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Blue Toad Murder Files Interview

PlayStation 3 Interview by Robert Purchese

1 September, 2009

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They might not make games about shooting monsters in the face in post-apocalyptic American cities, but Brighton-based Relentless Software has made a name and a small fortune for itself nonetheless with its hugely popular range of Buzz! quiz games for PlayStation formats. Despite the series' ongoing success, however, the studio's keen to branch out, and the result is the Blue Toad Murder Files, an episodic murder mystery for PlayStation 3 set to start, and be published by Relentless itself, on PlayStation Network this December.

Taking up roles in the Blue Toad detective agency, you and up to three friends are deposited in a quaint little English hamlet, and before long you're on the trail of a murderer most foul, quizzing the townspeople and putting the clues together like a group of friends watching Miss Marple. There will be six episodes in total, and although Relentless is still quiet on an exact release date or price structure for the series, the developer was happy to have us round last week to speak to producer Jade Tidy and design director Paul Woodbridge about how the game is shaping up, and what it takes to unmask a killer in the village of Little Riddle.

Eurogamer: What were you setting out to do with Blue Toad Murder Files?

Paul Woodbridge: We started off saying, "We do Buzz, and Buzz has done really well. But what is Buzz? It's a bit like Trivial Pursuit." And we thought, "Well, what else is there that's a bit like Trivial Pursuit?" And we got onto Cluedo and the whole murder mystery idea. Can we do a social murder-mystery game for a similar crowd to Buzz?

That was the first thought, and we had a few different attempts at it. The first idea was a boardgame, to make the gaming equivalent of Cluedo. But then you start thinking there has to be murders and you get onto Miss Marple, Poirot, and everybody knows Agatha Christie stuff so we thought about making [TV and boardgame] meet. Obviously this is a computer game not a boardgame, so that's important, but also we wanted bits of a TV show. We needed some action.

'Blue Toad Murder Files' Screenshot 1

And you are also Harry Zidler from Moulin Rouge!

Jade Tidy: The bit inspired by TV was the off-screen interaction between you and your friends in your front room. You playing around and asking "Whodunit?" before it came up. That seemed quite exciting: the fun bit.

Paul Woodbridge: But the problem with a lot of those Agatha Christie things is that it's too hard and no one ever gets it. And if they do get it then it was for the wrong reason. What we've done is make it a little bit easier. We want most people to have a good go at getting it.

Eurogamer: What do we actually do in Blue Toad Murder Files?

Paul Woodbridge: You can play with between one and four players. You choose your detective, all stereotypes: the Miss Marple old lady, the big pompous detective, the Enid Blyton schookid, etc. They're the Blue Toad Agency: this fictional band of detectives who solve murders. They all end up stuck in this little village, and needless to say that within the first five minutes there's a horrible murder and they go investigating who they think did it. The whole game is a deductive puzzle; you get all the information and you make your case. But in between those there are micro-puzzles: put these facts in order, for example. It's a bit like Professor Layton. But unlike Professor Layton these are tied more closely to the story.

'Blue Toad Murder Files' Screenshot 2

One of the many puzzles in BTMF.

Eurogamer: How do we actually collect the evidence, and how do we decide when we have enough to pick our killer?

Paul Woodbridge: Originally we wanted you to go round asking questions, specific questions, from dialogue trees and what-have-you. However, we decided you actually need all the information. Often when you play a game like Monkey Island you select every option anyway - you don't select three and decide that that's enough. So what we ended up doing is creating quite a linear story. Basically, everybody will see everything. And we know what you'll see; we know you've got all the facts you need to make your mind up, and we've organised the story in a way where you won't have all those facts until the end.

Eurogamer: How long will we be on the hunt for clues?

Paul Woodbridge: About an hour. Again, that was another of our criteria. Ideally it's going to be played multiplayer, and we want people to be able to say, "I've just downloaded this murder-mystery game, it will take an hour, do you want to play it with me?" It's the same length of time it takes to watch an episode of Poirot or something, rather than a three-hour game where people maybe start to drop out.

