A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

Discover the thrilling collaboration between Dead by Daylight and Disney as Game Rant gets exclusive insights from the developers Unveiling the incredible transformation of the Xenomorph and Ellen Ripley into the game's eerie Fog, prepare for an unforgettable gaming experience

Dead by Daylight's 29th DLC Chapter has introduced the iconic Xenomorph and its female protagonist, Ellen Ripley, from the Alien franchise. This highly anticipated addition not only fulfills the desires of long-time Dead by Daylight fans, but also serves as a thrilling opportunity for fans of the beloved Alien franchise to join the game's rich history.

The Alien Chapter has also granted Behaviour Interactive the chance to collaborate with Disney on an exhilarating Dead By Daylight Alien crossover. Recently, Game Rant had the privilege of speaking with Behaviour Interactive's Creative Director, Dave Richard, Dead by Daylight designer, Janick Neveu, and Senior PR and Events Manager, Aide Laliberté, about their experience working with Disney to bring the iconic Xenomorph and Ellen Ripley to life in the game. Richard and Neveu also shared insights on the abilities of the Xenomorph and Survivor, the new Nostromo Wreckage map, and more. The following transcript has been edited for clarity and conciseness.

Richard expressed immense excitement and fulfillment in partnering with Disney to introduce the renowned Xenomorph alien and Ripley into the universe of Dead by Daylight. For the team, this opportunity was nothing short of a dream come true. Both the Xenomorph and Ripley hold a significant place in the realm of horror, making their inclusion a source of great joy for Richard and his team.

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

Neveu: Can I add a bit on the gameplay side?

Richard: Certainly.

Neveu: When working with clients, there is always a anticipation of what the process will be like. Will there be disagreements and conflicts over ideas? Will we have to make adjustments based on their preferences? However, when it came to Disney, they were incredibly receptive to our ideas - the collaboration was seamless. I am extremely pleased that they embraced and actively contributed to our ideas. They didn't hinder any of our suggestions, but rather wholeheartedly supported and strengthened them. It was a truly successful collaboration.

Richard explained that the Xenomorph was chosen to be brought into Dead by Daylight because it is considered a legendary character in the horror genre. As the game is a collection of different characters and licenses, it was a natural fit for the Xenomorph to be included.

Neveu: Many of us on the team are avid fans of the license, having watched the movie countless times, read the book and comics, and amassed a large collection. However, alongside our enthusiasm, there was also a sense of pressure and nervousness regarding how we would do justice to the license.

We embarked on a thorough exploration of what this element would bring to our game, as introducing a new killer always holds significance in terms of game mechanics and fresh elements for Dead by Daylight. This aspect holds great importance to us.

We are determined to avoid the mere duplication or recycling of existing material. Therefore, we carefully examined the nature of this creature, its potential contributions to Dead by Daylight, and the expectations of our players. We focused on expanding and refining aspects such as the tunnel ability, turret usage, and the tail attack to ensure a distinct and unprecedented experience when players encounter this chapter.

Q: Certainly! Can you elaborate on the steps taken to adapt the Xenomorph into a Dead by Daylight killer?

Richard will quickly explain the overall process for working on both licensed and original material. Once the characters and universe are determined, they enter the pre-production phase to identify the fantasy and uniqueness of the character. A prototype phase follows where designers and engineers ensure the feasibility and enjoyment of the idea.

With those aspects settled, they can proceed to production and create the content, including animation. Richard emphasizes the close collaboration with Disney to ensure the content is accurate, recognizable, and enjoyable for fans. The time it takes to create a full chapter can range from six to nine months. Richard asks Janick if he would like to add anything to this explanation.

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

Neveu: Absolutely. When we choose to incorporate a license into Dead by Daylight, one of our top priorities is ensuring that players feel a strong connection to that license. It's essential that they can relate to what they already know about the license, so that when they play the game, they can say, "Ah, this is exactly how I imagined it" or "This matches what I love about it so much." It's incredibly enjoyable to play as something you're passionate about. Whenever we decide to include a license, we analyze and delve into the character's essence and their unique world. Initially, there were some challenges because many of the killers rely on various tools, such as chainsaws, hatchets, or axes. However, we managed to develop gameplay mechanics around these distinctive powers.

The Xenomorph is considered the ultimate weapon due to its deadly nature. We sought to ensure that it remained true to its own world in Dead by Daylight, leading us to create the turret concept as a means of maintaining balance. The immense strength of the Xenomorph required a countermeasure for the survivors. This choice was influenced by the series of movies, where characters consistently employ tools and weaponry to combat the creatures. The connection to the license became an integral aspect of this decision.

