Deathverse: Let It Die developers on creating a unique battle royale game

Deathverse: Let It Die is a brand new battle royale that focuses on small matches and whackier weapons which the developers had fun making.

When it comes to battle royales, we all get different things out of it. Some of us only care about winning, others seek out the most kills, but a select few of us revel in tormenting our enemies. There’s a strange joy in running circles around someone, knowing you could easily take them out of the game but instead dragging it out and toying with them a little. Unfortunately, this often backfires, but it still puts a smile on my face.

The upcoming Deathverse: Let It Die is all about this kind of gameplay. With just 16 players in each match and a series of small and tight areas, there are all sorts of opportunities for sneak attacks, merciless hunts, and general mayhem. We sat down with Game Director, Hideyuki Shin, and Sound Director, Akira Yamaoka, to take a look at how Let It Die took shape.

Note: The questions and answers have been edited slightly for clarity.

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Deathverse combat showcase

GLHF: What were the determining factors for having Deathverse play more like a battle royale and less like a game with Dark Souls-style progression?

Shin: We received a lot of feedback about Let It Die’s combat, and how fun it was, but a common request was for the ability to play against real people. We wanted to use the world of Let It Die to offer the type of real-time combat players were asking for.

GLHF: What were some challenges you and the dev team faced when deciding to go down the battle royale route?

Shin: The online real-time action aspect was very difficult. In Let It Die, even when you die you can kind of just keep playing, but in Deathverse we had to add a bit of a buffer. It was difficult to keep things balanced, so that took up most of the time during the development process.

GLHF: Does Deathverse use dedicated servers? How will players worldwide experience connecting to the game?

Shin: We have separate servers for the database and matchmaking. For matchmaking servers specifically, we have servers worldwide, so players will be able to find a good connection regardless of where they play. Distance is definitely an issue, so we wanted to make sure we got what we could to help players find the best online battle experience possible.

Deathverse kill

GLHF: Any memorable or funny bugs or glitches that occured during development?

Shin: When we discover bugs or glitches we really can’t laugh it off — we get really nervous about that kind of stuff. One bug we did find funny though was with one of our shaders. It caused the skin of the characters to appear super shiny for some reason, and it looked pretty cool, so we thought it would look great as a custom skin option for the players.

GLHF: There are five weapons in the game — machetes, katanas, arms, buzzsaws, and hammers. How did you settle on the current roster of weapons? 

Shin: We actually have six, but five will be available at launch while the sixth, dual knives, launches a little later on. The main roster of weapons we decided on was because we wanted to use weapons that were easy for action gamers to recognize at a glance.

Most action game players are familiar with hammers, katanas, and the like, so we think it’d be easy for everyone to pick up. For the two odd weapons, specifically Arms and Buzzsaws, we wanted to incorporate some of the unique feel that the Let It Die universe has, so we gave them quirky toolkits.

We are planning to add more unique weapons in the future on a regular basis — we really want to incorporate as much wackiness from Let It Die as we can, so we’ve got some surprises that may even catch die-hard Let It Die fans off-guard — please, look forward to it!.

Deathverse winning strike

GLHF: The original Let It Die had rifles and ranged weaponry, Was there a specific reason you chose to avoid bringing those over and making a “Fortnite” style game?

Shin: Deathverse is first and foremost a PvP game, and during our prototyping sessions, we did include a lot of the ranged weapons you’d expect in a battle royale game. No matter what we did, however, the ranged options were simply better than the melee options.

Against AI targets, you could get away with melee weapons, but against actual players, there was no competition — the ranged weapons won. So we decided to take most options out, severely limiting the ranged choices a player has. This had a positive effect of allowing players to focus on the action aspect of the game, as well — we think this helped us create a truly original battle royale experience.

GLHF: As a musician, you are most widely known for your haunting tracks in the Silent Hill series — but you also were the sound director for Let It Die and Killer is Dead, all of which have vastly different musical styles and themes. What do you do during planning to stay so varied from project to project?

Yamaoka: In a way, it’s kind of easy for me to start work on a new project, because with each project they already have their own themes and stories planned out. A horror game is going to need specific music, an action-comedy game is going to need something a little different. Once I have the project, it’s just a matter of expanding into it and creating what works for each title.

GLHF: In the original Let It Die, you had an ensemble collection of bands who contributed to the soundtrack — Totalfat, Survive Said the Prophet, FLiP, KIBA of AKIBA just to name a few of my personal favorites. How did you go about sourcing each band, and how did you get them to all agree to add the phrase “Let It Die” in each song?

