PAX 2009: Ron Gilbert gives us a tour of DeathSpank
Just a few scant hours after delivering the keynote address to a very pax'd audience at PAX 2009 (more on that later), legendary game designer Ron Gilbert gave me a tour of his latest creation, DeathSpank, best described as equal parts comic adventure game and Diablo-esque RPG. Yeah, it sounded crazy to me too.
I met Gilbert in a small meeting room in the PAX expo hall – inconveniently located adjacent to the cacophonous Rock Band stage – and he explained the pairing this way: "I really wanted to marry those things because obviously I like adventure games a lot – I really like the way adventure games tell stories; I like the way they tell it through dialog, through puzzles – but also I'm a big fan of Diablo and having this kind of action RPG stuff in there, I just wanted to meld those two things together. And DeathSpank is the result of that."
Initially billed as an episodic series in the vein of the Hothead-developed Penny Arcade Adventures, DeathSpank has outgrown that distribution model. "With DeathSpank, he's such an epic, over-the-top character that as we were working all the stories together for him – it sounds silly – but it was hard to contain him," Gilbert said. "And then once we stopped making it episodic, it was really interesting how the design blossomed at that point."
Though DeathSpank was developed as an episodic title "for about a year or so" Gilbert told me, there wasn't much wasted effort when development morphed into a full game. "We took a lot of those little stories and just told them all at the same time," Gilbert said. "We really just melded the whole thing back together." And with that introduction, Gilbert loaded up the DeathSpank demo to show me just what this "weird little game" looked like.
And sure enough, it didn't look anything like what I thought it would. The video does a good job of illustrating the game's ... uh, illustrative style. Unlike something like Shadow Complex – a 2D game with 3D graphics – you can perhaps think of DeathSpank as a 3D game with 2D graphics. While not as flamboyantly 2D as Parappa the Rapper's paper cutouts, the architecture and landscaping of DeathSpank are notably flat. Not flat, as in boring; rather, flat as in light on the Z-axis. Gilbert says the 2D art "has a certain charm to it" that 3D art "doesn't really have."
To prevent completely breaking the game's illusion, the player has "limited camera control." You can zoom in and out, and have some lateral movement, but you can't circle around DeathSpank as he traverses the map. If you could, "the whole thing falls apart, " Gilbert laughed. To compensate for the game's fixed perspective, they've created what appears to be a constantly rolling horizon. So, much like navigating the spherical world's in Super Mario Galaxy, you feel like DeathSpank's planet has a observably limited circumference; however, one glance at the world map ought to dash that concern. It's an RPG and, as you might expect, it's got an RPG-sized map. There are different regions (snowy! mountainous!) connected by water. Figure out how to get the ship, and your adventuring goes global.
So, the game! DeathSpank is a wandering hero, in search of "The Artifact." He finds the fabled item early on in the title, only to have it stolen from him by Lord Von Prong (who, by virtue of his nobility is obviously totally evil!). Now, stripped of his prize – and his weapons! – DeathSpank continues his journey anew. In the town of Pluckmuckle, DeathSpank's hero gene is triggered by some missing orphans; however, the mayor doesn't want DeathSpank to venture out in search of them without a weapon, so he's sent to talk with ... well, we'll just let him introduce himself: "They call me Eubrick the Retired. Formerly Eubrick the Bitter. Formerly Eubrick the Undefeated. Formerly Eubrick the Bastard of Hillhaven. Formerly Sally the Stable Girl. And formerly Eubrick the Bedwetter."
And there you have it – a smattering of the type of humor and storytelling you'll find on display in DeathSpank. While the game visually doesn't look like an adventure game – the camera is too far away, it looks like an action game – the dialogue certainly sounds like an adventure game. Gilbert tells me what he liked about how adventure games handled dialog: "The dialogues felt like dialogues, they didn't feel like menu choices. You aren't choosing this because you want to be good or that because you want to be bad."
So, in your discussion with Eubrich, you realize he has an old sword, from his days as an adventurer. But if you want the sword, you'll need to do something for him. And that is: find him a taco. "What he really wants is tacos," Gilbert says. "You need a taco, but you've got to find the right one. And he wants it extra spicy. But they don't make spicy tacos. So how do you make it extra spicy?" And you can see the outline of an adventure game puzzle there; except the puzzle, just like killing enemies and finishing quests, will earn you XP, and progress the story.
Better at slash-slash-slashing enemies but not so good at puzzles? "DeathSpank does have an in-game hint system you can use, but it's a little bit like resource space. You can't just get hints," Gilbert explains. "You actually have to earn the hints, sort of like a currency. You earn the currency and then you can spend that currency on hints." So you'll have to be discerning about how you use those hints, if you don't want to find yourself with a taco and no way to make said taco "extra spicy."
