On the surface, Killer Queen Black just seems like another Indie announcement among hundreds at E3. But I truly believe that the full revealing last week at Nintendo's Direct was one of the best feel-good moments of E3 2018. Below I have spotlighted why.
For those of you that aren't aware, Killer Queen is a product that has been in development for 8 years, and originated as a field game before becoming a team-based arcade experience.
In 2011, two video game designers (Josh DeBonis and Nikita Mikros) presented their original field play experience Killer Queen at the Come Out & Play New York Festival.
Killer Queen's field play popularity motivated DeBonis and Mikros to develop a digital version of Killer Queen. But what originally was imagined to be a mobile and PC experience, ultimately turned into a 5v5 two-cabinet team play arcade experience.
Since the successful revealing of Killer Queen Arcade, the 5v5 arcade experience has over 100 arcade cabinets (thanks to crowdfunding efforts) that are spread across 40 locations in the United States, and has developed quite the cult following. KillerQueenArcade website and links to communities can be accessed here.
Now fast froward to 2018.
BumbleBear (a team of less than 10 members) had recently been approached by LiquidBits (a team of three) with an online prototype for Killer Queen. Being impressed by the work done by LiquidBits, BumbleBear decided to give the go ahead with continued development on the Killer Queen online experience. In March, Bumblebears and LiquidBits decided to approach Nintendo with their project. Kirk Scott (Planning and Development Manager of Live Services at Nintendo of America) saw the project at GDC, and immediately wanted to bring the game to Switch, with a full reveal at E3. At this point Bumblebear and LiquidBits didn't even have Switch devkits, but Nintendo rectified that within three days. With Devkits now in hand, LiquidBit got a rudimentary version of the game up and running within 4 hours! It took only a week and a half to have Killer Queen Black polished enough on Switch for an E3 showing! so what was once just an idea for a field game in 2011 is currently being developed for the Switch (plus PC) and has now just been showcased by Nintendo in both their E3 Direct and Treehouse stream!
Sources:
For those of you that aren't aware, Killer Queen is a product that has been in development for 8 years, and originated as a field game before becoming a team-based arcade experience.
Note: Eric Blattberg wrote a great article for Polygon in 2013 about the creation of Killer Queen, which I have taken a number of quotes and an image from below to summarize the origin of Killer Queen. If you have the time, it is a fascinating read and can be found here!
In 2011, two video game designers (Josh DeBonis and Nikita Mikros) presented their original field play experience Killer Queen at the Come Out & Play New York Festival.
Polygon said:"In the beginning, Killer Queen [the field game] was inspired by ants," recalls DeBonis. "The initial idea was that you'd create scent trails by leaving these trails of string as you moved. Unsurprisingly, the string didn't work. The moment we started playing, everyone just dropped their string and completely ignored it."
DeBonis and Mikros quickly abandoned the ants concept, but kept the parts that worked: the caste system (workers, soldiers, queen) and the other props.
"If you give somebody a foam sword, they just have fun playing with it, even if they're not playing the game," continues DeBonis. "Props are just inherently playful, and people immediately know what to do with them and want to run around with them."
The original Killer Queen closely resembles the later arcade version. Like the video game, there are three ways to win: return a certain number of food pellets to your base, kill the opposing queen three times or bomb the other team's base (instead of riding a gastropod to your side, the third victory condition in the digital game).
Come Out & Play attendees loved it — and so did the festival's judges, who doled out "Most Strategic" and "Best in Fest" awards to Killer Queen.
Footage of Killer Queen being played in the field at IndieCade 2012
Killer Queen's field play popularity motivated DeBonis and Mikros to develop a digital version of Killer Queen. But what originally was imagined to be a mobile and PC experience, ultimately turned into a 5v5 two-cabinet team play arcade experience.
Polygon said:"But as we started developing it, we realized that actually you do need to come to a physical location, and you need 10 people to play it. We playtested it right away and knew it wasn't going to be a conventional video game."
