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How the Devs of ‘Stupid Never Dies’ Captured the Right Amount of ‘Funky Zombie Action’ | TechRaptor

March 13, 2026
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It is easy to get overwhelmed by the variety of reveals proven throughout The Recreation Awards, however one of many few bulletins that resonated with me was this punk-rock, flashy, and colourful music video that includes a zombie and his crush. I am speaking about Silly By no means Dies, created by a model new studio. GPTRACK50 is the title of stated studio, and although it is a new title, the builders behind it are something however. Headed by President Hiroyuki Kobayashi, a 27-year Capcom veteran, he is supported by builders who’ve labored on Resident Evil, Satan Might Cry, Monster Hunter, Metallic Gear Strong, and extra.Throughout our hands-off preview, TechRaptor was given a presentation overlaying the fight system of Silly By no means Dies: that is known as “Funky Zombie Motion.” After, we had an opportunity to conduct a Q&A mode electronic mail interview with Kobayashi-san, so remember to take a look at our discuss additional within the article!

Funky Zombie Motion Creates a Dynamic Fight System in Silly By no means DiesBelieve me once I say “Funky Zombie Motion” suits Silly By no means Dies to a T. The tremendous stylized, pop-punk aesthetic is the proper match for an motion recreation, creating a stunning show of colour and chaos. Mentioned chaos is caused by Silly By no means Dies’ many monsters, of which our protagonist, Davy, can take the type of.On the planet of Silly By no means Dies, zombies are on the backside of the monster hierarchy. Even so, this does not cease Davy from leaping into the fray to save lots of the lady he loves. After stumbling throughout a frozen-solid damsel in misery (Julia), he falls in love and units out to resurrect her. To resurrect Julia, Davy must defeat the King of Monsters (KOM).The usual gameplay loop revolves round runs in a time-based dungeon crammed to the brim with monsters to crush. By himself, Davy is comparatively weak (he’s, in spite of everything, a zombie), however with these newfound powers, he can eat and steal talents from different monsters. 

In doing so, he turns into that very monster in fight, which permits gamers to dynamically change between varieties on the fly. There are 11 whole varieties referred to as “types,” and every type seems to drastically change Davy’s transfer set. To acquire a method, Davy first must carry out a “Silly Parry,” which exposes a monster’s core. Davy can then eat the core and remodel into that monster.That is an thrilling system, if something due to the design of every type. Throughout the presentation, each appeared to get an increasing number of ridiculous and enjoyable, and the variability right here is fairly spectacular. Of the 11 totally different types, now we have: Zombie, Werewolf, Harpy, Golem, Vampire, Will-o’-the-Wisp, Cyclops, Snow Fairy, Merfolk, Lich, and Demon. One neat element about types is that every one nonetheless retains some parts of Davy’s punk outfit.GPTRACK50 President Hiroyuki Kobayashi’s favourite type is the werewolf. It is a type that focuses extra on pace, with giant swipes from the werewolf’s claws. The werewolf may even conjure up a whirlwind-type flurry of blows, so it appears excellent for taking up bigger teams of enemies.

Conversely, now we have the harpy. The gameplay clip confirmed off the power to fly and shoot feathers from an extended distance, and appeared slower — however no much less helpful — in comparison with the werewolf. A few of the different types are self-explanatory, with the golem being extra tanky and the cyclops having bigger, sweeping, hard-hitting blows. Some types seem extra technical than others, such because the Will-o’-the-Wisp, which switches from the bodily to astral aircraft in order to keep away from harm; in the meantime, the Snow Fairy makes use of a sweet-looking ice sword and might freeze enemies and “make their energy yours.”It is laborious to say how the Kinds will really feel within the fingers of the participant till we truly get to play it for ourselves. Switching between types is fast and seamless, however our assumption is all 11 powers cannot be utilized in a single run. 

