{"id":74042,"date":"2026-10-21T17:08:51","date_gmt":"2026-10-21T08:08:51","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=74042"},"modified":"2026-10-21T17:08:53","modified_gmt":"2026-10-21T08:08:53","slug":"neither-a-musou-nor-a-soulslike-stupid-never-dies-offers-hardcore-action-gamers-an-alternative-to-mainstream-aaa-games-and-remakes-we-talk-to-the-developers","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/neither-a-musou-nor-a-soulslike-stupid-never-dies-offers-hardcore-action-gamers-an-alternative-to-mainstream-aaa-games-and-remakes-we-talk-to-the-developers\/","title":{"rendered":"Neither a musou nor a soulslike. Stupid Never Dies offers hardcore action gamers an alternative to mainstream AAA games and remakes. We talk to the developers"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Jointly published by SEGA and studio GPTRACK50, the action RPG <strong>Stupid Never Dies<\/strong> launches on October 21 for PC (<a href=\"https:\/\/store.steampowered.com\/app\/3486530\/Stupid_Never_Dies\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>) and PS5. Players take control of Davy, a pathetic underdog of a protagonist who fights as the weakest of monsters, a zombie. In an effort to revive Julia, his crush who froze to death in a freezer, Davy ventures deep into the dungeons to take on the strongest monster of them all, KOM (King of Monsters).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ahead of launch, AUTOMATON sat down with Hiroyuki Kobayashi, the game&#8217;s producer and CEO of GPTRACK50, and game director Eiichiro Sasaki. We talked to them about the response to the &#8220;First Bite Demo,&#8221; as well as the themes and ideas that guided Stupid Never Dies&#8217; development.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1472\" height=\"982\" sizes=\"auto, (max-width: 1472px) 100vw, 1472px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-002.webp\" alt=\"\" class=\"wp-image-74044\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-002.webp 1472w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-002-767x512.webp 767w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-002-380x254.webp 380w\" \/><figcaption class=\"wp-element-caption\">From left to right: Eiichiro Sasaki and Hiroyuki Kobayashi<\/figcaption><\/figure>\n\n\n\n<h2 id=\"launching-just-one-year-after-the-initial-reveal\" class=\"wp-block-heading\">Launching just one year after the initial reveal<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The game is finally about to launch. How are you feeling?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hiroyuki Kobayashi (hereafter Kobayashi):<\/strong><br>I&#8217;m thinking, &#8220;It&#8217;s finally coming out.&#8221; Although, I find it hard to say whether the development period felt long or short for me. It&#8217;s been quite some time since we finished the game, so I&#8217;m happy that players will finally be able to get their hands on the full version.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Eiichiro Sasaki (hereafter Sasaki):<\/strong><br>I&#8217;m excited, but also a little nervous. I also feel a sense of accomplishment that we&#8217;ve managed to reach the goal I set as my biggest priority when I joined this studio \u2013 creating a new IP.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I believe launching within a year of announcing a game is a fairly rapid turnaround even for experienced creators like yourselves. How were you able to move so quickly?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>More than a year before the announcement, our marketing producer and I had already been discussing whether it might be better to start marketing roughly a year before release.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If the period between the announcement and launch drags on for too long, the information can start to lose its novelty, and with so many other new games coming out, players will simply forget about your game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We unveiled Stupid Never Dies at The Game Awards (TGA) last December. We were ultimately able to make it happen, but initially, we had to start by negotiating over whether we could announce the game at TGA in the first place. Once we secured that opportunity, everything went according to plan from a marketing perspective.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Of course, if development had been delayed, the time between announcement and release would have exceeded a year. But I trusted the development team and Sasaki to keep things on track&#8230; (laughs). I think it all worked out well.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>I was responsible for managing the development schedule. Our studio has a lot of veterans, so even when everyone was talking about their ambitions, they always kept deadlines and costs in the back of their minds. I think that made it easier to keep everything under control.<\/p>\n\n\n\n<h2 id=\"what-kind-of-game-is-stupid-never-dies\" class=\"wp-block-heading\">What kind of game is Stupid Never Dies?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014This is a very unique game. For promotional purposes, developers often describe their games by comparing them to existing titles or subgenres, but Stupid Never Dies doesn&#8217;t seem to fit neatly into any existing category. If you had to sum it up in a single tagline, what would it be?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>One of the game&#8217;s selling points is that it&#8217;s a love story about a hopeless zombie boy falling in love with a human who&#8217;s already dead. It&#8217;s also where I was able to fulfill a long-standing ambition to create something like a love story.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sasaki and the rest of the team came up with the idea that, because the protagonist is a zombie, he eats enemies to replenish his health and absorb their abilities. That opened up all sorts of possibilities that can only be achieved with a zombie setting.