Q: Can you provide additional details about the alien's powers and advantages?

Neveu: The Xenomorph possesses a range of abilities, with the key one being Crawler Mode. In this mode, players can utilize the formidable tail of the alien. This tail proves particularly lethal for survivors as it allows the Xenomorph to strike from a greater distance than normal attacks. It has the ability to reach over obstacles, unexpectedly cutting off escape routes for survivors. Mastering this skill requires practice, as it is a precise and strategic maneuver. Players will undoubtedly enjoy the process of learning and improving their proficiency in utilizing this devastating attack.

At the same time, the survivors devise a clever strategy to escape this challenging situation by utilizing the turret mentioned earlier. Additionally, we have introduced a tunnel system beneath the survivors' usual pathway, allowing them to travel long distances rapidly. This system also enables them to detect the presence of their adversaries while inside the tunnels, providing an opportunity to surprise and attack them from behind. The entire plan unfolds seamlessly, from start to finish.

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

Q: How does the Xenomorph compare to previous killers in Dead by Daylight? It seems to be classified as a moderate killer and has the ability to jump scare players through the tunnel systems. How does it stack up against previous killers in terms of these abilities, based on what we've seen so far?

Neveu: When selecting killers, the design team aims for a balance of being easy to pick up and play, while still offering a challenging experience for more experienced players. It's important for new players to be able to dive into the game and enjoy a new chapter, without being deterred by a steep learning curve.

That being said, we also have players who invest countless hours into the game. We are aware that these players will continue playing for a long time, so we need to incorporate a learning curve into the process of becoming skilled with a killer. If a player can master a killer in just 10 hours and become the ultimate threat, it doesn't align with our objectives. Therefore, this killer offers a range of intriguing fundamental abilities for new players, as well as complex and fascinating concepts for more experienced players to enjoy.

Richard: I believe it would be challenging. However, it is expected. Typically, when we design a killer with a stealthy approach and numerous components, it tends to lead to that outcome. It requires a solid understanding of the game mechanics. Returning to your question about jump scares, this is where the Xenomorph hunting fantasy comes into play. It's a captivating aspect. Not all killers have the opportunity to create such terrifying moments, so a stealthy killer was certainly a suitable choice for the Xenomorph.

Neveu: I think it’s not considered, in a lot of the killers that we have, a complete stealth killer.

Richard: As stealthily as other killers.

Neveu: Yes, you're absolutely right. Our killers possess a stealth ability as part of their core mechanics. With this particular killer, stealth works differently as it functions as a passive effect. This means that the killer can hide behind obstacles, reducing the chances of being noticed when approaching you. In addition, when the killer is in their special mode, their terror radius becomes shorter. This provides them with a valuable advantage, allowing them to sneak up on survivors without being detected. And of course, let's not forget the use of tunnels for quick traversal.

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

Richard: Before Janick dives into the details of the survivor gameplay in this chapter, it's worth mentioning that it's not exclusive to Ripley. Every survivor confronting the Xenomorph will have access to this gameplay mechanic.

Neveu: Regarding the turret, we have incorporated some exciting new features in the perk. Both survivors now have access to the frozen bomb on the pallet, which adds a time element to the game. However, the standout addition is the new turret element. This is a unique feature that only survivors can interact with when facing a killer, in line with the concept of our game where special items are exclusive to certain roles.

This time, we have taken the gameplay to a whole new level with this item. Unlike previous items, where it was mostly used on oneself or in certain ways, this time it is a tangible object that can be carried around, positioned on the ground, and provides an advantageous edge.

In Dead by Daylight, we have never allowed survivors to place items on the map before, making it quite unique. The turret serves as a preemptive warning system for the Xenomorph's whereabouts, similar to a radar. Integrating both the sonar element and motion tracker into the same object was a thoughtful decision made by the team, although we were initially uncertain about its functionality. Drawing inspiration from both the first movie and the second with the Marines, we have created this new object that survivors can utilize to limit the killer's perception.

The purpose of the turret was never to stop or completely hinder the killer. Instead, it was meant to be more of a nuisance and a strategic tool for survivors to approach the killer. This is why there are various limitations imposed on survivors when they carry the turret. They become slower and more vulnerable to the killer's attacks while using it. There is definitely a risk involved in using the turret, but positioning it correctly can provide a great advantage.

