“We’re Not Making A Celebration Recreation Now, It is Extra Of An Night Factor” – Ghost City Is Shifting On From Overcooked


We have all skilled a game-induced argument over time, and for many of us right here at Nintendo Life Towers, Ghost City Video games is to thank.

That is the developer that introduced us Overcooked and subsequently woke up a Michelin-star chef in every of us, barking out orders at our pals and vital others as if Anton Ego himself was ready on the door, demanding to be fed.

We have poured so many hours into the 2 Overcooked video games and their expansions over time that our ears pricked up after we first heard in regards to the studio’s subsequent challenge, Stage Fright, at The Recreation Awards 2024.

This one takes the co-op chaos out of the kitchen, as an alternative plonking us in a spooky playground, stuffed with puzzles to resolve and challenges to beat. With an look within the latest September Direct confirming a 2027 launch, we had been eager to sit down down with the workforce to work out whether or not this one was going to check {our relationships} as soon as once more.

So we did precisely that. We lately acquired the prospect to meet up with two of the studio’s three founders, Oli De-Vine and Phil Duncan, to speak all issues Stage Fright. Our dialog coated Overcooked’s success, flipping the script for this new challenge, and a sure spooky Nintendo sequence which will have supplied some inspiration.


Nintendo Life (Jim Norman): Earlier than we get into Stage Fright, let’s discuss a bit about Overcooked, as a result of the sport has grown into fairly the beast, hasn’t it? At what level do you know that you simply had been onto successful?

Oli De-Vine, Ghost City Video games: It wasn’t instantly after it got here out, I do not assume.

Phil Duncan, Ghost City Video games: No, no! I feel as a result of our expertise of attempting to get it printed was so fraught…We met with completely everybody, acquired turned down by completely everybody. Team17 had been the one individuals who mentioned, “Sure, it might be improbable to work with you,” however I feel even they had been having the conversations of, “Oh, we’ll see the way it goes.”

We had been actually of the opinion that we’ll get it out, and we’ll get it printed, and hopefully it will make sufficient that we will make one other sport or no less than a prototype for an additional sport.

Oli: I additionally assume we had been in a bizarre post-release house of simply being fairly drained. It is a bizarre, surreal expertise of it slowly choosing up, and I nonetheless assume it took a very long time earlier than I began operating into folks in my actual life who had performed it, the place I am out at a restaurant or one thing and the waiter had performed it.

Phil: I distinctly bear in mind describing it to somebody, “Oh, I labored on this cooperative cooking sport,” and so they’re like, “Oh, so type of like Overcooked?” And I used to be like, “Oh yeah, type of.” [Laughs]

Oli: Yeah, that was bizarre, when it began to be random folks simply on the earth. It was wonderful!

There are actually some similarities, however Stage Fright additionally appears very completely different. What impressed the shift to puzzle-focused gameplay this time?

Phil: It was a case of trying on the type of issues that we loved, and one of many issues that impressed us was escape rooms. It is type of analogous to Overcooked in some methods: a gaggle of people that all have a typical objective, working collectively. There’s plenty of communication in opposition to the clock. In order that was our place to begin, I assume.

We had been speaking about how we beloved the truth that we might managed to make a sport which inspired communication, possibly typically a bit too aggressively, however sure. So we thought, ‘Why do not we attempt to take the people who loved Overcooked, loved speaking, and in addition loved enjoying a sport for the primary time, and take them out on an even bigger journey collectively?’

Oli: Initially, after we had been growing Overcooked, I do not assume we realised we had been making a sport that was for individuals who play video games loads and for individuals who do not play video games fairly often. That grew to become clear over the event as we did extra playtesting with folks.

Quite a lot of the sport takes place exterior of the sport

And with this, we had been like, ‘Okay, so we have these folks for an arcade expertise; what would it not be love to do one thing that is extra of an journey with a story by it?’ Extra of a linear development sport, however nonetheless have it the place you will be somebody who performs video games loads enjoying somebody who does not play video games fairly often. As a result of communication is the important thing to what makes it tough, it nonetheless seems like an equal degree of play between you and the opposite individual.

We wished to deal with two-player particularly, to deal with what labored significantly effectively within the communication side and actually dig into that. We had been taking a look at escape room-type mechanics loads as points of gameplay that depend on plenty of communication however aren’t essentially very dense when it comes to stock administration or something like that. Every little thing remains to be very bodily in a method that Overcooked was. You are still carrying these things round and shifting them round in an actual surroundings. We prototyped plenty of mechanics that had been communication-based two-player mechanics that we peppered in amongst all of this to interrupt that up.

