Surprisingly, more attempts at translating Hellboy into video games have been lacking, despite the significance and reverence of the title and its titular hero in the world of comics. Apart from a solitary licensed video game tie-in that coincided with the release of the second film adaptation, Hellboy Web of Wyrd marks the first endeavor by a studio to create an original game that captures the captivating and atmospheric essence of the comics in an interactive format. Just a brief glance at the visuals and aesthetic of Hellboy Web of Wyrd is enough to ascertain that Upstream Arcade, the developer, truly comprehends the distinctive elements that make the comics so extraordinary.
Following their modest success and the establishment of a loyal following with their 2020 game West of Dead, which combines tactics and twin-stick shooting, Upstream Arcade was approached with the opportunity to develop a game that brings the Hellboy universe (often referred to as the "Mignolaverse" after its creator, Mike Mignola) to life in a captivating way. The studio's concept was to merge roguelites and beat 'em ups, effectively capturing the character's strengths while paying homage to the art style and folklore-inspired narrative of the comics. The following transcript has been edited for clarity and conciseness.
Q: Besides being highly praised as one of the best comic series ever, what motivated the team to create a game centered around the Mignolaverse?
A: We consider ourselves incredibly fortunate to have had the opportunity to work on Hellboy. As devoted fans of the character, his influence naturally bled into our previous game - West of Dead. Thankfully, Good Shepherd recognized our passion and asked, "Would you be interested in developing a Hellboy game?"
Q: Did you face any challenges in maintaining a balance between properly rendering Mignola's artistic style and ensuring adequate lighting?
A: Absolutely. We initially took the liberty to incorporate a significant amount of darkness in our levels, aiming to capture the essence of Mike Mignola's Hellboy. However, when we played through those levels, the walls on the other side of the room became nearly indistinguishable. Realizing this, we adjusted our approach, placing more emphasis on lighting from a player's perspective. Our goal was to achieve spaces that were both visually comprehensible and made ample use of shadows.
Q: What are some of the team’s biggest roguelite inspirations for Web of Wyrd?
A: We have a great appreciation for various roguelites, as the genre has expanded tremendously. From acclaimed titles such as Hades, Dead Cells, and Vampire Survivors, there is an abundance of admirable elements to be found. In this particular project, we sought to explore a unique structure, which I will elaborate on shortly.
Q: Building on that, Web of Wyrd is also a third-person beat 'em-up. Can you share some of the team's preferred beat 'em-up games? Did any of these serve as inspiration for the combat in Web of Wyrd?
Hellboy: Web of Wyrd was inspired by various beat-em-up games like Street Fighter, Tekken, Sifu, and even Power Stone (does that ring a bell?). The combat in Hellboy was designed to capture the essence of the character, focusing on the feeling of immense power and strength, while pitting him against even bigger and more formidable foes. We took a similar approach to combat as we did with other aspects of the game, by examining what felt true to the Hellboy universe. This involved emphasizing the height difference through camera angles and implementing an over-the-shoulder view, set at human height to create a sense of scale. Once we embraced this direction, we had to address each challenge that arose during development.
One of Hellboy's defining traits is his ability to handle conflicts in various ways. In order to reflect this, we had to strike a balance between melee and ranged combat options.
A: Designing a roguelite with a distinct art style while maintaining replayability posed several challenges.
A: Balancing variety and fidelity was a significant challenge for us, particularly considering our small team of four artists. The use of a lower camera angle set high expectations for the level of detail, and ensuring that our visual style did justice to the comics was a top priority. Consequently, we devoted considerable effort to maximizing the utilization of every element created.
Q: What types of biomes will players encounter in each area of the game? Will each biome introduce distinct enemy types, or do enemies remain consistent throughout all areas?
We aim to strike a balance between familiar and fresh biomes in order to appeal to fans of the comics. While we can't reveal too much, our storyline allows us to transform well-known locations into something slightly eerie and strange. This also enables us to introduce distinct enemies for each biome, ones that you haven't encountered before but still carry the signature style of Mike Mignola.
Q: Does Web of Wyrd offer a linear roguelite experience, or are there multiple paths to progress through each run?
A: In order to make the game more accessible, we have modified the traditional structure of a roguelite. Instead of immediately throwing the player into the game and challenging them to progress as far as possible, we gradually introduce different areas. Later on, we give them the opportunity to showcase their mastery in a more traditional roguelite style.
Q: Does the team have any information on the timeline placement of the story featured in Web of Wyrd?
A: Considering that some players may be unfamiliar with Mike Mignola's Hellboy character and universe, we made a conscious effort to respect and avoid spoiling any existing stories. We found that the early 1980s, which is a period where there is less knowledge about Hellboy and his connections with BPRD members, aligned well with the concept of our game.
Q: Was Mignola's involvement in the story more detailed or mostly conceptual, fleshed out by the team?
A: Mike Mignola, embracing his identity as a comic book creator, acknowledges that filmmaking and game development require different approaches. He recognizes that video games have specific demands, such as the need for repeated failures before success, which do not align with the linear storytelling typical in comics. With his approval, we were able to construct a Hellboy narrative that aligned with our game's structure and emphasized the moments we aimed to deliver to players.
Working with Lance Reddick on the Web of Wyrd was a true delight. Being able to witness his recording sessions was a wonderful privilege. His dedication and passion for the role brought an incredible energy to the project, and we are extremely proud to have him as the voice of our Hellboy.
Hellboy Web of Wyrd is available now for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X.