This post has been republished via RSS; it originally appeared at: Xbox Wire.
Behaviour Interactive is a company that has been successfully making games for 25 years, a company filled with passionate gamers and enthusiastic developers. A lot of us have been eager to tell our own stories, make our own games and over the years we developed a few of our own intellectual properties (some of you may have played Scaler and Wet). So, I’d like to give you a glimpse into what lead us to make Dead by Daylight.
Through all of our games, we kept coming back to the idea of playing as the bad guy. Maybe a slasher movie? Maybe a haunting presence trying to make people insane? We made many prototypes, from board games to complex playable prototypes. At the time, nearly 10 years ago, publishers were telling us that horror games were not something people wanted to play. So we tried a version of that idea built around humour, not fear. That’s how Naughty Bear came to be.
All of those were very fun but left us unsatisfied, so we kept working on that horror idea. We kept working on playable prototypes because we felt that we needed to nail down a fun game core before moving on. Part of that core was hide and seek. We had to create a multiplayer experience by holding a piece of cardboard in front of a monitor so that two players could play the game without seeing each other’s screen. But from the first time we started playing a super simple, completely unbalanced game of hide and seek, we knew we had found our hook.
From that moment, we never let go of this core idea: a weak and vulnerable character running away from an unstoppable murder beast. Everything else we built around it had to enhance and improve this fundamental core gameplay. At E3 2016, we launched Dead by Daylight on PC with a team of about 40 people at the time, everyone holding their breath, hoping for a good reception — we were blown away by how enthusiastic the community was.
Since then, a lot has happened. The team grew, we released four new chapters filled with new killers, survivors, and maps. We created a couple of cosmetic packs so players can be murdered in style. We were thrilled to be able to add some very famous faces to our game too: we invited the original slasher, Michael Myers to join the realm last Halloween, along with the most iconic last girl survivor, Laurie Strode.
Creating the console version of Dead by Daylight gave us an opportunity complete large overhaul of our core game systems, like UI and matchmaking, and it was amazing to be able to do that on our game after so many players had spent time in it. We have a greater understanding of the way people play. And now a whole new group of passionate fans are coming to join the community and we can’t wait to hear what they have to say.
A few words of advice for the new players out there:
- As a survivor, you will be fine if you don’t panic, stay focused, and stick to the plan
- First, get your bearings, figure out the environment. Then, fix generators, quietly and cautiously
- If you hear the heartbeat, hide
- When the generators are fixed, get to the exit and leave. Or, if you feel bold, go back to save the others who weren’t so lucky
- As a killer, stay on target and do not let the survivors trick you. Once you find one, stay one step ahead, figure out where they will run to and cut them off. Then, if you can, carry them to your basement
- Patrol your generators patiently, they’ll make a mistake eventually and make sure they’re punished accordingly
Dead by Daylight will be coming soon to Xbox One. For the latest updates, be sure to follow us on social media and stay tuned to Xbox Wire.
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