Richard adds that it is important to understand that, despite its appearance, the turret is just a weapon and does not change the rules of the game. In Dead by Daylight, survivors cannot directly harm the killer. Although the flamethrower may seem powerful, it is ineffective against the Xenomorph. As Janick mentioned, the turret is simply meant to be an annoyance, irritating the killer rather than engaging in a fight or causing harm. The same rules that apply in Dead by Daylight still stand.

We should discuss the additional gameplay component that has been added to the Survivor in this chapter, specifically the steam pipes. These pipes serve as an environmental feature on the ship. Early on, when we were planning the level and maps for the Nostromo, we wanted to introduce a new game mechanic. We examined the existing Survivor systems, such as the pallet system, and wondered if we could create something unique from that concept. This led to the creation of the steam pipe. It functions as a trigger effect, allowing survivors to strategically decide when and how to utilize it. On the other hand, the killer can also take advantage of the steam pipe by preventing the survivor from reaching or following them if they enter it.

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

We extensively studied this aspect, and it truly distinguishes the map. Initially, there is an element of intrigue surrounding its functionality. Exploration is a key component, and we anticipate that players will derive pleasure from delving into and unraveling the complexities of the steam pipe system.

Q: Could you please explain how the steam pipe system functions?

Neveu: To provide a more detailed explanation of the mechanics, the steam pipe system is comprised of specific zones that activate a steam effect when a survivor or character enters or exits them. When passing through this steam effect, individuals will experience a temporary decrease in movement speed. Once activated, survivors have the option to reset the steam pipe by using a trigger or lever. These pipes are interconnected, allowing for a complete reset by accessing either of the two levers. Alternatively, multiple survivors can work together simultaneously to expedite the resetting process.

The slowdown caused by the steam pipes is not harmful or damaging to the player, but rather provides a slight hindrance that can be very beneficial for Survivors in certain situations. For Killers, it can be advantageous during specific loops where they can activate the steam, giving Survivors the option to either enter the steam and be slowed down (which is probably not a good idea) or leave to another loop. This creates an opportunity for the Killer to hit with a tail attack. That's the basic idea.

In terms of gameplay, this chapter offers a lot. The steam pipes are unique to the Nostromo wreckage map, and there are also exclusive elements when facing the Xenomorph. Whenever you encounter the Xenomorph on any map, there will be control stations that open up the tunnel system, which will be further explained by Janick.

Neveu: The tunnel system adds a unique element connected to the killer. In our game, we already have a feature where specific killers trigger the spawn of objects on the map. When playing as the Xenomorph, players will encounter these spawned elements known as Control Stations. Both survivors and killers can utilize these stations, and survivors can pick up the turret object from them.

On the killer's side, these Control Stations provide access to the underground tunnel system mentioned earlier. The killer can swiftly navigate beneath the level and emerge at another control station. This adds a level of danger for survivors when attempting to pick up the turret, as there is a chance that the killer may appear in front of them. It creates an intense and thrilling gameplay dynamic.

A Cinematic Crossover Extravaganza: How Dead By Daylight Brought Xenomorph and Ripley into the gaming world!

Q: Awesome, great, thank you. So with the Nostromo map, what Easter eggs or other surprises might players find in the new map? I've heard of a few.

Richard: Absolutely! This map is packed with an abundance of references, hidden surprises, and exciting Easter eggs. However, I must keep the specifics under wraps as it is intended to be a delightful surprise.

Q: Can we expect the inclusion of characters or creatures from the Alien or Predator franchise in the game? While I understand you may not be at liberty to disclose this information, I'm curious about any potential plans.

Richard: You are correct. We cannot answer that.

That’s not a problem.

Neveu: Oh, is there a cat here now?

Richard: Yes, indeed. Jonesy from the movies is here. It's really amazing. Thanks for bringing it up; the team enjoys integrating it because, throughout the extensive lifespan of Dead by Daylight, we finally get to incorporate something quite adorable.

Q: So the introduction of Alien takes the Dead by Daylight DLC chapters to 29. Have you any special plans or celebrations planned to mark the 30th DLC?

Richard: Is it already 29th? Officially?

Laliberté: Dave, you've been with us for quite a while now, and you've dedicated a significant amount of time to this project.

Richard: We have a different way of measuring progress internally, and I believe we are actually ahead of that point. However, since it concerns future developments, we are unable to discuss it.

Laliberté: This chapter has been an incredible collaborative effort within our teams and with Disney. We are thrilled and excited that in just an hour and a half [during the interview], people will be able to purchase and experience it. A big thank you to the team members who worked closely on the game and a special shout out to Disney for their wonderful collaboration.

[END]

Dead by Daylight is currently available for Switch, PC, PS4, PS5, Xbox One, and Xbox Series X/S.