Primarily based on our interview under, we realized that extra highly effective variations of the Kinds, with new and improved talents, might be acquired in a while in runs. Both manner, GPTRACK50 is imprecise on particulars regarding precise runs via the dungeon and Silly By no means Dies’ metaprogression, with guarantees to disclose extra at a later date. Exterior of types, nonetheless, Silly By no means Dies incorporates a “physique hack” system which permits Davy to switch elements of his physique with gear. Zombie type is the one we will use essentially the most, so so as to add extra taste to Davy’s toolkit, physique hacking permits for a extra numerous set of abilities. Some examples embrace attaching a gravity launcher to his arm, which shoots a projectile that’ll group enemies collectively. There’s additionally the huge edge, which is that this sword about the identical dimension as Davy himself; by attaching it to his hand, he can sweep via giant crowds of enemies.

And to emphasise the concept that Silly By no means Dies is all about “Funky Zombie Motion,” GPTRACK50 showcased “Davy Burst,” which is basically his particular transfer. In an explosion of psychedelic colour, Davy will get an influence enhance and we see a clip of him completely demolishing a gaggle of enemies.After all, there’s a lot extra to Silly By no means Dies that now we have but to see, together with dungeon runs and the way development works, however what’s showcased right here is thrilling. Actually, it is the sheer number of totally different varieties that offers me an excessive amount of confidence that fight will not get stale, and that it is mechanically wealthy sufficient to attraction to even hardcore motion avid gamers. That, mixed with GPTRACK50 comprising a bunch of veteran builders, instills hope that Silly By no means Dies can be a glorious motion title.

GPTRACK50 President Hiroyuki Kobayashi on Making Monsters in Silly By no means DiesTechRaptor: There are such a lot of totally different monsters you might select to make use of for types, so are you able to speak about your reasoning on why you selected a number of the types you probably did? (e.g., Vampires, Liches, Demons, Will-o’-the-Wisp, and extra)Hiroyuki Kobayashi: From the numerous monsters accessible, we chosen ones that greatest help totally different participant playstyles.Throughout the crew, we mentioned and selected monsters that match numerous fight approaches, equivalent to close-range, mid-range, long-range, speed-focused, power-focused, flying, and even underwater sorts.TR: Every type has their very own set of strikes, primarily based on the design of the monster you’re taking the type of. Have been there any particular motion video games that influenced the transfer set of sure monsters? What was your design philosophy for these strikes?HK: When designing every type, we checked out strategies from numerous motion video games, however our major focus was on the right way to replicate the imagery and traits that avid gamers affiliate with these traditional monsters.When it comes to the philosophy behind the transfer design, we wished to totally embrace the protagonist’s id as a zombie. The thought is basically: “Even in case you lose two or three arms, don’t fear about it — neglect protection and preserve attacking!”Our objective is to create funky, aggressive motion gameplay the place continually pushing the assault feels highly effective and delivers a robust sense of catharsis for the participant.

TR: Zombie kind is claimed to be the muse of all different types. Is the Zombie type in a position to maintain its personal in battle? How typically are you utilizing Zombie type in comparison with different varieties Davy can tackle?HK: The Zombie Model is totally viable in fight. Nonetheless, taking up stronger monsters would require a sure degree of approach.At the beginning of each dungeon, the participant all the time begins in Zombie Model, and since additionally it is utilized in mixture with different types, it can possible be the type gamers use most regularly.TR: How did you navigate the event of 11 whole types, assuring that every type match their very own area of interest and position within the fight of Silly By no means Dies?HK: The Zombie Model was designed as a normal character that’s straightforward to deal with. In distinction, the opposite characters are supposed to be extraordinarily highly effective when utilized in the best conditions — however a lot harder to make use of if the situations don’t match.To realize this steadiness, we first thought of the forms of strain a participant may face from particular person enemies, in addition to the conditions that might come up from totally different enemy mixtures. Primarily based on that, we decided what sorts of conditions every type ought to excel in.From there, we designed every type’s actions, assault vary, motion pace, assault pace and space, and even character dimension to make sure they may successfully break via these particular conditions.