So it isn’t totally a puzzle sport. It is extra of an escape room with these extra bodily gauntlet-type issues, however with out ever turning into a full skills-based platformer. The problem nonetheless comes from communication fairly than from controls.

Stage Fright
Picture: Whats up Video games

Two-player sofa and, certainly, on-line co-op appears to be going by a little bit of a second on the minute, with the likes of Break up Fiction, Orbitals, and Large Stroll. What’s it that you simply assume units Stage Fright aside from the opposite video games on this little subgenre?

Oli: It is a specific deal with the communication side of it and on it not being platformer-style. It is rather more about attempting to simulate the expertise of going into an escape room, getting all of the stuff out on the desk, and going, ‘Okay, what can we do?’ We did plenty of testing to attempt to make the arc of that work.

Phil: After we had been making Overcooked, we had this watershed second the place we realised that the best way the sport grew to become enjoyable was by preserving folks enjoying. In plenty of early prototypes, we discovered that folks would break up up, take their particular person roles, and they might stick with it. They’d simply sit there in silence, do their job, and get by it. So we launched mechanics such because the sliding boat, which might drive gamers to understand there isn’t any one function you are able to do perpetually.

In order that was on the core of our pondering after we had been coming into this: How can we preserve folks speaking? Quite a lot of the sport takes place exterior of the sport, so it is in regards to the dialog that you simply’re having in the lounge, not essentially what’s occurring on the display screen.

Oli: We do loads with separating the gamers within the surroundings so that you’re on one facet of the display screen and possibly there’s stuff you possibly can see that they can not see. Possibly you are in part of the extent they can not entry, and there is info you’ve got that they do not, however you are each so occupied that one individual cannot resolve the entire sport for the opposite participant. You have acquired loads to discover and discover, after which it’s a must to talk that with the opposite participant as a result of they have been spending their time exploring and discovering issues.

Has your growth course of modified lately? What was it like coming to one thing utterly new once more?

Phil: The method is pretty comparable, in plenty of methods. We nonetheless have a giant deal with prototyping and playtesting. We attempt to get folks to play the sport as a lot as attainable. We took Overcooked to 1,000,000 conventions, and that was an effective way of simply getting a great deal of folks by the sport, seeing what resonated, seeing what did not, seeing the place the jagged edges had been. That is undoubtedly one thing that we have introduced ahead to this.

We began prototyping concepts for this virtually instantly after ‘Overcooked 1’

I would say the opposite factor we additionally do is attempt to get a stability of people that play video games and who do not play video games collectively. Quite a lot of our playtesting is with people who find themselves like, ‘Okay, I am the gamer on this relationship, however I am enjoying with my accomplice who does not play something’. Typically they are not fairly correct with it!

Oli: Our course of has been comparable. It is barely completely different in that we’re not making a celebration sport now, it is extra of a night factor. It is nonetheless in chunks, however it’s not three-minute chunks. You would be anticipated to play for extra like 20 minutes or longer than that.

Phil: And the opposite factor is that we’re working with much more exterior contractors. Family and friends have now joined us. It is exhausting to say as a result of folks are available in and off the challenge, however I feel at our top, like 24-ish folks had been concerned.

Oli: And the best way we have been testing it has been completely different as a result of we have been doing much less of taking it to a conference and letting everybody play it as a result of it does not have the identical vibe.

Phil: Yeah, precisely. You need folks to sit down down and play it for hours, and you may’t persuade folks to do this.

Oli: And it is acquired a story to it. We have got a completely voice-acted, totally cinematic story going by it as effectively, so that you need to actually get a way of what plenty of playthroughs would appear to be. It is a case of working over the entire expertise. That is been tougher to check.

It is taken us loads longer, although we have had the posh of time. Overcooked needed to be made in like 18 months, whereas this has been… I do not even know the way lengthy now!

Phil: I do not need to know! [Laughs]

Oli: We began prototyping concepts for this virtually instantly after Overcooked 1, and it grew to become an even bigger challenge after Overcooked 2 got here out. So it is a very long time.

Let’s discuss somewhat bit about that narrative. How lengthy, roughly, do you assume a playthrough could be from begin to end?

Phil: We have now acquired this query earlier than, and I nonetheless do not know! We’re speaking a superb few night classes, I would say.

