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Suda 51's Let It Die

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How Lily Bergamo Turned Into Let It Die. June 20, 2014 . 3:30pm

“It’s not going to be obvious to players, but there are a lot of assets and visuals reused from Lily Bergamo in Let It Die. So, it’s not like we scrapped it completely. Let It Die is an evolution of Lily Bergamo,” said Goichi Suda to Siliconera.

When Siliconera met with Grasshopper Manufacture CEO Goichi Suda, we talked about his next major project and first collaboration with GungHo Online Entertainment, Let It Die. The game is a PlayStation 4 exclusive slated for release in 2015, which we originally saw last year as Lily Bergamo.

The last time we met we were talking about Lily Bergamo before it was officially announced for PlayStation 4 and Lily Bergamo turned into Let it Die. How did this happen?

Goichi Suda, Producer of Let It Die: I think Lily Bergamo was officially announced in Japan last September. After that while we were designing the game, one of the key features of the game is once a player dies their player data becomes enemy data and they spawn as an enemy.

Using that feature, the game basically evolved from Lily Bergamo to Let It Die. It was a better concept. It better represented what we were thinking. The game officially became Let It Die around December.



What about the female lead character, concept art, and mysterious red door – are all of those designs gone?

There was a complete shift in the environment and world, so yeah everything is gone.

Are you ever going to reuse the Lily Bergamo world or story, maybe not for Let It Die, but for another game?

It’s not going to be obvious to players, but there are a lot of assets and visuals reused from Lily Bergamo in Let It Die. So, it’s not like we scrapped it completely. Let It Die is an evolution of Lily Bergamo.

The story has changed, though and there aren’t any plans to use any of the other assets.

How does the combat work?
There are some hints in the trailer. Did you see where there is a player shooting someone up top? That’s how battles are going to go. Keep your eyes open for about three or four peeks at gameplay footage.
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What kinds of characters are in Let It Die? Are they brooding characters like in the trailer or does the game have wacky characters like the Grim Reaper on a skateboard in the logo?

The main portion of the game is going to be serious like the trailer. I think that the game can’t be serious all of the time, so there will be spots with Suda flavor in it, but the main visuals are like the trailer.

What is your favorite weapon in the game? Can players create weapons by mixing weapons together?

I can only talk about the weapons shown in the trailer, though! Hmm… I like the nail bat and the saw shown at the end has a lot of impact so I like to play with it, but my favorite weapon is the morning star.

The game doesn’t have combo weapons, but if you spot an enemy with a weapon you like you can fight that enemy and take their weapon.

Let It Die is a free to play game. Can you tell us how it will be monetized? Will you sell continues like Puzzle & Dragons? Weapons? Wacky helmets?

Since it is a free to play game, we will sell items, but this won’t be pay to win. We can’t go into details about this right now though.

As you know, Grasshopper Manufacture is known for making console games. Working with the free to play model has been a challenge for us. I see this as a good challenge and my goal is to add Grasshopper Manufacture’s creative juices into the free to play model.



Is Grasshopper Manufacture also developing boxed console games too?

I can’t talk about the other stuff right now. [Laughs]

Is GungHo Online Entertainment America publishing the game in the West?

Yeah.

For GungHo Online Entertainment as a company, Let It Die is quite different from all of the other games GungHo released in Japan since it looks pretty violent.

I can’t speak for GungHo, but I think Mori****a-san is a designer that creates fun and interesting games that go beyond Puzzle & Dragons. GungHo, I think, is more like Disneyland where you have different attractions like Star Wars, haunted mansions, and Disney in the same park. I don’t think Grasshopper Manufacture has to blend into what GungH, I think there are genres that we can lead and that is where this game comes in.

Mori****a-san is the kind of guy who is constantly thinking. If our team comes up with an idea, Mori****a-san usually looks at it from a bunch of different perspectives and comes up with a bunch of different ideas out of the original idea.

Read more stories about Interviews & Let it Die & PlayStation 4 on Siliconera.

source:Siliconera
 
wow it's been a very long time since I last heard about this it's about damn time. too. I bet alot of people actually thought this ip did intact die.


I

ndustry, PlayStation 4
Let It Die playable at PAX East 2016, new screenshots [Update]

Published 9 hours ago. 61 comments.

Free-to-play survival game due out this year for PS4.

Let-It-Die-PAX-East-2016-Playable.jpg




GungHo Online Entertainment has announced its lineup for PAX East 2016, and Grasshopper’s 2016-due, free-to-play survival game Let It Die for PlayStation 4 will be playable for the first time on the show floor.
Suda 51 will also be at PAX East conducting interviews with media.
PAX East runs from April 22 to 24.


View a new set of screenshots at the gallery.




Update 3:30 p.m.: Watch a developer announcement video below.
Get GungHo’s full lineup below.




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Puzzle & Dragons

  • Platform: iOS, Android, and Kindle
  • Developer: GungHo Online Entertainment
  • Age Rating: 4+
  • Availability: Now Available
  • Website: puzzleanddragons.us
Featuring an addictive combination of puzzle, dungeon-crawling, and monster-collecting gameplay, Puzzle & Dragons is a mobile gaming phenomenon that continues to see tremendous growth. In the game, players capture, collect, and evolve hundreds of elemental monsters while using quick thinking to chain combos and maximize the abilities and skills of their monsters. Puzzle & Dragons has surpassed more than 50 million downloads worldwide.
Let It Die

  • Platform: PS4
  • Developer: Grasshopper Manufacture
  • Rating: N/A
  • Availability: TBA 2016
  • Website: letitdiethegame.com
From the creative mind behind Lolipop Chainsaw and No More Heroes comes Let It Die! Death cancels everything, except the truth in this upcoming free-to-play survival action game. PAX East attendees will receive the first ever public hands-on demos of Let It Die and experience a piece of the action close up. Interviews with Suda 51 are available to media by request.
Super Senso

  • Platform: iOS, Android
  • Developer: TURBO Studios
  • Rating: N/A
  • Availability: TBA 2016
  • Website: supersenso.com
Super Senso is a turn-based action strategy game that pits player versus player in fast-paced matches on vivid 3D battlefields to compete for rare rewards, exclusive content and global supremacy. Players collect and unleash massive, customized mechs on their enemies while amassing unstoppable smash up armies of zombie soldiers, tanks, ninjas, weaponized dinosaurs, UFOs and much more. Outsmart, outplay and obliterate opponents in PvP battles of epic proportions!
GALAK-Z: Variant Mobile

  • Platform: iOS and Android
  • Developer: 17-BIT
  • Rating: N/A
  • Availability: TBA 2016
  • Website: 17-bit.com/galakz
GALAK-Z: Variant Mobile, a 2D sci-fi shooter paying homage to classic anime and 1980s arcade games, casts players in the role of Adam “A-Tak” Takamoto as he pilots his spacecraft or mech to warn the people of Earth about an impending alien invasion. Optimized for the mobile experience with fully integrated touch screen controls, updated UI, and much more, GALAK-Z: Variant Mobile asks players to navigate through hostile alien territories while collecting valuable resources and carefully managing upgrades, weapons, and salvage if they hope to survive.visit gallery »





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Industry, PlayStation 4, Clips, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die, PAX East 2016, Screenshots



source: Gematsu
 

PlayStation 4
Let It Die PAX East 2016 teaser trailer

Published 5 hours ago. 32 comments.

Play the PlayStation 4 survival action game at PAX East this weekend.

Let-Die-PAX-East-16-Teaser-PV.jpg




GungHo Online Entertainment has released a teaser trailer for Let It Die, Grasshopper Manufacture’s free-to-play survival action game for PlayStation 4, ahead of this weekend’s PAX East in Boston, where the game will be playable.




Watch the trailer below.
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PlayStation 4, Clips, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die, PAX East 2016, Teasers, Trailers



source: Gematsu
 
PAX East 2016: Let It Die is a crazy, gruesome survival action game

April 19, 2016 17 Comments





If you haven’t noticed, we’re currently in the middle of another game development trend, this time centered around making survival action games.


Can’t go two steps around here without one tripping you up, really. And here’s another contender, coming at you live during PAX East this week: Let It Die.
Created by Grasshopper Manufacture, Let It Die is a “crazy survival action game” that appears to take place in some sort of future dystopia.



We don’t know much about the game itself past what we can deduce from its trailer, but we can say that Let It Die definitely skews to the gruesome end of the spectrum.