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In that sense, I feel like this is a &#8220;true zombie game.&#8221; I&#8217;ve played plenty of games where you kill lots of zombies, but I don&#8217;t think we&#8217;ve ever really had a game quite like this one, where the protagonist is a zombie himself.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>Looking back, one of our themes was the idea that, while this isn&#8217;t a triple-A game, perhaps we could aim for what you might call an &#8220;indie AAA.&#8221;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We wondered what would happen if we took the kind of action RPG you often see in indie games, with 2D or isometric pixel art, and built it using our own full-fledged 3D technology.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I feel like we&#8217;ve managed to bring that vision to life to a considerable extent. Although it&#8217;s a third-person game, it has a free camera that lets you look around your surroundings, and the camera sits a little farther back than in recent mainstream action games.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We started with popular indie games as a foundation, and refined the formula in pursuit of what we call &#8220;indie AAA.&#8221; As a result, I think the game comes across as something with its own distinct flavor, different from both AAA and indie games.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>Another phrase Sasaki often used was &#8220;funky zombie action.&#8221; He came up with the formula &#8220;PUNK + LOVE = FUNKY ZOMBIE ACTION&#8221; and kept pushing to make sure the whole team embraced it. If I had to sum the game up in one catchphrase, that might be it.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Stupid Never Dies | 1st Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/uCpdIZhHN7k?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 id=\"how-have-gamers-responded-so-far\" class=\"wp-block-heading\">How have gamers responded so far?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The game attracted quite a lot of buzz from the very first reveal. Do you think the setting played a big role?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>The fact that we announced it at TGA helped generate a lot of attention. At the same time, since this is a new IP, we felt that simply presenting it as an action RPG wouldn&#8217;t necessarily make it memorable. So, as part of our strategy, we created a music-video-style trailer featuring Davy and Julia singing together. The video itself was well received, but it was almost too well received, which created a bit of a problem.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Stupid Never Dies | Teaser Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/XDg_lnTixp0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Julia became so popular that people started asking, &#8220;She&#8217;s playable, right?!&#8221; (laughs). And we were like, &#8220;Well, she&#8217;s actually dead, so you can&#8217;t play as her&#8230;&#8221; We were happy about the enthusiasm, of course, but we also realized we&#8217;d inadvertently given people the wrong impression.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That said, the response to the art style and sound was excellent. We&#8217;re developing the game with a global audience in mind, and we received a surprising amount of interest from regions such as South America and Russia. In response, we even rushed to add localizations, including Russian and Latin American Spanish. We were actually adding language support based on player feedback.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The game&#8217;s &#8220;First Bite Demo&#8221; received quite a few reviews. Has the response been what you expected?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>To be honest, I wasn&#8217;t used to the idea that people would even leave reviews for a demo, so my reaction was, &#8220;Wow, this many?!&#8221;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>I was glad to see constructive feedback pointing out that it was difficult to hit Harpies (airborne enemies) with attacks.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>That really was helpful. We were able to take that feedback and make adjustments, including releasing a patch for the demo itself.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>After we patched the game and improved things, we even saw reviewers come back and acknowledge that Harpies were easier to hit thanks to the patch. I was happy to see that when we responded to the feedback through actual game updates, the people who had reviewed the game responded in turn.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Even now, there are still people playing the demo consistently. How are the more dedicated players engaging with it?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>The demo does offer quite a bit of replayability, but there&#8217;s a catch. You have to delete your save data to play through it again. That&#8217;s why I&#8217;m surprised people are willing to go that far just to keep playing it! (laughs)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Even in the demo, different deck combinations can change how each run plays out. You can use the same style but get different skills, or experiment with combinations to see what happens when you pair one ability with another. I imagine players are enjoying comparing different equipment and trying out these various combinations.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>The demo only gives you access to a limited selection of styles compared to the full game, but there are around five different techniques to try within that selection. I imagine players want to experiment with those, too. You can also play the boss fights, so perhaps people are using repeated runs to practice before the full game comes out.