Fall Guys: How One of its Hardest Minigames Was Built, From Start to Finish

Fall Guys: Ultimate Knockdown is a brand new multiplayer game that sounds like a Battle Royale, but plays more like a game show, with every round acting as a new means of eliminating swathes of players, until only one victor is left standing.

Every level in the game comes with its own flavour, and you’ll get to know, love, hate, and love them all over again as you play. With each level machine-tooled to balance fun, frustration, chaos, and skill, I decided to talk to lead game designer Joe Walsh and junior level designer Joseph “JJ” Juson about the process of making just one of them, from start to finish.

They chose Slime Climb, a round that’s already making a name for itself as one of the hardest in the game. We talked through how Slime Climb was first born, the different forms it took during development, how it was nearly cut altogether, why it’s so horrifically tough, and how it might change over time. Here’s what they told me, in their own words.

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What Is Slime Climb?

Joseph “JJ” Juson: Slime Climb is essentially a race to the top of a winding hill, a sort of gauntlet that comes back on itself. But instead of racing other players, you’re racing this slowly rising wave of slime. I think it’s unique to other races in the game because you don’t really need to worry about what other players are doing, as long as you’re staying out of their way. It doesn’t matter if everybody else finishes as long as you make it there, before this slime gets you. Layers in the level get more difficult as you go up, and then you get to this final bit with the finish line. You’re never safe in Slime Climb.

The Beginning

Joe Walsh: I think the place we started was looking at games that kids play in the playground, and things like that. One of those classic games is The Floor Is Lava. The most important rule we have is that our minigames have to be simple and easy to understand, and childhood playground games are very good for that because they have to be explained quickly and they have to be very extensible for lots of people in the playground to just join in. That felt like it embodied a lot of what Fall Guys is about – so it made for a really good starting point.

That was initially where we started – we knew we wanted to have a level where you were escaping some sort of rising tide. It’s also something you see a lot in classic platforming games as well, those levels where you’re trying to outrun the lava or outrun things. But we felt like lava was probably a little too threatening for Fall Guys, and so the idea of like a giant, stadium-sized bathtub that’s filling with slime felt like a really good starting point for a level. From that point, it was very much just trying to figure out what specifically we could do with that mechanic.

The original "Fallcano" design concept.
The original “Fallcano” design concept.

JJ: We kind of knew that if the lava is going to be rising the whole time, it needs to be that the player is progressively going upward. So for the first idea, I went really literal with it: it was just a mountain. A volcano erupting lava was the idea, and it would basically be 60 players around the outside, everybody just running up this mountain and trying to get to a point on the top. It sounds really cool, but when we actually started playing with that, it felt like the only way you could really progress upwards is by platforming, and that doesn’t really feel like it’s at home in Fall Guys – we have platforming in levels, but we try to make it interesting in other ways.

The Experiments

JJ: I was going through my notebook, and there’s a note where I’m just like, “I don’t know if this is gonna work. Does this concept fundamentally work?” Because for a long time, it wasn’t a race, it was purely survival.

JW: Slimb Climb was one of the most difficult ones [to make]. That was one of the games where we really had to sit down, scratch our heads a bit and have a proper conversation about whether or not this was actually going to work. Some of them you play once and it’s like instantly like, “Oh my gosh, yep.” But Slime Climb was on the cutting room floor briefly, before JJ figured it out.

JJ: [At one point] we were doing this sort of spiral version – there was an end zone, and you would just have to stay in it. It was really mean – there was a tilted slime bit, and there was a jump spinner on there as well, and you had to stay on there. You could make it all the way to the end and still lose if people didn’t get eliminated before you.

The experimental second  elimination design.
The experimental second elimination design.

JW: I think another big moment as well was when we changed it to be this switchback design [the design that made it into the final game]. One of the problems with running up a hill with the lava behind you, in a third-person platforming game, is that you can’t see what’s behind you. So you would get hit by an obstacle and there was no tension – you just suddenly got eliminated because then you fall backwards into the lava. It was quite jarring; it kind of felt a little bit like a classic Battle Royale where it’s just a sudden, like, “Oh god, I’m dead? Oh well.”

As soon as we put the switchback version in, you can see the lava as you turn the corner. That was a really big moment. It’s like, suddenly I’ve got the same anxiety I get from playing like a rising water platforming level in Mario or something. That was quite a big moment for me: “This is starting to sing. I’m liking this one now.”