By working on the two versions simultaneously, Mikros and DeBonis can take what they learn testing the field game and implement it in the digital game, which they view as Killer Queen's "flagship product."
"The way that we really playtest [the video game] is by playing the field game, because the iterations are just easier to implement," says Mikros. "We just change it, no coding involved."
Debonis and MIkros in front of their homemade (!) cabinet.
Killer Queen Arcade debuted at NYU's No Quarter Exhibition in 2013.
Polygon said:The NYU Game Center provided DeBonis and Mikros with a commission to help cover the cost of the cabinet. In return, the duo agreed to premiere it at NYU's fourth annual No Quarter exhibition, a showing of experimental multiplayer games from indie game developers in New York.
No Quarter games are all about facilitating social interaction. Curator Charles Pratt refers to them as "New Arcade" games, built expressly to "explore the creative potential of public play."
"We try to find people who are doing weird, interesting stuff, like a five-on-five platformer," says Pratt.
Killer Queen was a hit with No Quarter attendees, drawing a massive crowd all evening. It generated the most noise in the room, with eager players bellowing non-stop cheers and chants.
Since the successful revealing of Killer Queen Arcade, the 5v5 arcade experience has over 100 arcade cabinets (thanks to crowdfunding efforts) that are spread across 40 locations in the United States, and has developed quite the cult following. KillerQueenArcade website and links to communities can be accessed here.
Now fast froward to 2018.
BumbleBear (a team of less than 10 members) had recently been approached by LiquidBits (a team of three) with an online prototype for Killer Queen. Being impressed by the work done by LiquidBits, BumbleBear decided to give the go ahead with continued development on the Killer Queen online experience. In March, Bumblebears and LiquidBits decided to approach Nintendo with their project. Kirk Scott (Planning and Development Manager of Live Services at Nintendo of America) saw the project at GDC, and immediately wanted to bring the game to Switch, with a full reveal at E3. At this point Bumblebear and LiquidBits didn't even have Switch devkits, but Nintendo rectified that within three days. With Devkits now in hand, LiquidBit got a rudimentary version of the game up and running within 4 hours! It took only a week and a half to have Killer Queen Black polished enough on Switch for an E3 showing! so what was once just an idea for a field game in 2011 is currently being developed for the Switch (plus PC) and has now just been showcased by Nintendo in both their E3 Direct and Treehouse stream!
In-depth gameplay demonstration via Treehouse.
Killer Queen Black Details:- Now a 4v4 experience
- Three different ways to win a match
NewsWeek said:The first path to victory in Killer Queen is collecting berries. The worker units are capable of carrying one berry at a time, and if a team collects a set amount of berries in their home base, that team wins. The second path is more simple: kill the enemy team's queen three times.
The final way to win Killer Queen is a bit more odd. There is a giant snail at the bottom of the screen, and if a team manages to ride the snail into that team's basket, the game is over.
Worker units are responsible for carrying around berries and riding the snail. These units can upgrade into warrior units at select locations on the map, and gain a sword to kill enemies, but lose the ability to carry berries and ride the snail. Players controlling these units have unlimited lives, and will constantly revive at the team's base once killed.
- Built from the ground up for Switch, with new mechanics (EX: multiple moves for the queen, worker bees can now throw berries)
- Four Game Modes: Quick match, Ranked, Custom, and Arena (which requires a special ticket to enter?)
- Local ad-hoc multiplayer (4 players on two switches)
- The most dominate online team will eventually become the black team. The black team will be streamed 24/7 on Twitch. Beating the black team rewards your team with black team status. There is only one black team at all times.
- Killer Queen Black will be hitting Switch this Winter.
Sources:
- Polygon: Killer Queen: Half Joust, Half StarCraft and One Giant Snail
- NewsWeek: What is Killer Queen Black? New Switch Game Has History In Arcades
- Giant Bomb: Nite one with Kirk Scott (Nintendo), Oli De-Vine & Phil Duncan(Ghost Town Games), Nik Mikros (BumbleBear), and William Pellen & Ari Gibson (Team Cherry)