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1472\" height=\"828\" sizes=\"auto, (max-width: 1472px) 100vw, 1472px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-003.webp\" alt=\"\" class=\"wp-image-74045\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-003.webp 1472w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-003-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-003-768x432.webp 768w\" \/><\/figure>\n\n\n\n<h2 id=\"doing-something-different-but-not-just-being-bizarre-for-the-sake-of-it\" class=\"wp-block-heading\">Doing something different, but not just being bizarre for the sake of it<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The industry seems increasingly inclined to follow trends set by successful titles. But looking at Stupid Never Dies, from its mechanics to its setting, it feels like you&#8217;ve deliberately chosen not to follow in other games&#8217; footsteps. Did you have a strong desire to go against the grain or do something different?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>Yes. When I first proposed making the game this way, I was at a point where I&#8217;d had my fill of things I usually love, like open-world games, soulslikes, and parry-heavy games.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I still played those games constantly because I love them, but I was looking for a way to create an experience that would break free from those formulas, or at least, a game where those tropes weren&#8217;t the main focus.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That&#8217;s precisely why we approached the project with the goal of creating something that wouldn&#8217;t get lost in the crowd as a new IP, even when it comes to the setting and art direction. The whole concept started with the question, &#8220;How do we make something that won&#8217;t get drowned out?&#8221;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For example, we discussed whether the key art would be instantly recognizable as our game, and tested this by placing it alongside the key art of other currently popular titles and looked at the lineup from several meters away.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1472\" height=\"828\" sizes=\"auto, (max-width: 1472px) 100vw, 1472px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-004.webp\" alt=\"\" class=\"wp-image-74046\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-004.webp 1472w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-004-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-004-768x432.webp 768w\" \/><figcaption class=\"wp-element-caption\">Stupid Never Dies key visual<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">At the same time, simply doing something different is pointless if the game isn&#8217;t fun. We wanted to offer a new experience while still getting the fundamentals right. We paid close attention to things like what makes an action game feel satisfying to play, and how responsive and fast the controls need to be to make players really feel like they&#8217;re good at the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In that sense, I think our target is people who might think, &#8220;Why not give something like this a try for a change?&#8221; The game might also serve as a bit of a palate cleanser between entries in more established franchises. Calling my own game a &#8220;palate cleanser&#8221; feels a little strange, though (laughs). Perhaps a &#8220;change of flavor&#8221; is a better way to put it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014As a producer, Kobayashi-san, did you struggle with the pressure to incorporate current trends so that people could more easily describe the game using familiar comparisons?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>I did struggle with that in the early stages. But at the end of the day, there was no point in doing the same things as other games, and I didn&#8217;t think we could compete with popular titles from major publishers or remakes.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Calling it a \u201cpalate cleanser of a game,\u201d as Sasaki put it, might be a bit of an exaggeration (laughs). But I think real foodies are tempted to try something if an unusual new dish appears on the menu, rather than the mainstays they usually eat.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I wanted to make a game that would appeal to gamers who like trying new things. To do that, though, we couldn&#8217;t serve up something bizarre for the sake of being bizarre. We wanted to create something that was still a proper meal, but different from the standard fare. Even when we first unveiled the key visual, I was a little worried that people might dislike it.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"847\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-005.jpg\" alt=\"\" class=\"wp-image-74047\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-005.jpg 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-005-380x268.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-005-768x542.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">At the same time, it was a visual representation of Davy in his zombie state, and it made the difference between Davy in the shopping mall and Davy in the dungeons easy to understand. As we discussed earlier, it also helped the game stand out when placed alongside other titles.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We got those aspects right, but finding the balance between familiar, mainstream elements and more unconventional ones was difficult. We couldn&#8217;t get too niche, but if we went too mainstream, the game would lose its flavor. I wanted to preserve the enthusiasm of our veteran team members, who were really having a blast making this game, so I tried not to nag them too much.