JJ: We were still trying [the elimination model when we changed] to this switchback version, and it was [creative director Jeff Tanton who] walked over and said, “Make it a race”. We did it and it was immediately so much more enjoyable when you know you have that end goal, when you know you’re doing all of this for something, when the end is in sight and you know you’ve, “ I’ve just got to make this last obstacle and then I’m done”. So yeah, that changed it entirely and really sort of saved the level I think.

An early take on the final switchback design.
An early take on the final switchback design.

The Final Result

JJ: It’s definitely one of our harder levels. You know, you’re midway for a tournament and that comes up and it’s, like, anguish.

JW: Generally, we have a rule of roughly 50% chaos and 50% skill from the game.

JJ: One of the things we really wanted to do was to be able to allow good players to get far enough away that if they make a mistake, they can kind of recover from that. So you either have this experience where you play really well and you make a mistake and you’re like, “OK, well, I’ve earned the right to not be eliminated here”, or you’re constantly in danger, but you can afford to maybe slip up once. It took a long time to get it feeling like most players were just ahead of the slime – that it felt fair but also challenging.

Slime Climb as we know it coming together.
Slime Climb as we know it coming together.

JJ: I think it’s interesting, because if you look at a general Battle Royale game, there’s this thing that these games need to be fair and balanced. But really, when you play a Battle Royale, sometimes you spawn and you get a pistol and that’s all you’ve got for 15 minutes, and the game has just given you a harder route to the finish line. That ebb and flow with having an easier or a harder game is really what makes those games replayable. So by [Fall Guys] having easier levels and harder levels, it creates this different route to the finish line each time you play that I think is really really important for creating something that is going to give you different experiences each time you pick it up.

JJ: Even in the form it is now, a lot of people on the team maybe suggested that it was too difficult, but we kind of felt like we wanted to have a level in particular that would come up and have that kind of mythos around it of being, “Oh, this is the really hard one.”

One of my favorite things about Slime Climb is that Meg, our lead level designer, consistently fails at it. Like, she really really struggles with it, and I love that – and she loves that as well. She really appreciates that we we have that in the game. When we’re sort of balancing this stuff, it’s really important that we listen to all these voices – with this level, it was like, let’s try and make a level for the more hardcore people.

The Future

The Slime Climb we're playing today.
The Slime Climb we’re playing today.

JW: One thing we’ve seen is that people are creating shortcuts for the level, so there’s this evolving metagame. We didn’t expect people to be figuring out these things, but people have found that you can ping off of certain inflatable objects and skip certain parts of the level. But even over the playtest there’s been this evolving thing of, now everyone’s going through the shortcuts, it’s actually safer to go the way we intended. We’re quite looking forward to seeing what other weird shortcuts come out.

JJ: With all the levels in the game, we want to continuously update. So whilst we like the core of it, I want to get to the point where somebody thinks they know Slime Climb and then they come on one day and it’s different, and there are elements that they’re not expecting. We’re aiming to kind of do that for a lot of the levels in the game.

JW: I think it’d be really good to have people reminiscing about back when it was simple and they knew what they were doing. I think that’s the exciting thing about Fall Guys is that we have these 25 really exciting levels for launch, but as the game progresses we can just keep adding and tweaking and customizing all the ones that we already have. The idea is that you know, six months, a year down the line, Slime Climb is this gargantuan thing with so many variations. That’s kind of the dream for Fall Guys, I think, and where we see it hopefully going.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Disney to Launch Star-Branded Streaming Service Internationally in 2021

Disney has announced plans to launch a new international streaming service under its Star brand name in 2021.

According to The Verge, Disney CEO Bob Chapek revealed the news on a recent quarterly earnings call, in which he outlined the company’s plans to expand its streaming offering by distributing content from ABC, FX, Freeform, Searchlight, and 20th Century Studios on a new international streaming platform geared towards “general entertainment,” which will not license any third-party content.

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“In terms of the general entertainment offering internationally, we want to mirror our successful Disney Plus strategy by using our Disney Plus technical platform, bringing in content we already own and distributing it under a successful international brand that we also already own, which is, of course, Star,” Chapek announced on the call.

Chapek went on to explain why Disney opted to launch a new platform rather than expand Hulu to the international market. As part of his explanation, he revealed that the new streaming service will only offer Disney-owned content through its Star brand, which is an already established name overseas, unlike Hulu that has “no brand awareness outside of the US.”