Also, you can eat live, squirming rats for health.
We’ve got the PAX announcement video and teaser trailer below, although you should be warned that both are rather bloody.
Read more




source: Massivelyop.com/


 
PlayStation 4
[FONT=&quot]Let It Die E3 2016 trailer, gameplay[/FONT]
Published 6 mins ago. 0 comments.

Thrills, chills, and kills.

Let-It-Die-E316-Init.jpg


GungHo Online Entertainment and Grasshopper Manufacture have released the E3 2016 trailer for Let It Die.


Additionally, a gameplay presentation broadcast on Twitch earlier has been uploaded to YouTube.


Let It Die is due out for PlayStation 4 as a free-to-play title in 2016.
Watch the footage below.
Trailer

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Gameplay

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PlayStation 4, Clips, E3 2016, Gameplay, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die




source:
Gematsu
 
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Akira Yamaoka is a video game composer who has created pieces for many beloved series. These works include, Silent Hill, Gradius III, Lollipop Chainsaw, and Killer is Dead.

Additionally, Yamaoka has been working closely with video game director and Grasshopper Manufacture CEO Suda51 on many titles. Recently, it was revealed that Yamaoka will be continuing that partnership by working on the upcoming free-to-play hack-and-slash game Let it Die. Operation Rainfall had the honor of meeting up with Yamaoka at E3 2016 to not only discuss his time with Let it Die, but also his past works.[/FONT]

[FONT=&quot]When composing for Let it Die, what was your vision for the type of sound to be in the game?[/FONT]
[FONT=&quot]I was there in the very beginning of the project. In the initial planning stages, there were talks about how to do the sound and music. We chose a more industry-metal to go with the action and survival elements of the game.[/FONT]
[FONT=&quot]How much creative liberty are you given when working on title?[/FONT]
[FONT=&quot]I pretty much have free reigns on what to do with the music.[/FONT]
[FONT=&quot]You’ve worked on other Suda51 projects in the past, do you enjoy working with the same directors? And would you like to work on new IPs?[/FONT]
[FONT=&quot]Right now I am with Suda51, but in the future I would be interested in working with new IPs.[/FONT]
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What was it about Let it Die that made you want to work on the project?
[/FONT]

[FONT=&quot]Being there from the beginning, I saw the early development stages and just knew that this was a project that I wanted to be apart of.[/FONT]
[FONT=&quot]How did you and Suda51 meet?[/FONT]
[FONT=&quot]We were drinking buddies about 10 years age when Suda first started Grasshopper Manufacture. We’ve been friends ever since then.[/FONT]
[FONT=&quot]
Has your opinion changed any parts of Let it Die during early development?
[/FONT]

[FONT=&quot]I do have an opinion during development. Mostly, I just helped with fine tuning the survival elements of the game. And making sure it all fits in a hack-n-slash dystopian world.[/FONT]
[FONT=&quot]What is your favorite gameplay element from Let it Die?[/FONT]
[FONT=&quot]I like the tactical elements. I also enjoy customizing the characters to fit my needs.

[/FONT]
[FONT=&quot]Going from a more musically soothing sound of Silent Hill to the more metal sound of Let it Die. What kind of music do you prefer?[/FONT]
[FONT=&quot]I don’t go into a project thinking about the genre of music. I pay close attention to the game and pick out what type of music will be right for that game’s world. I really strive to achieve getting the player involved in the world through the music. Whether is calm and eerie like Silent Hill or fast like Let it Die. I chose the sound that fits.[/FONT]
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[FONT=&quot]
Do you have a favorite Suda51 game that you’ve composed the music for?

[/FONT]
[FONT=&quot]I really enjoyed Shadows of the Damned.

[/FONT]
[FONT=&quot]What was it about that game did you enjoy?[/FONT]
[FONT=&quot]It was the first time I worked with Suda51, but I also hold a lot of good memories working with Shinji Mikami who was the producer on the project. There were just so many fond memories attached to working on that game.[/FONT]

[FONT=&quot]Do you think you will be composing music for the rest of your career?[/FONT]
[FONT=&quot]I’m not as attached to it as some people think. I don’t think I will be doing it till the day I die.[/FONT]
[FONT=&quot]What could you see your self doing other than composing music?[/FONT]
[FONT=&quot]Farming. [laughs][/FONT]
[FONT=&quot]What kind of music do you as a composer listen to on your free time?[/FONT]
[FONT=&quot]I listen to anything really. From mainstream music to indie rock bands.[/FONT]
[FONT=&quot]What do you think about Akira Yamaoka past works and also his composition forLet it Die? Let us know in the comments below.

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[FONT=&quot]Let is Die is coming to the PlayStation 4 in 2016.[/FONT]
source: Operation Rainfall
 
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[FONT=&quot]
There’s always a couple of games at PAX that you can tell just by looking that they’re a big deal. The way you can tell is they have over the top booths and lines stretched all the way around them. Though there were a couple like that this year, the one that I was privileged enough to demo was Let It Die. In case you’re not familiar with the title, it’s the latest brainchild from the prolific and supremely talented Suda51.


[/FONT]
[FONT=&quot]First off, you should know that Let It Die is a PS4 exclusive. I’ve been on the fence with buying a PS4 for a while now, but this might be the game that finally breaks me down and forces me to shell out the cash. Why, you ask? Well, besides the game having that unique Suda51 style and polish, Let It Die is also procedurally generated. Yes, that means every experience is unique. When you factor in the amount of complexity inherent in the game, that’s incredibly impressive.[/FONT]
[FONT=&quot]

Those Rage attacks are no joke

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[FONT=&quot]The demo starts off with you waking up wearing only your underwear and a gas mask in a derelict facility that looked to be some sort of amusement park gone horribly wrong. Though the first foes I fought were human thugs armed with baseball bats and other brawler weapons, I quickly came upon monstrosities from my deepest, darkest nightmares. You start out armed with nothing other than your fists, but after beating a thug to death, I was able to acquire his baseball bat, and then things got much smoother. While you can totally beat foes with your fisticuffs, weapons typically are much more powerful. They also bring us to a key game mechanic, the Rage attacks. By holding down the triangle button and then attacking, you’ll be enveloped in a blue haze and deal massive amounts of damage. Keep in mind you’re still vulnerable to attack while in Rage mode, so you’ll be forced to time it just right to get maximum effect.

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[FONT=&quot]While I’m not all that familiar with PS4 controllers, I was able to quickly pick up on the controls. The touchpad lets you manage and consume various items, while the left joystick moves you around and the right controls the camera. You use the left and right triggers to use weapons in each hand, or to wield one massive two handed weapon, such as the lovely axe I later found when my bat was lost.

Though two handed weapons are more cumbersome and slow to wield, they also do a lot more damage, especially when in Rage mode. In fact, using Rage axe attacks was the saving grace for the boss fight at the end of the demo. It’s hard to describe exactly what it was, but it looked like a lumbering behemoth of a man with far too many limbs, eyes gouged out by what looked like satellite dishes and massive hands composed of far too many digits. He attacked by charging bodily or tossing what looked like corpses at me. The trick to beating the foe was to sneak around the arena, since he couldn’t see you, only hear you. Once I was able to get close enough, I let loose a charged axe Rage attack, which swung me around and around several times.

This did massive damage to the beast, and a couple attempts finally let me demolish it, which resulted in a mess of goo and fluid. I’m not sure what the boss was exactly, since the demo didn’t contain any story, but I am fascinated to find out.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]In the end result, I was very impressed with Let It Die. It is shaping up to be an exclusive well worth owning, and maybe a game to buy a system for. It reminded me of Resident Evil hybridized with No More Heroes, and it was a crazy ride. Make sure to stay tuned to find out more details once it’s closer to release![/FONT]
source: Operation Rainfall
 


PlayStation 4
[FONT=&quot]Let It Die first developer diary[/FONT]

Published 9 hours ago. 15 comments.
Go behind the scenes of Grasshopper Manufacture's latest game.

Let-It-Die-First-Dev-Diary.jpg


GungHo Online Entertainment has released the first episode of “Let It Talk,” the official Let It Die developer diary, which takes viewers behind the scenes of the game’s development.




The show is hosted by Uncle Death himself and features game director Hideyuki Shun. These monthly developer talks will offer a unique perspective on the inspiration and creative process behind the game.
Let It Die is a free-to-play survival action game developed by Grasshopper Manufacture and will launch for PlayStation 4 in 2016.