Oli: I feel so. It is days — effectively, not days like 24 hours! If you happen to’re enjoying within the night, I feel it ought to take you a few week.

Phil: We’re hoping that it turns into a factor that folks sit and play for a few hours within the night. We have now this picture in our head of creating the last word sport the place you possibly can sit with an individual that you simply all the time play these video games with, get underneath a blanket, get a giant pile of snacks, and draw the curtains. It is like your Friday evening in. That is the dream.

Oli: There’s selection over the course of the entire sport, so you possibly can play it, go away and are available again, and it is not utterly alien to you. Which I feel is an issue with plenty of video games.

Phil: I’ve plenty of video games the place I am like, ‘I am by no means gonna return to that sport [because] I will should learn to play it once more.’

One of many nice issues about Overcooked was that sense of replayability. Did that carry over to Stage Fright?

Phil: I am hoping it is like when you actually take pleasure in a superb movie, you would possibly return and it turns into your consolation play. That is my dream of it. I do not assume it’s an arcade sport in the identical sense that you’re going to be replaying ranges. I actually assume there’s loads to discover and uncover on subsequent playthroughs, however it’s not designed in the identical type of method. I feel it is extra of an journey that you simply play from begin to end, after which hopefully it is the type of factor that we’d come again and play each Halloween.

Oli: I feel you could possibly get a singular expertise out of enjoying it once more, however it does have the one linear story that goes by, so that you’d know that.

Phil: Yeah, however that does not all the time should be a dealbreaker. I am very a lot trying ahead to enjoying by Ocarina of Time once more, you understand?

Stage Fright
Picture: Whats up Video games

I am all the time fascinated by intentional co-op video games like this, as a result of they’ve puzzles that may solely exist on this subgenre, made for 2 people who find themselves taking a look at issues in another way. What’s it wish to make a puzzle that is designed for folks to work on cooperatively?

Phil: Quite a lot of the time we work backwards in some methods. We like to consider the participant expertise and the type of conversations we wish the gamers to be having. How can we make that occur? How can we make sure that the individual finds one thing attention-grabbing and it attracts their consideration sufficient that they should go it on to the opposite participant?

So I assume from a design philosophy standpoint, we discuss loads about silence within the room — is that also there? How can we encourage gamers to actively have interaction with each other? How can we be sure that one participant is not simply being like, “Oh, I do know the reply. Comply with me, I will lead you thru it.” We need to keep away from what we name ‘First to Enjoyable’, which is when one participant takes cost and so they’re like, ‘Okay, I’ll run forward, and I’ll be the primary to get to the enemy, and I’ll be the primary to get to the chest and open it.’

We have tried to maintain it very comedic, whimsical and light-weight

Oli: It feels unhealthy from each side, proper? You do not need to be the participant who seems like they’ve to tug the opposite participant alongside, and you do not need to be the participant who’s being pulled alongside. So we’re attempting to keep away from that. It is about what info they’re passing from one facet to the opposite.

I additionally assume the narrative informs plenty of the puzzle design as effectively. We’ll do a go after the story begins to come back into place the place we’re, ‘Oh, really, this might tie into the story that method.”

It has been a really gradual technique of shifting issues across the sport and placing it in entrance of gamers and [asking], “Okay, how did that go?” It is type of a psychology check surroundings, figuring out if it regarded like they had been each engaged.

Phil: It is fairly fraught in some methods making this sort of sport as a result of you may make a construct and then you definately unintentionally neglect to show a lightweight on, and it means gamers immediately cannot see a clue that they may earlier than and the entire thing unravels. So we have had plenty of nightmare moments like that.

Oli: We have had enjoyable dialogue that gamers will latch onto as a clue, despite the fact that it was meant simply as a joke. Or we might change the title of an merchandise, and it drastically adjustments issues. It’s totally fiddly. There is a lengthy technique of iteration to get that proper.

And you have got correct characters this time — Drew, Blake, and Charlie. How did it really feel writing characters with tales and personalities? That should have been a pleasant change.

Phil: Properly, we did not should do plenty of the writing, fortunately. We have now Gemma [Langford], who dealt with plenty of the story facet of issues. We clearly labored extraordinarily carefully — we’re all working collectively on the sport — however she has plenty of expertise with writing performs, and he or she wrote plenty of the narrative and bits and items that we had in Overcooked 2 and the following DLCs.