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As long as it met our quality standards and wasn&#8217;t likely to put people off, I generally gave the team the green light to include what they wanted. Of course, I have my own likes and dislikes, but if I thought 80% of the general public would be on board with something, that was fine. If I thought opinions would be split roughly 50-50, I&#8217;d put a stop to it. That was how I approached producing the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At our weekly art meetings, one thing I repeated like a mantra was, \u201cNo erotic or grotesque stuff, please\u201d (laughs). We didn&#8217;t want to end up with a Z rating (ages 18+ and up) in Japan. For the most part, the team respected that, so we were fine.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sasaki and the rest of the team all love action games, so we also made it clear from the outset that we were making this for action game players. And not just casual players, either, but hardcore fans who buy at least one new game every month. We decided to set aside players who buy perhaps one game a year, at least for the time being. We needed to define our target audience clearly, or the game would lose direction. I felt the right approach was to aim for a game that at least one specific audience would genuinely find fun.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The art and design are also very creative, which adds to the game&#8217;s uniqueness. What inspired the worldbuilding and aesthetics?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>As far as my formative influences go, I&#8217;ve always loved punk rock, and that&#8217;s where it started. The collage-like elements and graffiti-style visuals were inspired by the cover art of punk rock CDs and records.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We&#8217;re developing the game in Unreal Engine, but to achieve the visual style we wanted, we couldn&#8217;t simply rely on the engine&#8217;s built-in features. We had to come up with all sorts of workarounds. There were challenges in terms of cost, time, and technical difficulty, but we ultimately decided that it was worth investing those resources because the design was one of the game&#8217;s selling points and a defining part of its identity.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1472\" height=\"828\" sizes=\"auto, (max-width: 1472px) 100vw, 1472px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-006.webp\" alt=\"\" class=\"wp-image-74048\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-006.webp 1472w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-006-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/10\/stupid-never-dies-20261020-474407-006-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>That was one of the hardest parts of development. We&#8217;ve had people ask us, \u201cYou can do that in Unreal Engine?,\u201d and it&#8217;s all thanks to the team&#8217;s hard work.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>We actually started out with people saying, \u201cThat&#8217;s impossible to pull off,\u201d but we somehow managed to make it happen (laughs).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014In the demo update, you adjusted how the camera follows the player, among other things. However, the game still doesn&#8217;t have a lock-on function. Could you explain why you decided not to include one?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>This is a game where attacking is everything. From the player&#8217;s perspective, I think its funkiness really comes through when you&#8217;re under relentless attack from all directions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The further you progress, and the deeper you venture into the dungeons, the more you&#8217;ll find yourself attacked from all 360 degrees, even from above. When you want to react quickly in every direction, it&#8217;s actually better not to have a lock-on system.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For example, you might be dealing with an enemy in front of you when an attack comes from behind. You need to be able to instantly turn around and counter it, then jump to intercept the next attack coming from above. We prioritized that sense of speed.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Once you get good enough to handle enemies coming at you from every direction like this, it feels incredible. It&#8217;s the kind of rush you get when playing the final stage of a rhythm game and realize, \u201cI can&#8217;t believe I&#8217;m pulling off these inputs this quickly!\u201d I really hope players can reach that point.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Does that mean you tried implementing a lock-on system at some point, only to decide that the game was better off without it?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>Yes. We only tested the idea in theory, but when we compared games with lock-on systems to those without them, we noticed that lock-on games have moments when you have to slow down or briefly stop to line up your target. That&#8217;s the trade-off for making it easier to aim.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We wanted to push the controls as far as possible without relying on that, so that players could execute their intended movements as directly as possible. We realized that the demo still wasn&#8217;t quite there yet, so we continued refining the experience for the updated demo. That ultimately led to adjustments to things like how well the camera tracks the player.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Outside of musou-style games, there haven&#8217;t been many games in recent years where people praise the fun of fighting large groups of enemies. In that sense, this seems like a pretty bold challenge.