Watch the first developer diary below.
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PlayStation 4, Clips, Developer Diaries, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die



source: Gematsu
 
Suda-Featured.jpg


PAX West: An Interview with Suda51

Posted on September 16, 2016 | 1 Comment
Suda51 is still a master!Continue Reading...




[FONT=&quot]I’ve met some very cool game folks in my years covering PAX, but this year I got to meet one of the most well known and prolific game designers of our lifetime. Yes, I got to meet with Suda51 himself, and talk with him about his games, the remaster of The Silver Case, and just gaming in general. Please note that his responses were translated into English for me by the talented James Mountain, who himself handled the translation of The Silver Case. The following are my interview questions followed by Suda’s responses.[/FONT]
[FONT=&quot]First off, thank you both for your time. I really appreciate the interview!
Suda – Thank you very much![/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Question 1 – What is it that made you want to bring The Silver Case to the West after so many years?
Suda – This game first came out on the first generation Playstation in Japan back in 1999. And it was actually the first title that Grasshopper Manufacture ever made. I wanted to bring it to the West, but only if I could do so and stay true to the game, while also making it more modern.[/FONT]

[FONT=&quot]Question 2 – While you’ve made many games, they all seem so different stylistically. Is there any unifying theme that all your games have?
Suda – That’s somewhat ambiguous, but I will say that they are all games other companies either won’t or can’t make. They are games only I would put out.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Question 3 – Why did you choose Steam before console when releasing The Silver Case?
Suda – Years ago I was approached by Playism. They wanted to remaster the game, which I have wanted to do for a while, but it was difficult, since there are many complex themes in the game. I didn’t want to port it as is, and it’s very tough to find faithful localization for games. Active Gaming Media, the parent company of Playism, told me they were confident they could do a perfect localization 100% faithful to the game, and James Mountain has done all the translation work on it.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Question 4 – Is the Silver Case a linear experience, or are there multiple endings?
Suda – While the story is linear, there are also different sides acting in the foreground and background. The order in which you experience the game is thus up to the player themselves. One side of the story is about the detectives tracking down the killer, Kamui Uehara. The second story is about a reporter. Both stories are interconnected, and everything comes together in the end. I will note that the reporter story was written by Mr. Oka, while the detective story was written by myself. I do think that there are different ways to understand the story, even if it is linear.[/FONT]

[FONT=&quot]Question 5 – Was the original Silver Case one or two stories?
Suda – The content of the original game was the same. The new aspect for this release are the remastered graphics.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Question 6 – Why were the different parts of Silver Case written by different people?
Suda – There is a reason. Before Grasshopper Manufacture, I worked for another company, whose last game was called Moonlight Syndrome. This was a suspense title which was somewhat popular in Japan, and led to various books. One such book was written by Mr. Oka, and it took the incidents in Moonlight Syndromeand conveyed them in a interesting way. This led to me asking Mr. Oka to work with me on The Silver Case.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Question 7 – How good do sales of The Silver Case need to be in order to lead to console sales?
Suda – *laughs* If possible, 100,000 sales.[/FONT]

[FONT=&quot]Question 8 – How long is The Silver Case?
Suda – About 10 hours long.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Question 9 – Have any of the aspects from The Silver Case lead to other games of yours?
Suda – The game Flower, Sun and Rain is emotionally connected to The Silver Case.[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]

Question 10
– What inspired Let It Die?


Suda – While I can’t really say, I will say that the game world and vibe of Let It Die was inspired by an old Japanese manga called Violence Jack.


[/FONT]
[FONT=&quot][/FONT]
[FONT=&quot]

Once again, I’d like to thank Mr. Goichi Suda and James Mountain for their time, and for the interview opportunity! Also special thanks to Brodie for the fantastic featured image.


[/FONT]
[FONT=&quot]

I also want to thank Suda for this great picture! Meeting him twice in two days was a treat!
[/FONT]


source: Operation Rainfall
 
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PlayStation 4
[FONT=&quot]Let It Die third developer diary[/FONT]

Published 2 days ago. 41 comments.
Break into other players' bases and take their fighters hostage.

Let-It-Die-Dev-Diary-3.jpg


GungHo Online Entertainment has released the third video in its series of Let It Die developer diaries.



Here are the highlights of what’s discussed:
Game Flow

Let It Die is not the type of game where you focus on raising a single fighter and become attached. It’s more about planning the best strategies for getting through the tower and defeating other players by constantly strengthening and switching between numerous fighters based on your current situation. On top of that, you can break into other players’ bases and attack them. In such battles, players can even try to abduct one of their opponent’s fighters and hold them hostage.


Abduction

If someone takes you out, you can get revenge in this free-for-all battle system. You build your fighters in single-player mode and pit them against others in multiplayer mode. With these two systems aligned, the game expands and takes on a new level of depth. If you die, you lose what you’ve gathered (since you last visited your based) then and there.

Cheating Death?

“With the right kind of insurance, you can even cheat death.”
If you missed it, catch the first developer diary here and the second here.
Let It Die is a free-to-play survival action game developed by Grasshopper Manufacture and will launch for PlayStation 4 in 2016.




Watch the developer diary below.
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PlayStation 4, Clips, Developer Diaries, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die





source: Gematsu
 

PlayStation 4
[FONT=&quot]Let It Die fourth developer diary, character details[/FONT]

Published 13 hours ago. 3 comments.
Meet Uncle Death, Kiwako Seto, and The Jackals.


GungHo Online Entertainment has released the fourth video in its series of Let It Die developer diaries.





This time, we’re introduced to the game’s characters. Here are the details, via the PlayStation Blog:
Uncle Death (voiced by Jukka Hilden)


Let-It-Die_11-03-16_001.jpg


The first major character you will encounter on your adventure. This arcade-dwelling, skateboarding-slash-golf enthusiast literally brings you into the world as he introduces you to his favorite game ever.



Luckily, he also sticks around to act as your personal guide and cheerleader. Providing a helpful reference book, some basic tips, and color commentary on your most brutal kills, Uncle Death is never too far from the action.


He’s blunt, but also quick to compliment those who earn it. As a personal quirk, he insists on calling you “senpai” (a Japanese term of respect typically reserved for upperclassmen or those with more seniority) despite being about a thousand years your elder. Don’t let his appearance fool you, this reaper is anything but grim. At times, he can be downright wacky, but he does seem to enjoy this violent chaos a little too much…


Kiwako Seto (voiced by Daveigh Chase)


Let-It-Die_11-03-16_002.jpg
The newest recruit at the most successful (presumably only) post-apocalyptic insurance company in town, Direct Hell. Despite the death and destruction around her, Kiwako is quite skilled at her job and manages to maintain composure despite her surroundings. She does tend to get a bit too excited upon witnessing what she considers to be a “GRUESOMAZING” death, but she never lets that stop her from politely offering her company’s standard insurance policy. You know, the one that brings you back from the dead. It’s the best seller, naturally.
When she’s not busy working, Kiwako enjoys riding around on her signature scooter, the Yotsuyama Sick TNG, and posting new (likely gruesome) photos to her Pinstagram account, @kiwa.v_v.kiwa.


The Jackals

Let-It-Die_11-03-16_003.jpg

The Tower of Barbs can be a pretty messy place, especially with all the death and destruction players leave behind in their wake. Luckily, The Jackals are there to clean it up and look classy doing it. Former criminals and former champions of a top secret martial arts championship, they were hand-picked by the mysterious Yotsuyama Group.
As part of their “cleaning” duties, they are required to collect dead fighters. Highly-leveled fighters command a pretty hefty price, so their corpses (and remaining equipment) could be quite the desirable commodity for would-be scavengers. The Jackals are armed with equipment far superior to just about anything a player might come across in the tower, so interrupt their work at your own peril!
Jackal X (voiced by Verne Troyer)
A former gangster and violent brute. Short tempered and possessing the skill to back it up, his beam saber will make quick work of those foolish enough to bother him.
Jackal Y (voiced by Mark Rolston)
A former hitman and all around “cool guy.” He favors the more elegant beam gun when it’s time to dispatch his foes.
Jackal Z (voiced by Traci Lords)
The only female in the group, and her past is shrouded in mystery. Though, perhaps her biggest mystery is how she obtained such an insane level of skill with her complicated-yet-deadly beam yo-yo!
Let It Die is a free-to-play survival action game developed by Grasshopper Manufacture and will launch for PlayStation 4 in 2016.
Watch the developer diary below.

