Q&A: DEAD 'N' FURIOUS 2 (DS)
BENJAMIN YORIS, PRODUCTION & GAME DESIGN
DS | Unreleased | Third-person action/adventure | Dream On Studio
By Tom Clare © 2023. Posted 24th July 2023.
By Tom Clare © 2023. Posted 24th July 2023.
In 2007, French developer Dream On Studio released an innovative take on the lightgun genre, utilising the Nintendo DS’s stylus controls to create a challenging and unique shooter. What we didn’t know at the time, however, was that protagonist Rob Steiner’s adventures in Dead ‘n’ Furious (Touch the Dead in North America) were set to continue, in a sequel that would once again tear up the rulebook. The game would aim to deliver a Resident Evil 4-style action/adventure in portable form, years before Resident Evil: The Mercenaries 3D released for the 3DS.
Whilst the game would never be finished, we can get an idea of the direction Dead ‘n’ Furious 2 was taking thanks to a playable prototype, as well as concept art and design stills. Tom talks to Benjamin Yoris, who was the Production and Game designer on the original game, to find out more…
Whilst the game would never be finished, we can get an idea of the direction Dead ‘n’ Furious 2 was taking thanks to a playable prototype, as well as concept art and design stills. Tom talks to Benjamin Yoris, who was the Production and Game designer on the original game, to find out more…
<<< Dream On developers, with Ben on the left holding the sign!
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At what point did work start on the prototype for Dead ‘n’ Furious 2? Were Dream On able to show off the build to potential publishers?
We must have been working on this prototype a few weeks after the release of the first game on Nintendo DS: possibly as early as 2007. I attended several conventions such as Game Connection in San Francisco and Lyon, as well with GDC to present the prototype to potential publishers. Another French studio and friend of ours (Widescreen Games at the time) met Capcom and kindly presented the concept, without success though.
Was the plan for DnF2 to continue the story of Rob Steiner, or to make a fresh start with new characters?
It was planned to be the continuation of the story that started in the first opus. With different gameplay and style, we would have been able to develop the story, characters and several plots.
We must have been working on this prototype a few weeks after the release of the first game on Nintendo DS: possibly as early as 2007. I attended several conventions such as Game Connection in San Francisco and Lyon, as well with GDC to present the prototype to potential publishers. Another French studio and friend of ours (Widescreen Games at the time) met Capcom and kindly presented the concept, without success though.
Was the plan for DnF2 to continue the story of Rob Steiner, or to make a fresh start with new characters?
It was planned to be the continuation of the story that started in the first opus. With different gameplay and style, we would have been able to develop the story, characters and several plots.
The switch from a stylus shooter to a from-the-hip third-person action game marks a big change. What made the team decide to pursue a different approach for the sequel?
I’m a *huge* fan of Resident Evil 4. As we mastered more and more development on the NDS, it appeared we could achieve something that would have been close to a RE4 experience. That’s why I wanted Capcom to have a look at this prototype. The dual-screen with the touch feature also opened some new possibilities for inventory management, and we even kept the reload feature by drag ’n’ dropping bullets in the prototype.
We see in the prototype a numbered memo. Was this related to a puzzle sequence, and did it suggest DnF2 would have had a survival horror focus?
Yes, it was not defined precisely but I wanted this second game to be more than a third-person shooter. After surviving the helicopter crash, Rob would have reached an apparently empty city lost in the middle of nowhere. This city would have been a hub for the different game chapters, revealing the story as the player completes them.
I’m a *huge* fan of Resident Evil 4. As we mastered more and more development on the NDS, it appeared we could achieve something that would have been close to a RE4 experience. That’s why I wanted Capcom to have a look at this prototype. The dual-screen with the touch feature also opened some new possibilities for inventory management, and we even kept the reload feature by drag ’n’ dropping bullets in the prototype.
We see in the prototype a numbered memo. Was this related to a puzzle sequence, and did it suggest DnF2 would have had a survival horror focus?
Yes, it was not defined precisely but I wanted this second game to be more than a third-person shooter. After surviving the helicopter crash, Rob would have reached an apparently empty city lost in the middle of nowhere. This city would have been a hub for the different game chapters, revealing the story as the player completes them.
It’s clear the game took inspiration from Resident Evil 4 in its perspective and shooting elements. Were there any other notable games, or films, that influenced its design?
Yes, as mentioned above, RE4 was a big influence. One of the game artists was also a fan of all zombie movies, especially those by Romero and Rob Zombie. Hence the hero’s first name.
Dream On Studios’ previous releases had featured exclusively on Nintendo’s handhelds. Was there a temptation to take the series to consoles?
We were hoping to go to the Wii, using the Wiimote to enhance the experience. But on Wii, RE4 was already there and we were such a small studio. We saw an opportunity to do hardcore/horrific games on the DS, despite the fact that it was seen as a “kid” console with cute and casual games on it. Several other attempts were developed on the DS, such as Velez (R.I.P.) & Dubail’s C.O.P. The Recruit and Dementium 1 & 2.
Yes, as mentioned above, RE4 was a big influence. One of the game artists was also a fan of all zombie movies, especially those by Romero and Rob Zombie. Hence the hero’s first name.
Dream On Studios’ previous releases had featured exclusively on Nintendo’s handhelds. Was there a temptation to take the series to consoles?
We were hoping to go to the Wii, using the Wiimote to enhance the experience. But on Wii, RE4 was already there and we were such a small studio. We saw an opportunity to do hardcore/horrific games on the DS, despite the fact that it was seen as a “kid” console with cute and casual games on it. Several other attempts were developed on the DS, such as Velez (R.I.P.) & Dubail’s C.O.P. The Recruit and Dementium 1 & 2.
A gallery of ghoulish enemies, each armed with different melee weapons
What aspect/feature of Dead ‘n’ Furious 2 were you most excited by? Were there any elements that proved difficult during early development?
The fact that no other game like this existed at the time on the DS, at least in this atmosphere. The fact that we could have an ambitious game that could tell an elaborate story with twists and various plots. And all this on your handheld console, at the time this was exciting, yes. The main difficulties were to find a publisher for the sequel, and the poor amount of RAM and low poly count on the DS that limited the number of enemies and animations simultaneously. But we kept enhancing our engine from game to game.
The fact that no other game like this existed at the time on the DS, at least in this atmosphere. The fact that we could have an ambitious game that could tell an elaborate story with twists and various plots. And all this on your handheld console, at the time this was exciting, yes. The main difficulties were to find a publisher for the sequel, and the poor amount of RAM and low poly count on the DS that limited the number of enemies and animations simultaneously. But we kept enhancing our engine from game to game.
The Pixel Empire would like to thank Ben for lending us his insight on Dead 'n' Furious 2, as well as providing extensive concept artwork and a playable prototype. Though he describes the game as a "long-gone dream", we feel it deserves recognition.
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