Gilbert showed off some basic combat: much like Diablo, you swing-swing-swing your sword at enemies until they die, leaving behind a legacy of loot. You can easily remap various weapons to the face buttons, and map spells and potions to the D-pad. With a smattering of weapons, ranging from tranquilizer arrows to multi-enemy hitting cleavers, there should be a decent amount of strategy hidden away in the game's humble button mash-mash-mashing.
If you're wondering how one could purchase the now not-episodic DeathSpank, you're not alone. "I think that's all up in the air at this point," Gilbert admits. "I don't think we've really decided all the distribution for it." Regardless of whether it's digitally distributed or sold at retail – and despite being built on an entirely new engine – DeathSpank will work much like Hothead's Penny Arcade Adventure titles: "It runs on everything, but we've not yet decided on official platforms." With no official platform and no clear distribution model, there's a lot we're left wondering about how DeathSpank will find its audience. This "weird little game" may not sell itself ("It's like Diablo meets Monkey Island!") but we think that – like the proven combinations of "phat" and "lootz" or "chicken" and "pulley" – DeathSpank's RPG slash adventure combo just may click.
... click-click.
I met Gilbert in a small meeting room in the PAX expo hall – inconveniently located adjacent to the cacophonous Rock Band stage – and he explained the pairing this way: "I really wanted to marry those things because obviously I like adventure games a lot – I really like the way adventure games tell stories; I like the way they tell it through dialog, through puzzles – but also I'm a big fan of Diablo and having this kind of action RPG stuff in there, I just wanted to meld those two things together. And DeathSpank is the result of that."
Initially billed as an episodic series in the vein of the Hothead-developed Penny Arcade Adventures, DeathSpank has outgrown that distribution model. "With DeathSpank, he's such an epic, over-the-top character that as we were working all the stories together for him – it sounds silly – but it was hard to contain him," Gilbert said. "And then once we stopped making it episodic, it was really interesting how the design blossomed at that point."
Gallery: DeathSpank
Though DeathSpank was developed as an episodic title "for about a year or so" Gilbert told me, there wasn't much wasted effort when development morphed into a full game. "We took a lot of those little stories and just told them all at the same time," Gilbert said. "We really just melded the whole thing back together." And with that introduction, Gilbert loaded up the DeathSpank demo to show me just what this "weird little game" looked like.
And sure enough, it didn't look anything like what I thought it would. The video does a good job of illustrating the game's ... uh, illustrative style. Unlike something like Shadow Complex – a 2D game with 3D graphics – you can perhaps think of DeathSpank as a 3D game with 2D graphics. While not as flamboyantly 2D as Parappa the Rapper's paper cutouts, the architecture and landscaping of DeathSpank are notably flat. Not flat, as in boring; rather, flat as in light on the Z-axis. Gilbert says the 2D art "has a certain charm to it" that 3D art "doesn't really have."
To prevent completely breaking the game's illusion, the player has "limited camera control." You can zoom in and out, and have some lateral movement, but you can't circle around DeathSpank as he traverses the map. If you could, "the whole thing falls apart, " Gilbert laughed. To compensate for the game's fixed perspective, they've created what appears to be a constantly rolling horizon. So, much like navigating the spherical world's in Super Mario Galaxy, you feel like DeathSpank's planet has a observably limited circumference; however, one glance at the world map ought to dash that concern. It's an RPG and, as you might expect, it's got an RPG-sized map. There are different regions (snowy! mountainous!) connected by water. Figure out how to get the ship, and your adventuring goes global.
So, the game! DeathSpank is a wandering hero, in search of "The Artifact." He finds the fabled item early on in the title, only to have it stolen from him by Lord Von Prong (who, by virtue of his nobility is obviously totally evil!). Now, stripped of his prize – and his weapons! – DeathSpank continues his journey anew. In the town of Pluckmuckle, DeathSpank's hero gene is triggered by some missing orphans; however, the mayor doesn't want DeathSpank to venture out in search of them without a weapon, so he's sent to talk with ... well, we'll just let him introduce himself: "They call me Eubrick the Retired. Formerly Eubrick the Bitter. Formerly Eubrick the Undefeated. Formerly Eubrick the Bastard of Hillhaven. Formerly Sally the Stable Girl. And formerly Eubrick the Bedwetter."
And there you have it – a smattering of the type of humor and storytelling you'll find on display in DeathSpank. While the game visually doesn't look like an adventure game – the camera is too far away, it looks like an action game – the dialogue certainly sounds like an adventure game. Gilbert tells me what he liked about how adventure games handled dialog: "The dialogues felt like dialogues, they didn't feel like menu choices. You aren't choosing this because you want to be good or that because you want to be bad."