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View a set of screenshots at the gallery.
visit gallery »








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PlayStation 4, Clips, Developer Diaries, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die, Screenshots


source: Gematsu
 

Previews, PlayStation 4
[FONT=&quot]Preview: The first two hours of Let It Die[/FONT]

Published 13 hours ago. 9 comments.

An in-depth look at Grasshopper Manufacture's free-to-play PS4 game.


Let-It-Die-Preview_11-21-16_001.jpg
Last week, I flew out to Los Angeles to play nearly two hours of the final version of Let It Die, the next game from No More Heroes and Killer7 studio Grasshopper Manufacture, at publisher GungHo Online Entertainment’s El Segundo office. I should mention from the get-go that GungHo covered my flight and stay, and that I wouldn’t have been able to afford to attend and preview Let It Die otherwise.
Let It Die, unlike Grasshopper Manufacture’s earlier games, is free-to-play. At first thought, it’s a bit of a weird combination. The stylish, story-oriented action of Grasshopper Manufacture and lead designer Suda 51’s previous works don’t seem to mix with the free-to-play model. But Let It Die was designed from the beginning as a free-to-play title, and as the first Grasshopper Manufacture title published by GungHo Online Entertainment, which acquired the studio in 2013, leverages its publisher’s know-how in that space.




I played Let It Die from the beginning. The game opens with a cinematic explaining its story. A tectonic disturbance in the year 2026 AD known as the “Earth Rage” split the planet into four territorial masses. Mankind fell into disarray as the four masses became plagued with domination, war, disaster, and famine. The Earth Rage caused the rise of a 1,686-foot tower, named the “Tower of Barbs” and located on the tiny island of South Tokyo, the top of which is said to hold the key to the future. From that cinematic, it moves to another featuring a dystopian South Tokyo and death insurance brokeer Kiwako Seto, who subtly welcome you to the world of Let It Die.


The scene fades out and into an underground subway train—Line 15—filled with premade characters, males on one side and females on the other, all wearing nothing but underwear, and hooked to tubes and wires. This is where you choose your starting character. I chose a male character. The train pulled into an overly-shiny and reflective station and I was greeted by Uncle Death, a skateboard-riding grim reaper who, even though he shows you the ropes, refers to you as “Senpai.” He hands you a Rolodex that allows him to stay in contact with you and sends you on your way. I headed out of the station and to Ikegara, the introductory dungeon.




It wasn’t long before I encountered my first enemy, who was crouching over an enemy he had already killed. Unfortunately, while he wielded a “Buzzsaw Kunckles” weapon, I had nothing but my fists. Luckily, ten or so punches did the trick, but not before rolling around and dodging his attacks. Defeating him let me loot his weapon. There are a lot of weapons to attain in the game—from fireworks launchers to guns, axes, and machetes—which can be equipped on the right, left, or both hands. You can also pick up armor from enemies, which can be placed on the head, upper body, or lower body, depending on the armor. Each piece of equipment has its own durability, which decreases the more its used. Most of the weapons I picked up during my playthrough had very low durability, which makes sense given they were in use by the enemy, but freshly-crafted weapons will start with maximum durability. Everything you pick up is stored in your Death Bag, which has a limited amount of slots. You can set up to three weapons per hand, which you can quickly shift between using the d-pad arrows. I found this method of shifting a little confusing at first, as the left arrow is used strictly to switch between left hand weapons, and the right strictly between right hand weapons, and to go back to the middle weapon from the third, for example, you’ll need to prsss the corresponding arrow twice, but it quickly grew on me during my playthrough.




There are six types of equipment: slashing, blunt, piercing, fire, lightning, and poison. You can hold up to two types of weapons at the same time, so you should pay attention to the type of armor the enemy is wearing and use the weapon types most effective against them. Defeating enemies with a specific type of weapon often enough will raise its Mastery Level, which will allow you to unlock sub-moves, new attacks, and skill boosts. The same Mastery Levels apply across all of your characters, meaning you won’t have to level each one individually.


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Combat feels a bit like Dark Souls, albeit more action-oriented. Like Dark Souls, you have stamina that depletes as you perform actions like attacking, dodging, running, and jumping. Your stamina is not represented by a meter, but rather as your heart rate. You’re able to see your heart beat through your character the more it increases, and when it reaches its limit, the character will have to take a second to catch his or her breath. In addition to standard attacks, there are also “Rage Moves,” which are stronger than regular attacks. Each time you deal damage, your “rage” will build up in increase in level until it reaches its maximum amount. Your current rage level is represented by a number next to your health, and when it’s full, you can activate a Rage Move by pressing triangle. The number of gauges the move uses up depends on the current weapon. There are also “Goretastic Attacks” that you can unleash when you stagger an enemy. These are also triggered with the triangle button and vary based on the current weapon.
Continuing my way through the introductory dungeon, I came across my first mushroom. Mushrooms have many uses in Let It Die, but in this instance, I learned their role as a food item. Straight from the mushroom encounter, you can choose whether to eat it or to store it. If you store it, the mushroom will be placed in a “Flick Box” at the top right of screen. You can ‘flick’ through the Flick Box with the touch pad and consume the mushroom later by pressing the right side of the touchpad. Some mushrooms will heal you, while some can have other, perhaps negative effects. On that note, while the right side of the touch pad lets you consume a mushroom, pressing the left side enters a throwing mode that allows you to toss your mushroom at the enemy by pressing X. The first mushroom you encounter is a healing mushroom, which eating briefly puts you in a yoga position while your health restores.
Continuing on, I came across my first treasure chest, grabbed the gear inside, and moved forward. I found a woman trapped under a gate, begging for a mushroom to get her out of her predicament. I threw the mushroom at her and her vitality miraculously returned. She lifted the gate, allowing me to pass. She actually becomes a valuable asset to players after the introductory stage. Past the gate is a staircase, leading to a room with more, higher level enemies. Unfortunately for you, as soon as you kill them, a cutscene triggers and you’re killed by a sniper. The game lets you die, and the title logo appears.
It’s at this point the game is flipped on its side. When you come to, you’re in an arcade. Sitting across from you is Uncle Death, who tells you that he thought you deserved a break from the “Death Drive 128,” which is a game console within the game that you were playing. Uncle Death reminds you of this in case you forgot. You were playing “Let It Die,” this “hack-and-slash rogue-like kind of a thing” that’s supposedly “the best console game ever.” From there you head back into the game. You’ll eventually be able to return to the arcade from the in-game game at any time, where you can do things like get tips from a local pro gamer or take on quests.
Jumping back into the game, you’re greeted with a proper title screen, which is very old school and Doom-esque, and where you can see the latest game-related announcements. All that was there for me at the time was a notification that service for Let It Die had begun. Which was clearly a lie, because the game isn’t out yet. (Shame on you, GungHo.) Hitting “Game Start” brings you back into the train, where you select a character as if you’re starting from the very beginning. But this time, rather than run up the stairs into the introductory dungeon, a previously closed off area is opened, for the first time granting you access to the “Waiting Room,” your base of operations.
The Waiting Room is your hub, situated right under the Tower of Barbs. There’s a lot to do here, so here’s an overview:

  • Mushroom Club: Remember the woman I mentioned saving earlier? Her name is the Mushroom Magistrate and she runs the Mushroom Club in the Waiting Room. Here you can buy and attach Skill Decals to your character’s body. Each has its own style and effect. Once you attach a Decal, it will disappear if your character dies or if you decide to remove it. You can also sell Decals you own or trade “Skillshrooms” for Decals, as well as spend Kill Coins to drink the Magistrate’s special stew and get a premium Decal.
  • Grill: Here you can grill the mushrooms and beasts you encounter and grab in the Tower of Barbs.
  • Choku-Funsha: The equipment shop. Here you can bring in blueprints and materials you find in the tower and have the shop owner develop them to sell in the store. Developing the blueprints you bring him will take some time, which you can shorten by spending premium Death Metal currency. You can also sell any items you may have in your possession for Kill Coins.
  • Storage Chest: Here you can store any of the gear and materials you may find throghout the Tower of Barbs to clear space in your Death Bag.
  • Rewards Box: Here you can pick up any rewards you earn from completing quests, as well as login bonuses and other presents.
  • Uncle Prime: Clearly a play on Amazon Prime, this is a box delivered by Uncle Death with random free goodies for the player. After you open it once, there is a timer until you may open your next Uncle Prime box.
  • Elevators: There are two elevators: a janky-looking regular elevator that you can pay Kill Coins to access floors you’ve previously visited, or the pristine “Royal Elevator” that users with an “Express Pass” can use free of Kill Coin charge.
  • Fighter Freezer: This is where all your fighters are stored. There are eight fighter types in the game, each with its own number of Skill Decal and Death Bag slots. You can access this freezer to switch between characters or send them on expeditions to attack other players. The eight fighter types include:
    • All-Balance: All abilities are balanced. Each attribute can be raised equally.
    • Striker: Specializes in close-range attacks. HP and STR are prioritized.
    • Defender: Specializes in defense. HP and VIT are prioritized.
    • Attacker: Specializes in attacking. STR and DEX are prioritized.
    • Shooter: Specializes in shooting. HP and DEX are prioritized.
    • Collector: Specializes in collecting materials. Death Bag capacity is high.
    • Skill Master: Specializes in skill expansion. Has many Skill Decal slots.
    • Lucky Star: Specializes in Fate increase. LUK is prioritized.
  • SPLithium Tank: Whenever you defeat a “Hater,” which are the reanimated corpses of yours and other players’ defeated characters, you receive an energy called “SPLithum.” The SPLithium Tank is where that energy is automatically stored each time you return to the Waiting Room. SPLithium is used for research & development and expanding facilities at your base.
  • Buffalo Bank: The bank that holds Kill Coins you obtain in the tower. Like the SPLithium Tank, your Kill Coins are automatically stored each time you return to the Waiting Room.
  • Metro Front: The player-versus-player hub. Here you can join a team, set up your base’s fighter defenses, and invade other players’ bases. If you choose to invade another player, you’ll take the train to their base and by taking down their defenses, you can steal break their SPLithium Tank and Buffalo Bank to rob them of their stored SPLithium and Kill Coins. You can even capture one of their fighters and bring them back to your base. Invading another player will get you on their Revenge List though, so it’s best to have your own base prepared.
Then there’s “Direct Hell,” an insurance company that offers “special services” to support players. Using these services requires premium Death Metal currency, which you can acquire in the game or with real money via the PlayStation Store. Death Metal can also be exchanged for Kill Coins through Direct Hell services. Another of the insurer’s provisions is “DH Express,” which grants you an “Express Pass” to use various services, such as receivng a “Limited Decal” as a daily login bonus and accessing to the Royal Elevator. The first time you die, you’ll be introduced to Kiwako Seto, Direct Hell’s insurance representative. She loves thinks it’s fantastic when you die. She’ll revive you once for free, but requires a single Death Metal each time following. If you choose not to be revived, you’ll return to your base with your carried gear gone and a reanimation of you—a Hater—running wild in that location.


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After browsing around the Waiting Room, you can take a staircase to access the area you let your first character die. You’ll find your previous character there, reborn as a Hater. They’re stronger than average enemy characters, and defeating your own Hater allows you to recruit them as a fighter. You’ll be able to differentiate between these enemies and average enemies easily as their names are colored orange.
Moving on, we’re introduced to “Beasts,” which aren’t as cool as their name makes them out to be. No, these beasts consist of animals like frogs and rats. You can catch them by sneaking up on and grabbing them, then either eat or store them. Beasts have a variety of effects. Eating a frog, for example, will heal you. By storing a beast, you can later grill them, or you can throw them in fire for the same effect. Of course, you can also choose to kill a beast, which will cause mushrooms to sprout from them. These mushrooms vary based on the beast killed.
After making your way through a floor in the Tower of Barbs, you’ll eventually come across an elevator. By activating the elevator switch, you’ll be able to return to the floor again at any time by spending Kill Coins. If you ride the elevator back down to the waiting room, you can store the Kill Coins and SPLthium you gained on the floor in your bank, as well as expend your experience to level up your stats.
The basic flow of Let It Die consists of taking the elevator to the latest floor you’ve reached, working your way up to the next floor, activating that floor’s elevator to create a new checkpoint, and returning to the Waiting Room to expend your stats and enhance your fighter. I continued this flow for a few floors until I eventually reached a mid-boss—the same mid-boss in the “Bloody Tour” developer diary. Luckily, I had watched the developer diary early that day and knew the trick to defeating him. “Coen” is blind, but can detect standard movement. But if you move around quietly—crouching—he won’t be able to hear you, allowing you to sneak up on him every so often for a few attacks before rolling your way back to safety. He’ll scan the environment every so often to find you if you’re being too quiet, but you can quickly move to a new spot when he knows your position. Defeating him unlocks the gate to access that floors elevator, saving it as a checkpoint you can access at any time from the Waiting Room.
Unfortunately, between taking in all the information this game presents you from the early stages and my interview with the director of Let It Die, Hideyuki Shin, this is as far as I got in progressing the Tower of Barbs. I really enjoyed it though. I was worried about the free-to-play concept, but in-game purchases are never thrown in your face from what I played, and Shin-san told me there will never be any pay-to-continue-playing kind of situation. The game’s floor-based, elevator-checkpoint structure allows you to play the game in short bursts—as you would expect of a free-to-play smartphone title, which is great if you don’t have too much time—or for longer periods if you’re looking for a lengthier session. My only real gripe is that a couple of areas on some of the floors I visited were the same or similar to one another. But these similar areas really only made up 10 percent—maybe less—of that floor, so it’s nothing to get crazy about.
Let It Die is coming out this year. Shin-san told me so. We don’t have a date yet, but it’s free-to-play, so if you have a PlayStation 4 and a network connection, there’s no reason not to give this a shot. (Unless you’re a child. You know, lots of blood and stuff.)






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[FONT=&quot]Interview: Let It Die director Hideyuki Shin[/FONT]

Published 13 hours ago. 16 comments.

Kiwako Seto is a jerk.


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I played a bunch of Let It Die last week, but I also got a chance to sit down with the game’s director, Hideyuki Shin, who shared a bunch of insight into the game with us, as well as reconfirmed the game’s fabled 2016 release date.





Get the full interview below.
I’ve never heard of this game. Sell it to me.
Shin: “This is our first initiative since Grasshopper Manufacture joined GungHo Online Entertainment where we’re making a game together. As crazy an action game as it is, which is what Grasshopper is known for, it’s also free-to-play. If it’s free-to-play, there isn’t an excuse. If you have a PlayStation 4, download it, and I think you’ll see how much content we’ve put into this game. A lot of times, people will have a negative perception of free-to-play, but no, we’ve put a lot of content into this game. You’ve got nothing to lose. Download it, try it, and you’ll find out that you’ll be able to play it for a long time because we’ve prepared a lot of stuff.”




Why take the free-to-play route this time?
“Free-to-play wasn’t necessarily added to the game during development. Sometimes there are games that are designed, and then it’s like, ‘oh, let’s make it free-to-play.’ Before the direction of the actual game was decided, we decided at the very beginning, from the concept drawings, that it would be free-to-play.”
Obviously with free-to-play comes free-to-play worries. What are you doing to ensure this isn’t a pay-to-win title?
“In regards to the free-to-play aspect, once we decided that we would go with that model, we said that we wouldn’t have any elements that would be pay-to-win. That’s a huge turn-off for a lot of players, especially in the west. Along with that, we decided that the three main points for monetization would be continuing, cutting the time necessary to craft or create weapons and armor in the shop—usually you get your blueprints, you get your materials, and crafting it takes time, one to three minutes, maybe half-an-hour depending on the weapon or armor, and also when you buy anything from the shop from the things you’ve crafted, it takes time to remake, so if you wanted to cut the time, we can monetize. And the third big point for monetization is the VIP Express Pass.
“Buying the Express Pass gives you special little privileges to make the game even smoother and a lot more efficient. It doesn’t give you an extreme advantage because you’re not paying money to get stronger, you’re just making things more efficient. For example, there are two elevators: the janky elevator you pay to ride with Kill Coins—the currency you get for killing enemies—and the Gorgeous Elevator, which can only be accessed when the Express Pass is active. So you can ride that and not have to pay any Kill Coins. The next thing is you’ll be getting skill decals, which are usually obtained at the Mushroom Club, where you put them on and activate passive skills. But with the Express Pass, the decals you can get when placed onto your fighter increase the amount of experience and Kill Coins obtained in battle, so you can level up faster or buy more things and save more money quicker. The biggest bonus is the expansion of your Death Bag. Usually in your Death Bag, you would have your weapons, your creatures and beasts that you’ve captured that are used as health items, as well as your blueprints and materials you find all around the tower on your runs before you get back to your base. So your typical first rank-one fighter will have about 20 slots. The better fighters you get as you progress through the game will have more slots depending on their specialty, but with the expanded bag from the Express Pass will give you more slots to carry more items instead of wondering what you have to throw away or keep. So a lot of our monetization is really just to make the game cycle a lot smoother and more efficient, especially for people who don’t have a lot of time to grind. But nowhere is it thrown into your face where it’s like, ‘oh, you should buy this.'”
There isn’t a limit to how much you can play, right?
“There is no limit. I think you saw some story elements [during your gameplay session]. These will continuously come up as you play the game and advance through the tower while raising your fighters to become stronger and stronger. You’re going to start unraveling the mysteries about what’s going on in the Tower of Barbs, why you start off in your underwear, and so on. Uncle Death will bring you through here and there as the sort-of storytelling guide reaper on a skateboard. But at the same time, the reason you’re strengthening your fighters, because you’ll have more than one, is for them to participate in the PvP elements, where you’re going to raid bases. And your base might be raided, too. So you’ll raise fighters to stand as defense mechanisms in your base and protect your resources. So the whole thing of going to attack other players, maybe being attacked, constantly strengthening yourself and getting better equipment to deck out your fighters, be more efficient in battle, and do better at defending your bases, is going to keep on repeating. Especially when someone comes into your base, and you know someone has attacked you because the Revenge List is generated, you want to get them back. So this cycle is going to keep on repeating. And the further you get into the PvP elements, I think you’ll see there is a lot to do.”