Yamaoka: With Let It Die specifically, it was kind of the opposite of what I just said regarding themes and creating music to support the theme. We reached out to a wide variety of bands and asked them to create a song with their specific image of what the phrase “Let It Die” means to them, with the idea being that each player can find music that they enjoy.

It’s kind of like the concept of “each player is holding a different controller” — each player is going to experience the game in their own unique way. We wanted a soundtrack that had plenty of variety, but still was connected to the Let It Die world. We then met with each band, talked about the game and told them the name of it, and asked them to add the phrase “Let It Die” in.

Deathverse combat showcase 2

GLHF: There’s a shift from rock, metal, and a sort of industrial sound in Let It Die to a more funky beat in Deathverse. Were there any specific musical inspirations to help you when when deciding to shift into funk?

Yamaoka: Uncle Death gave me a mission to create a funky soundtrack, so that’s what I did. The main soundtrack is funk, but not all of it is like that, so there will still be some variety.

GLHF: For Let It Die 3, what style of music would you like to shift towards next?

Yamaoka: When I play video games, I don’t really like to zero in on a specific part of the game, I just like to focus and have fun. However, I am a composer, so the sound in video games can be distracting, sometimes. There’s this concept of the “composer’s ego” that I feel gets in the way, which is something I try to avoid.

That’s why in the original Let It Die, we gave the concept of Let It Die to the bands and let them create whatever they imagined the phrase meant to the, instead of creating something around the theme of the game. That kind of design is my favorite, because it let’s the player focus on the gameplay more and lets them choose whatever genre they like the most. So if Let It Die 3 happens, we would want something similar so that we’re not in the way of the players’ enjoyment of the game.

GLHF: So I saw that y’all commissioned a VTuber model for Queen B, one of the hosts of the Death Jamboree. Where did that idea come from? Is somebody on your staff a Hololive or Nijisanji fan?

Shin: [laughs] That wasn’t a team idea, that was more marketing, I think. It seems to help promote the game!

GLHF: In Let It Die, the two shopkeepers are Kommodore Kawasaki and Suzuki, and in Deathverse, the shopkeeper is Admiral Honda. Who on your team is a motorcycle fan?

Shin: [laughs] I’m not a fan! I do ride motorbikes myself though. For Let It Die, we had these quirky names and we wanted to carry that forward into Deathverse, as a little Easter Egg for players to pick up on and enjoy. Usually people don’t mention it, so I’m really happy you caught that!

Deathverse: Let It Die is out right now on PS4 and PS5, with the PC launch coming via Steam on October 5 with cross-platform progression available.

Written by GLHF.

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Deathverse: Let It Die preview – a must-play battle royale brawler

Deathverse: Let It Die is the spiritual sequel to Let It Die in a battle royale brawler form.

I’m hiding in a bush, fearing for my life.

Moments earlier, I was fighting off a giant mutated rat before I was assaulted from behind. A figure wearing a kitchen apron and a paper bag on their head, with the player name “Uncle Death,” had taken to swinging their comically-shaped katana in my general direction. The first few swipes missed, but one connected and drained me of some Voltage (essentially, health).

I tried to counterattack, but Uncle Death threw up their shield and started spacing around me. Realizing I was clearly outmatched, I did what any sensible warrior would — ran like a coward. I dipped and dived around rubble before finally finding a bush to crouch down in. Now I’m here. In a bush.

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Uncle Death runs right past me, and I let out my breath, believing I am finally safe. And that’s when Hunter Q turns up and my screen fades to black. From cowering behind shrubbery to spectating the other players via death cam, regretting my decisions.

This is how a typical game of Deathverse: Let It Die went for me during the few hours I got to play it. Deathverse is a unique type of battle royale game — a melee combat focus, plenty of arenas to dance around in, and each encounter has a distinct “Soulslike” feel to it. Not terribly surprising, based on its lineage.

You see, Deathverse is the spiritual sequel to Let It Die, which released back in 2016. Billed as a survival action game, Let It Die had players trying to climb the Tower of Barbs, a desolate and decrepit ruin, all while engaging in a series of Dark Souls-inspired fights. On its face, this sounds pretty bland — but that couldn’t be further from the truth, as Let It Die had some of the most sauce in any Soulslike experience I’ve ever seen.

Players could activate a radio, playing licensed music from genuine rock and metal bands the world over. Personal favorites included Survive Said the Prophet’s “Let It Die” and Flip’s “Let It Die -K & Q-”, but KIBA of AKIBA’s “Let It Die” track also holds a special place in my heart. If you couldn’t tell, all bands had to use the phrase “Let It Die” in their songs.

