In the heart of Japan's former capital Kyoto, Q-Games founder and former Argonaut programmer Dylan Cuthbert and his team are putting the finishing touches to the sequel to popular tower defence game PixelJunk Monsters.
Ten years since the original title and several ‘canon’ games later, PixelJunk Monsters 2 is a gorgeous mix of lush organic environments, cute characters and unique charm, and brings the series right up to date with fully rendered areas and creatures in high definition.
Dylan kindly took some time to talk about the game's upcoming launch and the series' decade-long history.
Nintendo Life: The demo for PixelJunk Monsters 2 just dropped on the Nintendo eShop. What's the early reaction been like?
Dylan Cuthbert: Very good. Loads of people are posting about how the game looks amazing, which is great to hear as we tuned it to match the richness of the screen, and it really 'pops'. Social media has been full of positive comments.
Would you regard this as the full realisation of PixelJunk Monsters?
I suppose so; a few years after the first game, we did some 3D modelling for PS Home, and we had a dedicated PixelJunk area on there. The characters and environments looked really good and we started wondering if we could do a sequel. What has been great so far is that no one has said it doesn’t have the same design or things look out of place. I think we’ve done a really good job of translating it from 2D to 3D and being able to keep the atmosphere and the essence even though there’s that technical jump. We’ve been really happy with the 'lack of response'! Normally, there’s some backlash when other games make that transition, or when they radically change the style.
It was actually a tricky process because when you’re drawing something in 2D you can omit a lot of features and things don’t have to connect perfectly, or it may be possible to leave a gap in certain places. When building the 3D models, we went back and looked at the original drawings but sometimes there just wasn’t anything there, so it was a painstaking process.
We might go back and do 2D games again but we have a good strength in 3D - it is where we started, after all, and it has always been in our heritage. It’s good fun.
Can you talk about the inclusion of the cinematic camera?
We suddenly realised that when we put the camera down there (at ground level), it actually looked really good. Initially, we were just going to use it for cutscenes but it also is available to the player to scout out things in the distance. There’s also a focus button just for fun, so you can choose where to focus and you can get some pretty action-packed shots from it. In fact, all of our posters and publicity is taken straight from the game. There’s no re-rendered stuff, it’s all rendered in Unity normally (just at a higher resolution for printing) and used 'as is'. We’ve got that quality without re-rendering in a separate program.
Would you describe PixelJunk as a series? A franchise? A brand?
Essentially, it’s a brand - It’s not really a series because every game is different, but it’s a brand because when I started thinking about 2D hi-res nostalgic games, I thought, I don’t want to make the same game over and over again, but to re-market it completely as a new game every time for a small company was difficult.
We were also doing other projects that weren’t indie, so we decided that this is our indie brand, call it 'PixelJunk', get a logo, make it work and get people to recognise it. We labelled things numerically, almost like pieces of art and we knocked up all these prototype (about 20) sketches, picked the ones we would most like to see made and then looked at figuring out an order in which to make them.
So the brand has been around for over ten years. Has it always been in your mind even while you were doing other things?
To be honest, I’d like to just make our own games from beginning to end with our own money, because with larger projects such as those that involve a lot online support we had to have a partner, but it does take a lot of the control out of making the game and there are challenges when dealing with a publisher. With the PixelJunk stuff, there was a lot more freedom and we could do more because it’s our own game, but we can’t say to a publisher that we want to change a big part of the game because to a certain extent there’s a conflict. They might not see the entire vision of the game. After all, they can’t see into my (or the team's) mind.
They aren’t around every day to see what everybody’s thinking so there is a bit of tension and a barrier there, but it’s definitely a lot more fun when you can just run with things and change what you want - which is what Nintendo does, and things just get done. There’s a lot of Nintendo’s stuff that never sees the light of day, games or ideas that they just thought weren’t quite there.
Where did the initial ideas for the game and characters come from?
It’s two parts, really. The concept where it all started from was from old 2D ZX spectrum stuff, like Sabre Wulf because it was it was a classic back in the day and it was fun running around in a colourful environment. We thought about what we could do in 1080p and even better colours and even better art, so we knocked up a rich pastel scene with lots of trees and a path and walls (as a nod to Sabre Wulf) and you were this 'Red Riding Hood' character which was much more in tune with that game. The thing was we couldn’t see our own game in there, but the picture and environment were very nice.