Eurogamer: How do we move our detectives around the village? What sort of freedom do we have? And once we're there, how do we scout out the information?

Paul Woodbridge: They're pretty railed, to be honest. Occasionally you get options - you can go to the pub or you can go to the train station - but you'll have to go to both of them at some point anyway. [Then] it's basically a cut-scene; you go to the train station, you see the Station Master chatting to an old woman, you join in the conversation. The Station Master wants you to help find the lady's lost bag, and you'll get the interactive gameplay puzzle to find her bag. At the end of that he'll take you to one side and you'll ask him about the murder. And that's basically how the whole game works: little bit of information, puzzle, another little bit of information, etc. Once you've done all of those, you'll be asked, "OK, so who was the murderer?"

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Comments: 1-22 of 22 in total

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Dizzy
01/09/09 @ 08:26
#1
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Looks like Layton without the charm TBH.

Not a big fan of these soul-less 3D models, nice 2D would have been much better.
notmyrealname
01/09/09 @ 08:59
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Yeah 2D is the way to gooooo... not always.
guernican
01/09/09 @ 08:59
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The space marine dunnit.
X201
01/09/09 @ 09:05
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I just hope they get the sound compression right.

The sound quality on the Wii version totally ruined the new Monkey Island game for me, lots of white noise on every piece of dialogue, it really distracted you from any chance of immersion into the game.
I just hope they don't compress the hell out of this to meet a set size limit for PSN games.
designerheadache
01/09/09 @ 09:51
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..But unlike Professor Layton these are tied more closely to the story...

Them's fightin words, and Layton is a mamoth to take on!

@X201 there isnt a set size limit for PSN games, so no worries there.
X201
01/09/09 @ 10:15
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@designerheadache There is a worry. Publishers have to pay Sony for bandwidth for anything downloaded from PSN.
toy_brain
01/09/09 @ 10:18
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This sounds worryingly like a cut down interpretation of games like Cate West: The Vanishing files, or Dinnertown Detective Agency. Basically Hidden Object games with other types of puzzle thrown in to the mix, and a 'pick the guilty person' bit at the end of each chapter.
These are not 'bad' games at all (I've been tempted to buy both of them on several occasions to kill a rainy afternoon), but it sounds like BTMF is offering an even slimmer gaming experience.
For a 1 hour game consisting of 12 basic puzzles in some fancy packing they had better be charging pennies not pounds for each episode.
JHuxley
01/09/09 @ 10:18
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Sounds like it could be fun. Playing the Layton sequel ATM and enjoying it a lot...could go for more of the same on the old plasma, and multiplayer to boot.

Not a big fan of these soul-less 3D models

That's pretty harsh IMO. Sure, it doesn't quite match up to the presentation of a Layton game, but what does? They don't have the resources or experience of Production IG! Personally I think it looks quite nice though.
LetsGo
01/09/09 @ 10:21
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One hour game with 12 puzzles?

How much did Layton have?
Edited 1 times, most recently on 01/09/09 @ 11:24
JHuxley
01/09/09 @ 10:25
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@LetsGo

100 I think. A lot of rehashed block puzzles and stuff that just feels like filler, though. I think that's what they were hinting at when they said their puzzles were more tied in to the story.

EDIT: just checked, it's 120 actually :|
Edited 1 times, most recently on 01/09/09 @ 11:29
DavidA
01/09/09 @ 10:40
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Always exciting when the previews go up and interesting to read the comments.

I'm happy with our art style. It's in keeping with the style that we did for Buzz. We did talk about doing this in 2D a while back (it would have been less expensive to make!) but we wanted to do things in animation that just wouldn't have worked in 2D.