Is there any reason we’re not seeing Let It Die on other consoles?
“One of the reasons is much harder for us to explain because it’s on an executive level in regards to how it was decided between GungHo and Sony. I’m sure you’re familiar with the concept that a lot of developers and publishers are approached by platform holders that want something exclusive made. I’m not sure how the discussion was with this one, but for a game like this, having one platform on the development side, at least, is a lot easier for development. I’m not sure how much you’ve gotten to play with the controls so far, but you’ll notice that the DualShock 4 controller, including the touch pad button, is being fully utilized. Even the speaker itself, through which Uncle Death talks to you. So the entire controller is being utilized to really show what it’s capable of, and to make sure we can show really what we can do with all of the materials and tools given to us for PlayStation 4. That’s of course only on the development side. Maybe there are deeper reasons on the business side, but that’s all we really know right now.”


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Outside of other players’ characters showing up in your game in their afterlife as “Haters,” which is something I experienced a few times while playing, what other interactions with players are there? You mentioned PvP so far.
“The very basic level of interaction is when you come across Haters, the other players’ death data. If they died, their reanimated body is now wandering in a bunch of other players’ games. You might come across them and have to beat them, you might have to run away depending on how strong they are, but there is a certain resource you can get from them, SPLithium energy, that you can use to craft weapons and armor, which is important. But if you want a lot more, there are other ways to collect this energy. So the death data from players dying is known as a Hater, but there are also Haters that are hunters. You can send out the fighters that you’ve been raising to invade other players’ games for a certain amount of time and try to collect more resources by killing them. So that’s another way of interacting. And if you’re killed by them, a Revenge List is created, and you can go and try to get back at them. The biggest part is when you get a little bit further into the game, when you get to Tokyo, you can access Tokyo Death Metro, a bigger PvP part where you’re able to join a team and scope out other players’ bases to attack and raid. They may have fighters set up as defense mechanisms, but if you kill all of them, you can pick up the gear they’re carrying, break their banks and tanks to steal their resources, and return home to make it yours. But in the case where that happens to you, you want to make sure you raise a bunch of fighters to stand in your base as a defense mechanism so it’s harder for people to take your stuff. And if someone does, you want to get them back. So there’s this whole continuous cycle.”
Kiwako Seto is a bit of an interesting character. Can you talk about her?
“That’s the first time anyone has asked about Kiwako, actually. Here’s a really funny story. You know how she’s an insurance agent for Direct Hell Insurance? She of course greets you nice and properly, and says, ‘Are you OK? Well you did die, but luckily we have this great offer for you,’ and she seems really cute and is very proper to you, and asks if you want to be brought back to life, but on the inside, she’s really rooting for you to die. Because the more you die, the more money she makes. So she looks really cute and really proper, but she’s really like, ‘DIE! I want you to die! Keep on dying, because I’ll make more money that way!’ So it’s really kind of the side that most people don’t see. You start to think, ‘you know, she probably wants me to die because I’m paying her to come back to life every time I want to come back to life.’ So while it looks like she’s cheering you on, she really just wants you to die. A lot. She thinks it’s cool. The first time she meets you, you know, she’s like, ‘it’s gruesomazing.’ It’s great. She’s an interesting character in that sense, but that’s kind of a funny backstory.
“If you think about it, you saw her sick ride, right? That thing’s not free. Actually, while we call her Kiwako Seto, in Japanese it’s read Seto Kiwako. It’s from a pun of ‘setogiwa,’ which is translated as like ‘brink’ or ‘critical moment,’ like you’re on the brink of death. So she meets you when you’re dead. So it’s like are you going to stay dead or will she bring you back to life? So it’s kind of a play on words from ‘setogiwa’ with ‘ko’ at the end for a girl’s name. So her name is really just based off the pun.”
In Let It Die, ‘Let It Die’ is the hottest game in an arcade. Are you in a game in a game? But then Uncle Death appears outside the in-game ‘Let It Die,’ so that kind of confused me.
“That also ties in Kiwako’s name being based off ‘setogiwa.’ It’s funny because you see when she greets you, she is neither in the game or out of the game, she’s sort of in-between. It’s as if you’re going to stay dead, she’ll bring you back into the game, or you leave the game. But Uncle Death is on both sides, in or out of the game. All of these things, the reasons for them, where they stand, what’s going on, and the like will hopefully be revealed to you once you play through the game and get through a lot of the story elements we have planned.”
Alright, I’ll ask no more about spoilers. What’s at the top of the tower?
“(Laughs.) I can’t say that.”
Darn. Thought I could get you. Moving on, obviously since this is free-to-play, I’m assuming this won’t be something that comes out and is over and done with. What are your plans for updating the game in the future?
“You caught on. Since this is free-to-play, we will have events after launch and other updates, like assets added like weapons and such, and we can’t say too much about the details, but we’re going to make sure we have new content here and there to keep players engaged. And of course, it will be free. No paid expansion packs.”
We always remind our readers that Let It Die is coming in 2016 at the end of each our articles, but it’s become sort of a joke among our users as we’re so late into the year and still are without a release date. Is it still coming this year?
“If you do write an article and state that it will be out in 2016, don’t worry because we’ll make sure that we don’t make you into a liar.”
I feel like this topic is mandatory whenever we talk about Let It Die. Obviously, this game was Lily Bergamo before it became what it is now. I’m not going to ask you what made you change direction, I feel like that’s been discussed before. But having seen the reaction to change of direction, did that bring up any discussion about maybe going back to that concept for a future project?
“I’m the director of Let It Die, but I don’t know too much about Lily Bergamo. I can’t really say if it will come back in the future, but I know there has been a lot talk among users wondering what happened and if it will come back, but there is nothing official pointing anywhere to it actually being created. There are a lot of reasons why it was changed internally, probably a lot of things I wasn’t there for, since I came on the project later, but I’ve heard things here and there. We put a lot of work into Let It Die and believe it’s a lot of fun. Had it been Lily Bergamo, we’re not really sure what would have happened. So I think that at least with our current concept, I know you will not be disappointed, so please don’t worry.”
Well, Let It Die has taken quite some time. It was announced in 2014 and was supposed to come out a lot sooner than 2016. What’s taken it so long?
“If you include the development time that started with Lily Bergamo being the prototype, it’s about three years. But from a lot of the things that happened within development and how things change—you know, from the whole Lily Bergamo to Let It Die concept switch—to some people, two years for a PlayStation 4 game seems a bit long, but on the development side, it actually seems just about right. We’ve asked everyone looking forward to the game to please be patient. We’ve tried our best and I think that you won’t be disappointed in the outcome. I think also some people think that because it’s free-to-play that it will be somewhat cheap or not have a lot of content, or that we’ll just get it out at the bare minimum and add more content, but the attitude we took for this game is that, even though it was free to play, we decided to put enough content and quality to rival or even surpass that of a typical package game. You think of a typical package game you buy at the store, those usually take two-to-four years of development in this day and age, so two years isn’t really that much. Some people just have this negative impression of free-to-play games lacking content and being dry or cheap. But we’ve put in so much!”
Thank you so much for your time, Shin-san!