TR: From a gameplay perspective, had been any types more difficult than others to develop a cohesive fight type for? Are you able to clarify what hurdles you confronted in growing so many numerous types for Davy to take the type of?HK: The Harpy Model and Will-o’-the-Wisp Model, which excel at long-range fight, had been significantly difficult to design.From the early phases of improvement, we had sure assumptions concerning the perfect variety of enemies, the suitable fight distance, and the best degree of strain throughout battles. Nonetheless, as improvement progressed, many of those parts solely grew to become clear via the method itself.TR: Silly By no means Dies is fast-paced and heavy on the motion, and you’ll change between totally different types to suit your wants in fight. How are you making it in order that switching between types doesn’t break the movement of battle?HK: Apart from clearly dedicated moments, gamers are allowed to cancel most actions by switching types. We additionally designed the style-change motion to be fast and fluid in order that it doesn’t disrupt the general tempo of the sport.Throughout improvement, we experimented with extra elaborate visible transitions, however in the long run we settled on the present instant-style switching, which felt essentially the most responsive.For instance, gamers can use the Merfolk Model to dive and quickly shut the space of an enemy, then instantly change to Golem Model to ship a strong strike.This sort of fight wouldn’t be potential utilizing the Golem Model alone, because it strikes very slowly.By enabling prompt type switching, we designed the system in order that gamers can compensate for every type’s weaknesses whereas amplifying their strengths, permitting for a variety of artistic play mixtures.

TR: What are some methods during which Silly By no means Dies encourages gamers to make use of totally different types in fight, reasonably than sticking to utilizing one the entire time?HK: For instance, even inside the Werewolf Model, the talents you receive will fluctuate relying on which werewolf you Model Eat.In the event you Model Eat a stronger werewolf discovered within the deeper layers of the dungeon, you’ll be able to purchase a extra highly effective model of the Werewolf Model.We encourage gamers to change types actively, selecting the one which greatest matches their technique, the talents that complement their present deck, or the type that most closely fits the quick fight state of affairs.TR: Davy himself might be upgraded with numerous physique hacks, however are there ways in which we are able to additionally improve the talents of the totally different types in Silly By no means Dies?HK: The sport options each non permanent development and everlasting development methods.Momentary development contains parts equivalent to choosing rarities that fit your present type throughout a run.As for the everlasting development methods, please keep tuned for upcoming particulars.

TR: I additionally wish to contact on The Recreation Awards reveal. As a brand new studio, what had been your ideas main as much as the reveal and do you could have any feedback on the reception for the trailer? HK: Proper earlier than the announcement, we had been very nervous. Watching it truly be revealed at The Recreation Awards, our predominant feeling was, “We lastly did it — GPTRACK50’s first title has been introduced.” It has been a protracted journey to get thus far.Due to the help of the media, we really feel the trailer was efficiently shared with audiences world wide. We had been particularly shocked — and really joyful — to see such a robust response from South America and Central Asia.TR: I truly listened to the trailer on repeat, as a result of I actually loved the pop/punk-style track. I’m interested by why you selected to go together with a track like this and the way it’s consultant of the sport itself? Can we count on extra music like this within the remaining product?HK: Many motion video games are inclined to function rock-style music, so when creating a brand new IP, we wished to problem ourselves by exploring a special musical path.When fascinated with the model id of this title, we got here up with a number of key phrases primarily based on the sport’s themes: emo, road tradition, pace, youth, and recklessness. From there, we determined that the music ought to lean towards “pop punk.”

TR: Is there anything you want to individuals to find out about Silly By no means Dies that hasn’t been requested?HK: With a brand-new title, it’s extremely difficult to first get individuals to find out about it after which get them to truly play it. We might be actually grateful if motion recreation followers and members of the media might help this title, Silly By no means Dies, and assist us unfold the phrase.Thanks very a lot in your help!!



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