23:18It's hard to get.
23:19But I just think it's just...
23:23Andrea Daly, one of our artists, did that.
23:24And it's just...
23:25I don't know what mean-spirited kind of place she had to be in to create that.
23:29But it's just so mean.
23:30I love that taunt so much.
23:32So I hope I get to unlock that one.
23:34You know, they're just wonderful expressions of sort of trash talk.
23:37Super creative.
23:38I mean, I would expect nothing less from you.
23:40I mean, you obviously created God of War and Twisted Metal and a lot of other great stuff
23:45too.
23:45But what I'm getting at here is, I mean, it's just...
23:47It's unbridled, this game.
23:50There's a lot of creative freedom.
23:52Yeah.
23:53But it's because of the...
23:56It's set in a kid's notebook.
23:58And what's fun about that is that we really, you know, we hope, you know...
24:03I keep saying, you know, because it's like, look, how do I put this?
24:06You never know how a game is going to do.
24:08Right.
24:08You never know.
24:09We hope that the game is successful enough that we're able to add to the service of it
24:15for quite some time so we can continue to play in this world.
24:18Because really, it's this bored, creative, talented kid.
24:22Whatever he thinks of, you know, he can put in the game.
24:25And so as long as it kind of, you know, maintains the thematic and the art style
24:30and as long as it maintains kind of the, you know, the heart of the game.
24:33Because underneath all the bawdiness and the lewdness and the juvenile aspects,
24:38there is...
24:39I wouldn't say there's a story because we're not telling a story.
24:42But there is a...
24:44There's a heart to it.
24:45It's a kid dealing with crap of growing up.
24:49Yeah.
24:49And so that's not the core of the game.
24:51But as long as we can do all those things, yeah, we can kind of do whatever we want, you
24:54know?
24:55This mystery box I do want to call out here.
24:56So tell me a little bit about how this works.
24:59So basically, either with real life money or with kills.
25:06So if you do 150 kills...
25:08Right now, Monty.
25:15So, okay, he got a skin for Cyborgula.
25:18You get three items per box.
25:19He got the Angry Kitten Taunt.
25:21And he got the Rip Taunt.
25:23So you'll always, you know, so there's basically skins and costumes.
25:27Let's open one more.
25:27This is in the name of Sid.
25:29This is an honor of Sidney.
25:31Give me another.
25:31That's right.
25:34And again, you can accelerate Brave Knight Bronco.
25:37That's my favorite skins.
25:39And obviously, if you get duplicates, that goes towards your coin.
25:42So you can buy stuff with duplicates as well.
25:45That's good.
25:45And then if you go to the checklist, Monty, of the characters.
25:48So here's all the skins.
25:50There's also skins that you can unlock just by playing the game that have nothing to do with the mystery
25:53boxes.
25:54That's the only way to get those skins.
25:56We're actually going to be selling some skins that are exclusive to the PlayStation Store on launch day.
26:01Okay.
26:01Which we can't talk about just yet, but they're really, really, really cool.
26:05And then we have these skins that come out of mystery boxes that if you don't want to spend a
26:09dime, you can get it by getting kills.
26:11And that's so, you know, there's lots of ways to do it.
26:13And then we have the taunts as well, which won't look like much of anything right now.
26:17It's just rows and rows and rows and rows of taunts that you can unlock.
26:21Good stuff.
26:22Yeah, there's a lot.
26:22Oh, and go to the tower, too.
26:24So there's a lot, you know, one of the things is, I mean, it's a full-featured, I mean, there's
26:28a lot.
26:28There's a lot, too, this game.
26:29There is a lot.
26:30I mean, so once you get into ranked mode, you unlock towers.
26:33And we don't know.
26:33We're hoping we're going to update the tower every six weeks.
26:36Our first launch tower is based on Grimm's Fairy Tales, his twisted version.
26:41So if you pull back, you'll see that he's only made it to floor 14.
26:45And as you win and lose games, you gain and lose stars.
26:49And so it's kind of a bit of a challenge to make it to the top every month or every
26:53season.
26:54And you also unlock stickers, which you can see on the left.
26:57Monty's unlocked these stickers so far.
26:59And, you know, I just like, I mean, just zooming into the tower and looking at the story of the
27:04tower every time you unlock a new floor and that darkness goes away.
27:08There's just so much cool stuff to look at and see.
27:12That's awesome.
27:12Even if you go, I mean, I would tuck your ear off, but, you know, if you go to the
27:15character, don't do it.
27:17But if you can, you can, there's like a cell phone in here that you can see the guy, the
27:20artist and the girl he really likes.
27:23They're texting back and forth in class about the actual characters.
27:26And she's like, well, why did you create this one?
27:28And he goes into all this backstory and stuff.
27:30So it's just like, if you like the world of Drawn to Death, there's just a lot to do and
27:33discover.
27:34There's a deep rabbit hole to go down here.
27:35Absolutely. That's fascinating stuff.
27:38Dave, it's been an honor having you on PlayStation Underground.
27:41I appreciate it. It's always fun coming and talking to you guys.
27:42Getting what I feel like is barely scratching the surface on this Drawn to Death.
27:47This online shooter that's coming out with PlayStation Plus for PlayStation Plus members on April 4th.
27:52Thanks to both of you.
27:53Thank you, Monty, as well, for the expert gameplay.
27:55Thanks for having us.
27:56And let's all play Drawn to Death.
27:58Alright, we'll see you there.
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