The first real tower defence game that became really popular was browser-based game Table Tower Defence. We looked at that and thought it was quite 'raw', but it’s a quite addictive idea - like a casual RTS; we took the raw elements of the game and thought 'what would Nintendo do with this?'. As we were designing for a console, we couldn’t really use a mouse to position weapons, so we had it so you could only build on the trees. That gives us that level design but also controls the design and channels the experience, which is very 'Nintendo'.
As I said, there’s no mouse control, so we needed an avatar to be running around. Suddenly one of the artists said ‘I really want to make this rotund, cute and masked Tikiman', then we used elements from the forest-type environment, such as walnuts and rocks, to make the enemy monsters. We decided to animate them with masks on as if they’ve been taken over by the 'evil spirit of the forest', and little by little it formed from there.
The other reason was that we wanted to have the towers upgrade by the character dancing on or around them. It was one of the original ideas before we even started programming, because he doesn’t have any real direct action; he can’t attack the monsters (very much), so we wanted more stuff for the player to do. We thought about what kind of character dances - we thought maybe tribal, so African Polynesia, Micronesia or Pacific Island-style. The character itself in effect came from the requirements of the game design, having this guy to dance in order to generate towers, almost like dancing to the rain gods!
Could you explain the juxtaposition of the gorgeous organic environments and adorable characters against the chaotic, sometimes brutal nature of the game?
Yeah, there is a lot of cartoon violence! It does get quite hectic and the game doesn’t pull any punches. There are some nice tough levels in there and the easy ones can still be a challenge. There are a lot of natural elements that add risk to the action such as volcanoes and snow, as well as boulders to use if you feel the need. To make things a bit easier there’s also a warning to let players know about timing and location of incoming waves of enemies.
There’s a lot more variation in the enemies this time around, and we changed up the boss monsters, so one type of weapon might damage it but then it might change how it moves. There’s constant resource management going on.
The route of the monsters changes and there are things such as rivers that might be another hazard, so the placement of weapons may knock out enemies affect where coins drop - and if they fall in the wrong place, they’re essentially wasted.
How does it feel playing it on the Switch?
Great. The old version was released (and was really popular) on PSP and Vita, so people really liked to play it on the go and we shortened the stages a bit to make it easier for people while travelling. The original stages were 30 minutes, which was a bit long. It was more 'acceptable' in gaming at the time for stages to run up to half an hour, but modern gaming demands a shorter time frame. You still have a bit of freedom there.
Are there any features of the Switch you’re keen to experiment with?
We’ve been playing with the Labo stuff at home - I have a six-year-old and I tried to give him some pointers but he could do it all himself. The IR camera, in particular, is really interesting and I’m not sure if we can find any uses for it yet but in a future game, there might way to use it. The amazing thing about the Switch is the simplicity of things like the kickstand and the separate controllers. Mario Odyssey used them for a lot for gestures and I’d like to see other games use the controllers out of the grip. I’d also like to experiment with the HD rumble because that’s pretty good. You can generate a lot of interesting sensations and with the Labo and it even gets things to move with it. It’s incredible.
It’s very 'Yokoi'-like [Game & Watch / Game Boy designer Gunpei Yokoi]; it's the 'old Nintendo style' and that’s one of the greatest strengths of Nintendo; the large screen of the Switch is great, and the Joy-Con colours give a bit of style variation.
Are you bringing anything else coming to Switch?
Yeah we are; we are definitely thinking about at least two new things in the pipeline, at least two more titles.
We are talking to companies about merch; a lot of software is now digital, but you still want something in your hand, maybe a toy or something. We started the store at Christmas last year and it’s been popular. We have a physical version coming through Limited Run Games and there is a board game that we’ve been playing in the office which really captures the essence of tower defence - but in a board game, it’s two / four players and a six dice game which is really interesting. Both Monsters and The Tomorrow Children have generated a lot of fan art, so we definitely want to do more, and if people from Nintendo start playing it and it hits the right people at the right time, you never know.
We’d like to thank Dylan and the team for their time.
Comments 18
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Had a quick try on the demo the other day. It looks great and the cinematic view was cool. I don't tend to play tower defense games, but the great design in PJM2 is probably enough to make an exception here. The Tikiman vibe is right up my street.