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>We&#8217;ve described Stupid Never Dies as a \u201cfunky zombie action\u201d game, but I didn&#8217;t want it to become a zombie game in the negative sense of the term. If you can win simply by charging in and mashing buttons without thinking, there&#8217;s no tension, and I don&#8217;t feel that makes for a properly functioning game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In this game, even without a dedicated defense mechanic, you can win as long as you keep attacking. And because you level up at breakneck speed, your power can escalate dramatically, bringing you closer and closer to being practically invincible. The challenge was to find a balance that prevents you from turning actually invincible, and ensures that when you die, you die.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">During development, someone once commented, \u201cThis is putting me to sleep,\u201d which obviously meant we&#8217;d got the balance wrong (laughs). You shouldn&#8217;t be getting sleepy when you&#8217;re under relentless attack. We built systems that let us experiment with how aggressively enemies could press their attacks, how frequently they could attack, and how many attacks we could have overlapping at once.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At one point, those numbers kept climbing higher and higher, and we had to acknowledge that we&#8217;d gone too far. Even so, I felt that figuring out how to make the combat feel truly brutal was a key element we had to get right.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I see, so you set out to create a system that remains fun even when you&#8217;re surrounded.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>I kept saying that I wanted to do something like Chainsaw Man. In Chainsaw Man, it can look as though the protagonist charges headlong into crowds and effortlessly tears through everyone on sheer momentum. But there are also scenes where he gets caught off guard, bitten, or punched by enemies, leaving him utterly battered and on the verge of death. I often talked about how I wanted to capture that same feeling (laughs).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Given how distinctive the game&#8217;s mechanics are, I imagine there&#8217;s also a fairly steep learning curve. Is the idea that players will get accustomed to them through the demo?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>We&#8217;ve had some people complain about the length of the demo&#8217;s tutorial section (laughs). But once you get past the first part of the demo, you can play on your own terms, so we&#8217;ve accepted that initial learning period as part of the experience.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Even so, we deliberately limited the number of elements in the control scheme. It&#8217;s a somewhat different genre, but take Apex Legends, for example: it encourages heavy use of abilities, yet provides very little explanation of the buttons. We were determined not to exceed that number of control inputs. For players with some action game experience, I think the controls should be relatively easy to pick up.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That said, the combinations of inputs are new, so figuring out how to teach players to use them was difficult. We&#8217;re still working on the tutorial, and I don&#8217;t think we can simply say the current version is good enough. In hindsight, we could perhaps have spent more time fine-tuning the balance of how much guidance to provide during the initial installation process.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014If the tutorial is too thorough, players can get impatient to get the main game. It&#8217;s a difficult balance to strike.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>Once players get comfortable with the basic controls through the initial tutorial, they&#8217;re free to enjoy the various actions and customization options. The ten playstyles other than the zombie style will also become available as you progress through the story. It&#8217;s probably impossible to master every single one by the time you finish the game, so I hope players will experiment with different styles in all sorts of situations, including the endgame content.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014What do you consider to be Stupid Never Dies&#8217;s peak &#8220;feel-good moments&#8221;? The game consistently delivers waves of satisfying action, but I&#8217;m curious where you consider the high point to be. Is it the finishing bite, perhaps?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>In terms of individual moments, definitely the bite, as well as the follow-up attacks you can perform after a Stupid Parry. Rather than just making one-on-one encounters satisfying, we&#8217;ve designed the game so that you can land hits that affect multiple enemies and experience the rush that comes from that.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But the biggest adrenaline rush, for me, comes from surviving situations where you think, \u201cThere&#8217;s absolutely no way I&#8217;m getting out of this!\u201d Like when you&#8217;re facing a massive horde or a relentless barrage of attacks. That&#8217;s the peak I deliberately tried to build toward.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">You won&#8217;t experience that right away on the first floor of the first dungeon. There, we want players to first enjoy the momentary satisfaction of one-on-one combat. But from there, the level design gradually leads players toward the sense of accomplishment that comes from overcoming the environment and surviving against all odds.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>I don&#8217;t think we&#8217;ve fully shown off those large-scale battles in the demo yet, so I really hope players make it that far.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I see, so things get even more exciting in the full game.<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u3010Multi-Subs\u3011Stupid Never Dies | DEEP BITE #1 - Action\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/OYhfEUjX_Ic?