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source: Gematsu
 




Let It Die’s Director Talks About How One-Upmanship Fueled The Game’s Over-the-Top Nature. November 23, 2016 . 4:00pm

Let It Die is a wild, violent, ridiculous game, and its director, Hideyuki Shin, spoke with Siliconera about how the development team’s constant attempts to outdo each other made it that way.

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Let It Die is an over-the-top, silly, and violent game, constantly adding more and more elements and blood and gore to surprise its audience.

We spoke with the free-to-play PS4 game’s director, Hideyuki Shin, about how the team chooses what elements to add to the game to keep the player on their toes, what things they’ve added to let players make life difficult for other people online, and the development team members’ constant attempts to one-up each other for violence and humor that fuel the game’s unique vision.





You’ve worked on many different styles of games in different capacities. What brought you to work on Let It Die? What has you most interested in working on this game?

The biggest thing for Let It Die, before it even was Let It Die, was that it was slated to be a free-to-play game. I haven’t made a free-to-play game before, so that was a huge challenge and it seemed really attractive in that sense.

There’s a lot of challenges to free-to-play, especially with free-to-play on console and what can be done with free-to-play. The challenge was more attractive in that sense.

Now that you’re almost done the game, what sorts of things were those challenges?

One of the biggest challenges is the PVP elements that were put in. The multiplayer side is a base raid, and later on you find it’s called Tokyo Death Metro where you’re able to go in and attack other players’ bases. But people can also come in and attack your base and steal your resources. You can go “Yeah, I’m gonna go in and take their stuff!” but they can do the same thing to you. So when you get attacked, you’re like “Oh crap! That sucked!”.

But the biggest challenge on top of that was that you are training a lot of fighters. You can expand your fighter capacity to also stand guard as defense in your base. Some of your fighters can be kidnapped and held hostage, in a sense. You lose a fighter. And you’re like “Well crap, I spent a lot of time raising this fighter. I’m gonna go get him back! I’m gonna get him back and I’m gonna get one of theirs!”

The passion of being competitive, getting screwed over and then screwing someone else over – to make that feeling between players and still be fun – is probably the biggest challenge and I think we’ve done a pretty good job there.

Does it tell you who took your character?

Yeah, you know who they are and you can seek revenge. You can actually go out get them back if you want. There’s a revenge list.



We’ve heard that you’re putting 100 different bands in the game. How did you choose from so many different styles and artists?

The sound director, if you’re familiar with Akira Yamaoka…It was him that entered the indie music scene in Japan and hit up most of these bands saying “Hey, are you interested in being a part of this?”.

He went and pretty much hand-picked a bunch. I don’t know how many people decided not to be a part of it, but about a hundred or so said they did. He’s the one who pretty much called them all up or went to their live events – scoped them out and talked to them. That’s all his doing.

Will there be some sort of soundtrack people will be able to pick up? It seems like it will be a pretty wild game, musically, judging from his selections.

There’s no official plans at the moment for an original soundtrack, but if there’s a lot of people saying they want one, we’ll see what we can do. Have you gone to your arcade and checked out the radio?

No, I hadn’t had a chance to yet.

There’s a radio inside the arcade. The further you progress through the game, the more songs are unlocked. You can move the tuner and select what song you want to listen to and play in your home base.

There’s another really cool function. There’s a best hits station based on what everyone else is playing in the world. It will play people’s selections in order through the radio in your base as well. Maybe if you’re not listening to a certain track, you’ll hear it on the greatest hits and learn more about the band.

I really hope that you do enjoy it, and that everyone enjoys it. We’ll be really happy if everyone is having a great time.


Let It Die juggles humor and violence. How important do you think it is to connect those two things – to have hyper violence with a sense of humor?

In regards to the game system, made and created with a lot of detail, lots of things calculated to be really awesome and pushing action, the flow, and everything – that is completely unrelated the humor part. The violence, the action – that’s all its own monster, in a sense.

The humor part – we didn’t really look at the game’s system and think “Let’s put the funny things in here.”. Based off of what’s going on, we thought “Wouldn’t be funny if we did that?” or “Wouldn’t it be awesome if we did that?” or “This would be kinda cool if we did that.”. We just mixed in what we thought would be interesting or funny or thought “Maybe someone will find it funny if we did it this way.” in various places.

It was a different kind of balance. It wasn’t like “Oh, it’s very violent here, so we’re going to add something funny.” It was more like “I think it’d be funny if you put something there, or I think it would be awesome if we did that.” People would just add things on from the creative side. I think that’s how it happens for a lot of Grasshopper games (laughs).

We’ve tried to make a really violent, over-the-top – so much blood comes out from the goretastic finishers it’s ridiculous, right? When you have someone that’s getting ripped in half and you have Uncle Death come in like “Yeah!”, it kind of makes you laugh. We thought that would be awesome. It doesn’t seem like it’s too horrible or terrible. It just resets the mood to “This is really awesome! That’s ridiculous!” That’s something we really paid attention to.

In thinking like that, how did you pick the elements to put in the game? What felt like the right amount of ridiculous/awesome? How did you choose an idea as feeling right for the game?

One big part was, Suda51 is really in charge of making the world’s setting and characters post apocalyptic and somewhat zany. There’s also the rest of the creative team that goes along with the scenario and takes his ideas and polish them and bring them to life. Then, they think “Well, based off of what he’s trying to do, we think it would be interesting if it goes this way, this way would be funny.” .

Even in asset creation. Say you’ve found the Mingo Head that helps you level up. It’s like “We have something that helps you level up the characters. What kind of design do you want to use?”. The design team goes in and thinks “I think it would be funny if you did it this way.” Or it would be awesome and look cool if you did it that way.

Everyone has their own creative side and puts in their ideas and tries to shift things. They work together and think “You know, I think that IS pretty awesome.” They created something weird looking that fits the world, and yet is something that could be hilarious or over-the-top. It’s a lot of people on the creative side that put their ideas in together.





What’s it like to work with a team that shares such a similar mindset for creative thought? With a shared desire to make things as wild as possible?

Here’s an example. Survival elements are something very important that I brought into the game, saying “If you’re going to survive, you’re going to have to eat anything, right?” I thought it would be pretty coo if you ate frogs and other animals. I brought it to the creative team and they said “Yeah, that is a a good idea!”

But there are also people on the creative team who were trying to one-up each other. They ask “What if you do this? Do that?”. There’s this really fun creative process – this strange rivalry where they’re trying to put in the craziest, funniest, or strangest idea to one-up someone else. It just keeps on going and you get these really zany ideas, and I think that’s a fun and interesting process.

It’s not “Do this.” and everyone does it. It’s more “What if we did this?”, and it keeps on going. It’s a really great thing that I’m able to work with.

What thought process goes into creating some of the game’s bizarre monster designs? Is it similar to the ways in which all other elements get put into the game?

It starts off with the thought that we want to have different enemies for the players to fight. You have the human types, but the other ones start from the design process of basic attacks. This one is going to do these kinds of attacks. This is going to be a floating enemy.

From there, we move on to the world setting. The creative guys think “All right, in this world, these guys are bio-mechanical. They’re failed experiments. They’re made out of human body parts.” But they still have their basic attack patterns.

Then, the creative guys work with the concept art team, tell them “We’re thinking of this.” and then they really keep in mind that they’re failed biomechanical beings that are set with these attacks types and should look like this and are made of human parts. Then, as long as it works together within the game’s system, it keeps going that way and you get these interesting monsters you can find.





You’ve worked on Chulip. You’ve worked on Silent Hill 4. You’ve worked on Pro Evolution Soccer. What’s it like to bring your varied development experiences to this game?

It’s really been an interesting experience working on various titles and genres. From each of my past experiences, I’ve taken what I’ve learned to bring it to this title.

I’ve worked on a soccer game, and I didn’t think I’d actually use knowledge and experience from a soccer game, but you know, movement and response time to buttons were important, and I’m actually using these elements in Let It Die. A lot of these other experiences really paid off for me.