Defo try the demo if you're not familiar with the game.
Those Bit Generations games on the GBA were amazing. Missing Sound Voyager though, that is one of the most unique games of all time.
Kingdom Rush is still the best TD game.
Need this title! Is it true that its coming out on 25th?
Please , Please bring PixelJunk Eden to the Nintendo Switch, Eden is a perfect game for Switch especially the two player option I can see myself handing one of my Joy Cons to another player for some of the awesome co-op play that Eden offers. I really miss playing Eden it was such a fantastic title and the co-op play was amazing, it would literally be a dream come true to have Eden come to the Nintendo Switch.
Did anyone else find the resolution low when playing handheld?
After enjoying the demo I can’t wait for this
My initial reaction was 'ewe no' but I just preordered the physical edition.
Which e shop is the demo on? I don't see it on the NA one.
@Aurumonado It's on the Japanese Eshop.
@Scrummer Awesome thanks - don't know why I didn't check there.
The demo is also on the UK eShop too. I really enjoyed reading this article and looking at the photos that they sent to be included in it. Can’t wait to buy the game!
They're a great developer. Can't wait to insta-download this game, I would have even without the demo.
Hoping they'll release a port or sequel to the fantastic DSiWare game 3D Space Tank (X-Scape) on Switch.
I was crushed when Sony decided to shut down The Tomorrow Children. It’s one of my all-time favorite games on PS4!
I'm a little nervous about this game mainly because the coop, which seems to be how many people played the first monsters, doesn't let each person run across the entire map. Also I doubt shorter maps will feel as fulfilling to beat.
I wonder if they received any feedback on why the mobile app Kickstarter failed. I know it's partly because what made the original something worth playing is the arduous levels and trying to get golden rainbows.
After playing the demo, on PC because it's not on Switch in NA atm, it seems like it has potential but clearly the team doesn't realize what made the first game so great (simplicity, and challenge). Here is a list of issues and oversights.
1. You can't see the entire map
-This means you don't really know where monsters are, or where they die and drop coins. There is an arrow for where the coins are dropped, but that doesn't help too much once you are close because it might be behind one of several trees.
2. You have to stay near your friend in coop.
-This isn't in the demo but in gameplay videos and it shows that if the secondary player walks away from the main player he teleports back to the field of view. So if you need to work on towers that aren't nearby well that's too bad. (I think they don't realize how many people play this game for the relaxing and challenging couch coop.
3. The towers don't really change in obvious ways when being upgraded.
-Instead of having the towers change color there is just a little flag that changes. This flag can be very hard to see sometimes because of the 3D design. If you have many towers it can be hard because you really need to just remember what levels your towers are. It is really much better having those visual cues in the first game. Also, part of the fun for me was getting towers to level 5 because they turned gold. Now there is no visual change in the tower which seems almost lazy, and I was confused as to why my tower wasn't upgrading when it looked the exact same as level 1 towers next to it.
4. A single tower doesn't take up a single tree.
-At times I found myself planning on putting two or three towers in a certain area because there were 3 trees there. When the monsters got close I build 1 tower there... that tower demolished all 3 trees and so I had to change my strategy on the spot. If there was some standard this wouldn't be an issue, but sometimes turrets take up 1 tree other times 2 or 3.
5. The 3D environment just doesn't work.
-Not the 3D rendering with the special cinematic view, which although neat looking makes it nearly impossible to really play, but the hills you have to jump over at times, and that mostly just get in your way. It doesn't feel natural or fun, just bothersome.
6. It's not nearly as meditative.
-The first game was relaxing to play even though it was next to impossible at times. The music was nice, dancing on towers didn't pull away from the relaxing music. In this game it is close but not the same, I think partly due to the map sliding around.
Here are a couple of improvements.
+1. There is a cool overworld.
-I like the idea of running around the tikiman's little world and seeing little chibi's around. It's much more engaging than the island map in the first game. I just hope that it is actually an island and you can see the water at parts and that it doesn't feel too disjointed as you explore further.
+2. The graphics look better in some ways.
-I think the old graphics are great, more relaxing, and much easier to follow the entire screen. But, the 3D models are still well designed and interesting.
How does one get the 3rd rainbow piece in the demo?
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