So, in your discussion with Eubrich, you realize he has an old sword, from his days as an adventurer. But if you want the sword, you'll need to do something for him. And that is: find him a taco. "What he really wants is tacos," Gilbert says. "You need a taco, but you've got to find the right one. And he wants it extra spicy. But they don't make spicy tacos. So how do you make it extra spicy?" And you can see the outline of an adventure game puzzle there; except the puzzle, just like killing enemies and finishing quests, will earn you XP, and progress the story.Better at slash-slash-slashing enemies but not so good at puzzles? "DeathSpank does have an in-game hint system you can use, but it's a little bit like resource space. You can't just get hints," Gilbert explains. "You actually have to earn the hints, sort of like a currency. You earn the currency and then you can spend that currency on hints." So you'll have to be discerning about how you use those hints, if you don't want to find yourself with a taco and no way to make said taco "extra spicy."
Gilbert showed off some basic combat: much like Diablo, you swing-swing-swing your sword at enemies until they die, leaving behind a legacy of loot. You can easily remap various weapons to the face buttons, and map spells and potions to the D-pad. With a smattering of weapons, ranging from tranquilizer arrows to multi-enemy hitting cleavers, there should be a decent amount of strategy hidden away in the game's humble button mash-mash-mashing.
If you're wondering how one could purchase the now not-episodic DeathSpank, you're not alone. "I think that's all up in the air at this point," Gilbert admits. "I don't think we've really decided all the distribution for it." Regardless of whether it's digitally distributed or sold at retail – and despite being built on an entirely new engine – DeathSpank will work much like Hothead's Penny Arcade Adventure titles: "It runs on everything, but we've not yet decided on official platforms." With no official platform and no clear distribution model, there's a lot we're left wondering about how DeathSpank will find its audience. This "weird little game" may not sell itself ("It's like Diablo meets Monkey Island!") but we think that – like the proven combinations of "phat" and "lootz" or "chicken" and "pulley" – DeathSpank's RPG slash adventure combo just may click.
... click-click.















Reader Comments (Page 1 of 1)
SpyderTaco (PSN: Ar4chNova89) @ Sep 6th 2009 6:40PM
The video reminded me of Age of Booty except with a platforming feel to it.
That alone is enough to raise my interest from 0-100.
Please don't murder my face for asking, but has it been established where this game will be released? I read "D-Pad" which makes me assume it will be for console, obviously. I just hope it may see the light of day on the PS3.
Alton Brown [ XBL: LordToastington, Soon-To-Be-PSN: OrIsItAltonBrown] @ Sep 6th 2009 6:46PM
Tags say Xbox, PS3, and PC, so good news for us both.
Leroy_Rocktopus [Planeteer: Power of Asian Disability] @ Sep 6th 2009 6:46PM
It says PC, Xbox, & PlayStation up at the top.
SpyderTaco (PSN: Ar4chNova89) @ Sep 6th 2009 6:48PM
Good eye. Thanks, I should really look at the tags more often.
I usually only notice the tags when PC gamers get stressed out and comment
*rabble rabble* Why dose ti sai xBox its a pc gam!?.
Leroy_Rocktopus [Planeteer: Power of Asian Disability] @ Sep 6th 2009 6:49PM
Damn. I got ninja'd.
Alton Brown [ XBL: LordToastington, Soon-To-Be-PSN: OrIsItAltonBrown] @ Sep 6th 2009 6:51PM
And you thought your powers of Asian Disability would help you...
RobLink (Alex Kidd incarnate) @ Sep 7th 2009 12:29AM
DeathSpank will work much like Hothead's Penny Arcade Adventure titles: "It runs on everything, but we've not yet decided on official platforms."
From the article.
Not THAT Matt @ Sep 8th 2009 3:01PM
If I can buy this on Steam or Greenhouse, I'll be happy.
Leroy_Rocktopus [Planeteer: Power of Asian Disability] @ Sep 6th 2009 6:44PM
I want this at retail. My consoles aren't hooked up online.
Paul @ Sep 8th 2009 10:01AM
Wow, people pick really random comments to down-vote...
SpyderTaco (PSN: Ar4chNova89) @ Sep 6th 2009 6:45PM
I HATE YOU IN THE FACE!
Seriously, enough with the spam bots. We just want to read about the awesomeness that is "PAX" and all the glory that it brings us in it's short existence.
SpyderTaco (PSN: Ar4chNova89) @ Sep 6th 2009 6:58PM
I should really stop replying to spam bots. As soon as their post get deleted I am left alone to look like a fool.
Ashitaka @ Sep 6th 2009 8:10PM
Just report the comment and move along :)
End User @ Sep 6th 2009 6:51PM
Looks entertaining, but me wants DETHGAME!
Leroy_Rocktopus [Planeteer: Power of Asian Disability] @ Sep 6th 2009 7:03PM
Why's his username Japan?