Read more stories about Interviews & Let it Die & PlayStation 4 & Videos on Siliconera.

source: Siliconera
 

PlayStation 4
[FONT=&quot]Let It Die seventh developer diary[/FONT]

Published 1 day ago. 14 comments.
Akira Yamaoka stops by for a visit.


Let-It-Die-Dev-Diary-7.jpg


GungHo Online Entertainment has released the seventh episode of Let It Die developer diaries series “Let It Talk.”





The latest developer discusses the game’s music and audio, and features a special visit from sound creator Akira Yamaoka. Let It Die features over 100 tracks, all themed around the game, from 100 different Japanese rock bands.


Let It Die is a free-to-play survival action game developed by Grasshopper Manufacture and will launch for PlayStation 4 in 2016.
If you missed it, catch our preview of the first two hours of Let It Die here and our interview with director Hideyuki Shin here.


Watch the developer diary below.


[YT]IBo7xAhIuPw[/YT]






Read More

PlayStation 4, Clips, Developer Diaries, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die



source: Gematsu
 















LET IT DIE Unleashed Exclusively for PS4 at PS Experience


[FONT=&quot]Saturday, December 3rd, 2016

Free-to-Play Survival Hack and Slash Game Now Available.
Read more







[FONT=&quot]Saturday, December 3rd, 2016
[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]LET IT DIE is available digitally now only on PlayStation 4 in North America, and Europe. This violent, free-to-play, hack and slash game is set in a post apocalyptic 2026. Earth Rage, a global tectonic disturbance, destroys most of the world with Southwestern Tokyo being split off into the ocean, thus becoming an island.[/FONT]
[FONT=&quot]
“LET IT DIE is a chaotic and gory tour de force from Grasshopper,” said Kazuki Mori****a, President and CEO, GungHo Online Entertainment. “We are proud to share with the world and our fans one of the bloodiest and most over-the-top games they will ever experience.”


[/FONT]

[FONT=&quot]PRESS RELEASE[/FONT]
[FONT=&quot][/FONT]
[FONT=&quot]LET IT DIE UNLEASHED EXCLUSIVELY FOR PLAYSTATION®4 AT SONY’S PLAYSTATION EXPERIENCE 2016[/FONT]
[FONT=&quot]Free-to-Play Survival Hack and Slash Game Now Available[/FONT]
[FONT=&quot]Anaheim, Calif. – Dec. 3, 2016 – Today, at Sony’s PlayStation Experience 2016, GungHo Online Entertainment America and Grasshopper Manufacture announced that its hyper-violent free-to-play hack-and-slash survival action game, LET IT DIE is now digitally available only on PlayStation®4 in North America and Europe.[/FONT]
[FONT=&quot]“LET IT DIE is a chaotic and gory tour de force from Grasshopper,” said Kazuki Mori****a, President and CEO, GungHo Online Entertainment. “We are proud to share with the world and our fans one of the bloodiest and most over-the-top games they will ever experience.”[/FONT]
[FONT=&quot]Set in post-apocalyptic 2026 when a devastating global tectonic disturbance (Earth Rage) destroys and changes much of the world, Southwestern Tokyo split off into the ocean and became an island covered in fog. A giant spire-like structure pierced through the center of the island creating the twisted battleground known as The Tower of Barbs. Daring players will explore and ascend this mysterious tower, all the while fighting off ghastly enemies and horrific bosses, aided by the Grim Reaper, Uncle Death.[/FONT]
[FONT=&quot]“LET IT DIE from start to finish is a mainline injection of adrenaline and mayhem,” said Hideyuki Shin, Director, Grasshopper Manufacture. “Our team spent countless hours to ensure we deliver quality gameplay experience, full of action, great content and memorable characters that gamers have come to expect from Grasshopper.” LET IT DIE also features deep, multilayered asynchronous multiplayer in the form of “death data,” where other players’ dead bodies will reanimate into a “Hater”, a brutal AI opponent, who will roam other player’s games and use every tactic and weapon on hand to stop players in their tracks. If they manage to eliminate a Hater, players are able to loot the Hater for rare items to aid in their ascent up The Tower of Barbs. Players will eventually meet Tetsuo, an unsettling robotic NPC, who gives players the chance to join a team and perform raids on enemy bases to steal much needed resources.[/FONT]
[FONT=&quot]Additionally, LET IT DIE also has an all-star lineup of voice actors, including Mark Hamill, who lends his voice as the game’s narrator, as well as Billy Dee Williams (Star Wars), Verne Troyer (Austin Powers), Steve Blum (Star Wars Rebels) Mark Rolston (Aliens), Laraine Newman (Saturday Night Live) and Tracy Lords (Blade).[/FONT]
[FONT=&quot]About LET IT DIE[/FONT]
[FONT=&quot]From Grasshopper Manufacture, the creative minds behind Lollipop Chainsaw and No More Heroes comes LET IT DIE! Die to survive in this upcoming free-to-play hack and slash survival action game. Set in a post-apocalyptic Japan, players start with little more than their undergarments and must forage for powerful weapons and armor to do battle with the over-the-top ultraviolent future that waits. LET IT DIE is a PlayStation 4 exclusive title available now.[/FONT]
[FONT=&quot]For more information on LET IT DIE please visit:[/FONT]
[FONT=&quot]Official site: http://www.letitdiethegame.com[/FONT]
[FONT=&quot]Follow on Twitter: https://***********/letitdiethegame[/FONT]
[FONT=&quot]Like on Facebook: https://www.facebook.com/LETITDIETheGame/[/FONT]


[/FONT]

source: Operation Rainfall

 
This game is very bad. Some of the worst melee combat since the PSX.
 

PlayStation 4
[FONT=&quot]Let It Die tops one million downloads[/FONT]

Published 2 hours ago. 16 comments.
Daily log-in Death Metal bonus from January 6 to 8.
Let-It-Die-One-Million-DLs.jpg

Let It Die, the PlayStation 4 free-to-play title from Grasshopper Manufacture, has surpassed one million downloads since its launch in North America and Europe on December 3, 2016, publisher GungHo Online Entertainment announced.


To celebrate the milestone, GungHo and Grasshopper will be giving out one in-game Death Metal as daily log-in bonuses to players from January 6 to 8. Death Metals can be claimsed from the in-game Reward Box.




Let It Die is set in a post-apocalyptic Japan that starts players with little more than their undergarments to survive. From there, they must forage for powerful weapons and armor to do battle.


While the game is available now in North America and Europe, it isn’t slated to launch in Japan until February 2.




Read More

PlayStation 4, Grasshopper Manufacture, GungHo Online Entertainment, Let It Die, Sales


source: Gematsu
 
Let It Die Keeps Killing It With A New Milestone Of 2 Million Downloads. February 14, 2017 . 4:30am

Since its launch in December 2016, the free-to-play action game, Let It Die, saw its 1 million downloads milestone in January, and publisher GungHo Entertainment announced that it just hit 2 million.
8 comments Read >






Since its launch in December 2016, the free-to-play action game, Let It Die, saw its 1 million downloads milestone in January, and publisher GungHo Entertainment announced that it just hit 2 million.

While the game released back in December for the West on PlayStation 4, it’s actually quite new in Japan as it released earlier this month on February 2.

To commemorate the new milestone, the game is giving away a Death Metal, an Express Day Pass, and a Four-Leaf Clover Skill Decal from February 16-23.

Let It Die is available on PlayStation 4. Check out Siliconera’s interview with Suda51 who talked about how the game went from Lily Bergamo to what we have today.

Read more stories about Let it Die & PlayStation 4 on Siliconera.


source: Siliconera
 

PlayStation 4
[FONT=&quot]Let It Die tops three million downloads[/FONT]
Published 2 hours ago. 5 comments.

More content on the way for free-to-play survival action game.


Let-It-Die-3-Million-DLs.jpg




Total worldwide downloads for Let It Die, the free-to-play survival action game from Grasshopper Manufacture, have topped three million as of May 15, publisher GungHo Online Entertainment announced.
The game, which launched in December 2016, was updated in April with new enemies such as White Steel, the first of the “4 Forcemen,” and will see more updates in June, including brand new areas in the Tower of Barbs, and new decals and equipment such as the Thunder Rod weapon and Warrior armor.



Further details about the June update will be announced at a later date.




Let It Die is available now for PlayStation 4 via the PlayStation Store in North America, Europe, and Asia.





Read More

PlayStation 4,Grasshopper Manufacture,GungHo Online Entertainment,Let It Die,Sales



source:
Gematsu
 

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