The whole episodic nature confuses the game size a little. What's described here is the first episode in a season of six, all of which are nearing completion. When you put the whole thing together it's a good sized game at a good price, although that's just my opinion. See for yourself come December, or October if you're at the Eurogamer Expo.
Edited 1 times, most recently on 01/09/09 @ 11:41
penhalion
01/09/09 @ 10:41
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Layton 2 is ok (got an import of it) but, some of the puzzles are simply wrong...or my logic flead with the wind. For instance one puzzle asks you to determine how many votes are needed to win an election. There are three candidates and the rule is that one candidate must have more votes than both the others to win. there are 40 votes total so I naturally assumed that each candidate would vote for themselves leaving 37 votes. 37 divided by 3 rounded down and then add the candidates vote plus at least one more would give 14. Nope apparently the answer is 20. So what they actually meant was that one candidate would need to get more than both of the others combined!
Edited 1 times, most recently on 01/09/09 @ 11:42
JHuxley
01/09/09 @ 11:20
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@penhalion

I know the puzzle you're talking about but I found it annoying for different reasons. I'd figured out that one candidate would need at least 51% of the votes to secure victory, but I didn't assume that all those candidates would vote for themselves. It's the information they don't give you that makes the puzzle, which can sometimes feel a bit cheap when it relies on assumptions.

They definitely went for a quantity over quality approach with the puzzles, though. For every 10 puzzles I'd say there about 4-5 that either feel too familiar or just don't work as well as the others. That Penny Arcade strip still feels apt.
Royal Fool
01/09/09 @ 12:04
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1 hour and very little replayability seems... well, this better not be expensive or it'll never take off.
GamesConnoisseur
01/09/09 @ 16:41
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Interesting and I would be keen to try this game on Xmas day with my kids and wife, to see if we could participate in a murder mystery game instead of watching Miss Marple Xmas edition you know?

This is where this appealed to me at the first instance, wondered if there is a staying power in this being off line multi player game? Sure if you have a partner or group who would regularly plays the episodic contents?

However whatever the outcome I applaud Relentless for doing something a bit different.

Also playing Layton sequel: know the election bits, yes it could be annoying but what I accepted is the right answer made sense at the end. Which is what i considered Layton doing well at making an answers which is acceptable in its universe and also the reality we lives in to an extent!

The game is still fun in itself as well and looking forward to the third outing of Layton and co.
Marijn
01/09/09 @ 17:55
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@David Ames: I've noticed that the art style resembles Buzz's. However, don't you think that this different type of game should have different art priorities? For a quiz game like Buzz, the art has to be broadly accessible, and not have too much of a distinctive style (not trying to insult your artists here: I mean that you've obviously gone for visual cliché as to appeal to as many people as possible). However, for a more character-driven game, the style is what helps the game sell its world and characters. Stereotypes are all well and good (Layton is a stereotype himself, after all) - just make them more original visually. Take a look at PopCap for a good example: they make casual games, but their distinctive character design helps tremendously in making their games worthwile.

Admittedly, imaginative character design is a lot harder in 3D. The Penny Arcade games, for instance, completely fail to translate Krahulik's art style to the third dimension. Nevertheless, good luck in making this work!
Marijn
01/09/09 @ 17:59
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Hmmm... thinking about this some more, I think it just may be wishful thinking on my part. I mean, Miis are just about the blandest characters that have ever been designed, and they don't seem to have hurt the Wii's chances...

GOD I hate people.
DavidA
01/09/09 @ 19:08
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@Marijn: We can certainly turn our hand to different art styles: at one point we did some prototypes in a Charlie and Lola style; we considered cell shading too. What we went for in the end was something accessible and something tongue-in-cheek, which suits the nature of the game.
ShinMegami08
02/09/09 @ 00:43
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Game sounds great, looks o.k.
Have a child and girlfriend and think it could be a blast.

One big question: Is it always the same murderer at the end or is it randomized? Would be much better if the clues and puzzles were each time different. Would give the game a much higher replayability. One hour per round is great, but if the whole game has been seen after an hour... no way. Only if the game is 1 Euro or so.
disc
02/09/09 @ 01:53
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I'll try the first episode and if I like it I'll sign up for more.
DrMGinius
02/09/09 @ 04:48
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I like those cartoony looks.
svginc
02/09/09 @ 14:06
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This sounds awful. Really really awful

Comments: 1-22 of 22 in total

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