In addition, players had a base of their own to customize, renovate and improve, while also defending their turf from enemy players who invaded them. There was a large cast of colorful characters, including Uncle Death, a skateboarding reaper who guides you on your journey; Meijin, a “pro” gamer who gives you tips on progressing; and Kommodores Suzuki and Kawasaki, shopkeepers with… let’s say eclectic tastes in fashion.

If anything in the past three paragraphs got you even slightly interested in Let It Die, then Deathverse will be right up your alley. It’s labeled as a spiritual successor because while Let It Die was a survival action game with MMO elements, Deathverse is a battle royale brawler through and through.

While Deathverse does lack the complete base customization and defense features of the original, players will still be able to customize their avatar, their waiting room and more. Everything from costumes for your character to wallpapering your room is available to mess around with.

There are several weapon types for you to choose from when equipping your avatar as well. Katanas are quick and deadly, but lack good shield-breaking options, while Arms excel at punching right through shields. Machetes are all-around balanced, with a decent ranged option to boot, while Buzzsaws allow players to do unique actions, such as using the Buzzsaw as a skateboard and gaining increased mobility for a short period of time.

Matches have 16 players spawning in on one of seven interconnected islands. The goal is to kill players and be the last player standing, of course, but there are some unique differences to Deathverse than something you’d find in, say, Fortnite. First, there are very, very few ranged options. This is a melee brawling game through and through, so learning your limits and counters are important. Fighting game enthusiasts, this is in your lane.

Next, this is a PvPvE style game — you are expected to kill smaller, weaker NPCs to gain GP, or Good Points, which convert into passive bonuses the more you accrue. You can also find Shrooms of different varieties scattered around the battlefield, which confer Voltage (again, your health) as well as minor passive benefits. 

Finally, you can find additional skills on the island, such as a cloaking device or a skill that turns you temporarily into a bush. These vary in power and usefulness, but I’ve personally had great success with the anti-shield bomb, especially with weapons that have trouble breaking shields. The bush? Not so much luck. 

I mentioned in my opening paragraphs that what eventually did me in was a Hunter. Hunters are NPCs that are released after a set period of time and perform unique actions to change the dynamic of the match entirely. Hunter Q, for example, will chase down anyone in its sights and murder them very quickly, while Hunter G will lay traps that, if not passed to another player, will result in your death should you step on one.

The most interesting, however, is Hunter M, who turns whichever player kills him into a Hunter themselves, granting them an incredible amount of power. Naturally, Hunter M turned this specific match into a massive brawl with everyone trying to secure the power-up before everyone else.

Matches are approximately 15-to-20 minutes in length, which is a fantastic time period for a battle royale game. As the match winds down, players are corralled into a single building, which then evolves into a multi-level combat arena — it’s like being transported to a completely different world.

The balance of the game felt fine, but the skill difference between a developer who has been testing their game for months versus a random know-nothing journalist waving his tiny machete around for the first time was massive. Curse you, Uncle Death. This is definitely a game that rewards learning the ins and outs of combat and gaining proficiency with specific loadouts.

Deathverse has its sights set on competitive play as well. I know that when people hear the word “esports” they tend to tune out, but let me assure you that is not the case here. SUPERTRICK and GungHo have outlined that there will be crossover events, a Ranked Ladder, and a Room Mode, which allows players to invite only their friends for some fun. Seasons will feature Season Passes as well, with notable unlocks and skins should you purchase the paid Pass.

Speaking of, as a free-to-play game, Deathverse will feature microtransactions. Nothing in the game is pay-to-win from what I could tell — Death Metals (the currency bought with real money) can be spent purely on cosmetics and boosters, but nothing that grants any sort of actual in-game benefit. Unless running around the map as the mascot of edible soap counts as a benefit.

Ultimately, the short playtest and introduction into the world of Deathverse left me hungry for more. Combat is fast enough to be exciting, and varied enough to have me going “ooh” whenever someone killed me in a funny or incredible manner. The environments (and environmental traps) are beautiful and visually striking, and the game performed well on my average computer.

A vibrant cast of characters, a wonderful soundtrack composed by Akira Yamaoka, and a challenging but rewarding style of battle royale gameplay kept me thinking about this game long after the playtest ended. You can join the Death Jamboree for free when Deathverse: Let It Die launches on September 28 for PS4 and PS5″ for PS4 and PS5, and it will launch October 5 for PC. Just watch out for Uncle Death and don’t put too much faith in the bushes.

Written by Junior Miyai on behalf of GLHF.

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