However for us, it was simply very thrilling getting an opportunity to truly add one thing with a little bit of actual character and thriller to it. As a result of we knew we had been making an escape room-inspired sport, we wished there to be this narrative thread. On condition that escape rooms are all about fixing a thriller, it was good to make that a part of the bigger story as effectively.

The dream is that each single degree introduces one thing new and simply retains you enjoying

Oli: This was additionally our first time working with voice actors. Every little thing is voiced, apart from clue textual content and issues. So we have clearly our totally animated, extra cinematic moments, but additionally plenty of dialogue that is simply interacting with NPCs on the earth. That makes an enormous distinction for making a world really feel alive. We have tried to maintain it very comedic, whimsical and light-weight — it isn’t going to be a very lore-heavy sport — however it actually helps flesh out a world.

Phil: We had been fairly proof against doing it initially, however we did the primary checks with just a few scratch audio that we might recorded ourselves, and you could possibly immediately see how shortly folks took to it. It was like, ‘Oh, okay. That is going to be plenty of work.’ [Laughs]

Oli: It is the endurance of a cooperative participant as effectively, proper? Since you’ve acquired two folks enjoying a sport collectively, they are not going to sit down there and browse plenty of textual content to dialogue. So some elements should be voiced, as a result of in any other case they’re simply not going to work together with it. So, that was actually wealthy enjoyable.

Phil: Additionally, shoutout to pals of ours that run an animation studio known as Paper Snake, who’ve been dealing with all of the animation. They’ve executed a tremendous job. They have been improbable.

Video games like this all the time convey Nintendo consoles to thoughts. And, after all, Overcooked had an enormous following on Change. How a lot of a precedence was Change, and certainly Change 2, this time round?

Oli: Extraordinarily excessive precedence! Change is, in some methods, a console constructed for co-op from the bottom up. The truth that you possibly can detach the controllers and it is such as you’ve acquired two controllers out of the field, significantly for a sport like ours the place the controls are intentionally simplistic — you could possibly take one Pleasure-Con and totally management our sport. So we knew that we might attempt to convey this sport to Nintendo from the beginning.

Phil: I additionally consider the fan base that we have on Nintendo consoles. We acquired so many feedback and emails from people who performed [Overcooked] on the Change and actually loved it. This was the sport that acquired them again into gaming, or no matter. So from our standpoint, that is the viewers we need to give again to in some methods.

Oli: With making a sport that’s attempting to be, in some methods, an onboarding expertise for individuals who do not play video games on a regular basis, it is a very accessible console. It is a console that will get performed loads by households, so it actually is sensible for us.

Stage Fright
Picture: Whats up Video games

On that Nintendo be aware, I detected some Luigi’s Mansion in your first trailer. Was that an intentional touchstone, and in that case, what’s it that you simply love in regards to the sequence?

Phil: I completely love Luigi’s Mansion! I feel it [strikes] a very good stability of preserving issues spooky but additionally accessible. There is a very nice high quality to the artwork type in which you could immediately learn issues and perceive what they’re with out having to have textual content to explain issues or plenty of context. There’s plenty of immediately accessible issues in that method.

I additionally assume it is a very nice playground. That is one thing we wished to do with Stage Fright as effectively: to create a playground into which we will throw all kinds of bizarro co-op mechanics that we will consider.

After we had been making the sport, we prototyped simply endlessly, the whole lot we may consider that may encourage folks to play collectively and talk. These went in, and we might choose the most effective ones and see what labored effectively. What’s fairly good in regards to the spooky city setting that we’ve got — and we have this stage magic aspect to it as effectively — is that it actually opens the door for simply creating selection when it comes to gameplay. The dream is that each single degree introduces one thing new and simply retains you enjoying.

Lastly, Overcooked clearly grew right into a little bit of a franchise, with a sequel and DLC. Do you see an identical future for Stage Fright? Is it one thing that you simply’d be concerned about revisiting?

Oli: That is a really ‘rely your chickens earlier than they’ve hatched’ state of affairs for us! What we’re centered on in the meanwhile is attempting to make this probably the most polished model of the sport that it may be, and getting it out as a completely full unit without having to have further issues. After which, whenever you’ve put your greatest foot ahead, who is aware of?

Phil: Actually, we simply make video games that we need to play, and we simply hope that folks need to play it too.

Oli: We’re making one thing that we expect is exclusive and attention-grabbing after which we’ll see if folks reply to that.


Our because of Oli and Phil for taking the time to speak to us, and to Tim at Whats up Video games for organising our chat.

Stage Fright launches on Change 1 & 2 in 2027.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top