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 id=\"looking-ahead-to-release\" class=\"wp-block-heading\">Looking ahead to release<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014How much endgame content have you prepared? Could you give us an idea of the overall volume?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>We&#8217;re aiming for the main story to take around 20 to 30 hours to complete. For the endgame, we&#8217;ve prepared something along the lines of a traditional \u201c100-floor dungeon\u201d that becomes available after you finish the story. It&#8217;s three to four times as deep as those in the main game and is designed for time-attack runs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This dungeon is also more punishing than the main game, so you&#8217;ll be taking on the challenge with a character you&#8217;ve already developed in the main campaign. There&#8217;s also plenty of new equipment parts and passive skills exclusive to the endgame, allowing you to put together new decks with really outrageous abilities and keep coming for more.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Personally, I absolutely love this mode. I&#8217;ve spent more than 1,000 hours playing it just during testing. It&#8217;s quite demanding, and it&#8217;s designed to make you want to keep shaving time off your runs, so I hope you&#8217;ll look forward to it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014What kind of action game players do you hope to reach with this title?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sasaki:<\/strong><br>I started my career in game development working on arcade games. Back then, we approached game design with the idea that players paid 100 yen for three minutes of play, so the question was how much enjoyment we could pack into that short window. This game obviously isn&#8217;t designed around such short three- or five-minute sessions, but I still want players to enjoy how much story and gameplay can unfold within relatively short stretches of time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The people who enjoy that kind of experience aren&#8217;t necessarily the ones who play primarily for the story. I think this game is more for players who enjoy challenging themselves through sheer action skill, and who love those battles that get their adrenaline pumping. I think they&#8217;ll find a real challenge here.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Of course, we&#8217;ve also included a \u201cGO NUTS&#8221; mode so that more casual players can enjoy the game. But rather than being a story-driven experience, this mode is built around repeating and enjoying the action and the way battles unfold, so there&#8217;s still some bite to it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>I think of Stupid Never Dies&#8217;s action as the &#8220;bowl of rice&#8221; at the center of a meal, with the art, sound, story, and characters serving as the side dishes. The action is the main focus, so feel free to skip the cutscenes and jump straight into the gameplay if that&#8217;s what you prefer.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014You&#8217;ve put so much work into those cutscenes, though. Are you really okay with people skipping them? (laughs)<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kobayashi:<\/strong><br>Action game lovers really do skip them sometimes (laughs). I&#8217;ve seen plenty of people skip the cutscenes in my own past games, so I think having a skip function is essential. It&#8217;s simply one way of playing. For those who want to follow the story, we&#8217;ve also prepared a narrative, dialogue scenes, and support features for players who aren&#8217;t as comfortable with action games. I hope everyone will enjoy the game in their own way.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;m not particularly good at action games myself, so I&#8217;m exactly the kind of person who wouldn&#8217;t be able to see the ending without GO NUTS Mode. But the main experience is still very much an action game for people who want a full-on challenge.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I&#8217;m looking forward to playing the full game. Thank you for your time.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Stupid Never Dies launches October 21 on PC (<a href=\"https:\/\/store.steampowered.com\/app\/3486530\/Stupid_Never_Dies\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>) and PS5. The game is priced at $49.99 USD for the Standard Edition and $59.99 USD for the &#8220;Glorious Idiot&#8221; Digital Deluxe Edition, which bundles the base game with DLC.<\/p>\n\n\n\n<p class=\"has-text-align-right wp-block-paragraph\">[Interviewer, editor: Ayuo Kawase]<br>[Writer, editor: Kei Aiuchi]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Pre-launch interview with Stupid Never Dies producer Hiroyuki Kobayashi and director Eiichiro Sasaki.<\/p>\n","protected":false},"author":1,"featured_media":74043,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":false,"autoblue_custom_message":"","autoblue_shares":[],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[64,10],"tags":[17],"class_list":["post-74042","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-japan-related-news"],"blocksy_meta":{"styles_descriptor":{"styles":{"desktop":"","tablet":"","mobile":""},"google_fonts":[],"version":8}},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Neither a musou nor a soulslike. Stupid Never Dies offers hardcore action gamers an alternative to mainstream AAA games and remakes. We talk to the developers - AUTOMATON WEST<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/interviews\/neither-a-musou-nor-a-soulslike-stupid-never-dies-offers-hardcore-action-gamers-an-alternative-to-mainstream-aaa-games-and-remakes-we-talk-to-the-developers\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Neither a musou nor a soulslike. Stupid Never Dies offers hardcore action gamers an alternative to mainstream AAA games and remakes. 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