Jake5678 @ Sep 6th 2009 7:21PM
This might just be, the greatest game, of all time! The short sample of dialog from the game made me laugh out loud and the fact that you need a taco, an extra spicy taco even, to trade for a sword sounds like my kind of humor. I can't wait to find out more about this game!
Alton Brown [ XBL: LordToastington, Soon-To-Be-PSN: OrIsItAltonBrown] @ Sep 6th 2009 7:32PM
Extraneous, comma use, is unnecessary.
I keed, I keed. The game does look really good, though.
Popfrogs @ Sep 7th 2009 12:05AM
@Alton: He's, from the William Shatner, School of Teh English.
[ArchiGamer] @ Sep 6th 2009 8:14PM
Would it be out of taste if I said I want to bomb Japan?
[ArchiGamer] @ Sep 6th 2009 8:54PM
Ah, not doesn't make any sense.
To the uninformed, there was a spammer with the username "Japan", so I want him to be reported, or bombed.
Neo Asuma @ Sep 6th 2009 9:19PM
Kinda reminds me of Medievil. Gameplay looks nice. I'll have to keep an eye on this one.
Annoying Poster @ Sep 7th 2009 11:26AM
how can you even tell, could the video quality be any worse? seriously... i have 2 huge problems with joystiq's videos: fucking horrendous quality and that god damn age asker bullshit. GET RID OF IT NOBODY IS DUMB ENOUGH TO SAY THEY ARE UNDER 13 YEARS OLD EVEN IF THEY ARE. PUT A YES NO BOX THAT SAYS ARE YOU THIS OLD AND BE DONE WITH IT.
Rick Shurts @ Sep 7th 2009 11:38AM
Medievil is exactly what I was thinking. Probably just a little more wacky and better gameplay.
ejm72 @ Sep 6th 2009 9:34PM
Death Spank? Sounds like a game my girlfriend and I play.
Alex @ Sep 7th 2009 3:52AM
I think it's illegal in some states.
Rock Fistpump @ Sep 6th 2009 9:45PM
This sounds like it could be a new and updated version of the Monkey Island series (in terms of comedy and adventure stylings).
I have to say I'm excited about this game, especially if they pull off this Diablo style twist.
Drowelf_archer @ Sep 6th 2009 10:08PM
Lol ejm72.
Anyways, sorta reminds me of a more cartooned Gauntlet.
Gamer4Life @ Sep 6th 2009 11:18PM
Now that I can get this for my 360 I wont bother pirating it, I'll buy it.
Some PC shits were a little pissed I said I'd pirate it if I couldn't get it on 360 but now that's not a problem. Developers fear piracy and so I use it as a tool of protest in the case of PC exclusives I want to play. I'd consider paying for PC games but I can't stand mouse an K/B anymore.
I don't care either way if PC gamers get to play it but if a developer wants me pay for their game they have to release it on 360, Wii, or DS (and when ever I get a DSi, a DSi as well) else I'll pirate it maybe play it for a few minutes but not likely finish it (the mouse and K/B just bugs me too much).
SpyderTaco (PSN: Ar4chNova89) @ Sep 7th 2009 1:36AM
You're an asshole.
That is all.
Discotheque @ Sep 7th 2009 2:45AM
Wow, you are definitely an asshole. What a twisted opinion you have. Keep pirating you jerk. Blizzard and CDProjekt (among others) still won't give a damn.
Mr. Picklesworth @ Sep 7th 2009 12:50PM
...or you could plug your Xbox 360 controller into your computer and be done.
Oh, wait, you're just a cheapskate?
Gamer4Life @ Sep 7th 2009 2:09PM
Wow PC fanboys really are shit heads.
@Mr. Picklesworth besides my PC wont properly accept my 360 game pad (I found out when I tried to use it for cortex command) death spank for PC would have to you know support game pads, not to mention playing at a desk can get uncomfortable real quick.
Consoles are just better for gaming!
bub @ Sep 7th 2009 6:35AM
NOOOO MY PS3 JUST GOT YLOD!!!!!!!!!!! FUCK!!!!!!!!!!!!!!!!!!!!!!
VoiceofHarold @ Sep 7th 2009 6:20AM
hmm now I want a taco.
fco. @ Sep 7th 2009 1:42PM
Want! It doesn't even have a release date and I'm already laughing at those dialogues.
One question though, are the dialogues being voiced-over, or will they play like Penny Arcade Adventures?
ranflas @ Sep 9th 2009 6:30PM
Dialogues are hilariously voice over'd. Heard the voices at PAX.
Richard 2.5 @ Sep 7th 2009 3:25PM
So is the logo supposed to be a pair of panties, or is that just a happy little coincidence?
fco. @ Sep 7th 2009 3:58PM
http://www.joystiq.com/2008/09/04/bloody-new-deathspank-trailers-details-from-pax-2008/
the last 2 videos will give you the answer.