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Chapek didn’t share many more details about the Star-branded platform, including which countries it will be launching in, what the pricing structure will be, or the exact release date for the service. However, more information is expected to be revealed during an upcoming investors event that will focus on the company’s broader streaming plans.

Disney+ recently hit another major streaming milestone, as it surpassed more than 60 million subscribers worldwide. In India, the streamer “is offered in conjunction with the existing Hotstar service,” which apparently accounts for a portion of those subscribers. Disney is said to have amassed 100 million total subscribers across all of its streaming offerings, including Disney+, Hulu, and ESPN Plus.

If you’re looking for even more content to watch, check out everything coming to Disney+ in August 2020.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Virtual BlizzCon Event Coming In Early 2021

Blizzard will hold a virtual version of BlizzCon in early 2021.

As reported by GamesIndustry.Biz, Blizzard president J. Allen Brack noted during Activision Blizzard’s earnings call this week that a virtual version of the show would take place during “the early part” of 2021.

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The digital showcase will be “channelling the spirit of BlizzCon” in the absence of a physical show. “We’re looking forward to sharing what the teams have been working on for that event,” Brack added.

Blizzard announced in May of this year that it had come to “the very difficult decision” to cancel BlizzCon 2020 due to the effects of the COVID-19 pandemic. At the time, it was announced that an online version of the event would take place in 2021, meaning this will be the first November without a BlizzCon since 2012. The announcement of “early 2021″ suggests it won’t be too long of a delay, though.

Recent BlizzCon events have used a virtual ticket system to offer fans who are watching the show from home the ability to engage with the show, with unique cosmetics given out to those who pick up the ticket.

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In this case, it looks like everyone will be watching BlizzCon 2021’s panels and reveals without actually being present in Anaheim. The company has plenty of irons in the fire, what with Diablo 4 and Overwatch 2 on the horizon, so we can expect news about these games when the event rolls around in early 2021.

In other Blizzard news, here are some details about Diablo 4’s open-world side activities, multiplayer and cutscenes. If you’re more interested in Overwatch 2, here’s everything we know so far about the sequel to the coveted hero shooter.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Save on Upcoming Studio Ghibli Limited Edition Blu-Rays

You’d have to look pretty hard to find a movie lover who isn’t a fan of Studio Ghibli. The Japanese animation company, along with distributor GKIDS, have been metering out new limited-edition steelbook versions of studio’s films on Blu-ray. Four of the upcoming titles, including Princess Mononoke and My Neighbor Totoro, are currently available for discounts of up to 33% off. The three films that are out already are also discounted.

The MSRP for the upcoming special editions is $26.99, but Amazon currently has them on sale for various discounts. The prices on these have been fluctuating quite a bit, but if you lock in a preorder you’ll get the lowest price the movies drop to, even if they go back up prior to release. It’s a good deal.

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These steelbook editions come with a number of extras, like full-color booklets, storyboards, behind-the-scenes clips, interviews, audio commentaries, and more.

That said, if all you want is to watch the movies, you can stream the entire Studio Ghibli collection on HBO Max. But if you prefer having a collection of handsome steelbook special editions, you won’t find a better deal than these right here.

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Samsung Note 20 Pre-Orders Include 3 Free Months Of Xbox Game Pass Ultimate, Controller

Ahead of xCloud’s full launch on Android next month, Samsung has announced a neat promotion for the upcoming Note 20 smartphone and Galaxy Tab S7 tablet. Pre-orders of either device will come with three months of Xbox Game Pass Ultimate and an Xbox controller, immediately opening the door for streaming Xbox games on new Samsung devices starting September 15.

Announced during Samsung’s latest Unpacked event and reported by our sister site CNET, the deal will be available starting tomorrow, August 6 when pre-orders go live for the Note 20. The Galaxy Tab S7 releases later this year.

The Note 20 retails for $1,000, while a more powerful Note 20 Ultra 5G costs $1,300. If you pre-order at Best Buy, you could save up to $700 on your purchase depending on which device you trade in and also get up to $150 in Samsung credit. The Galaxy Tab S7’s price starts at $649, and a beefier S7+ will be available starting at $849.

Microsoft recently announced that its Game Pass Ultimate subscription, which normally costs $15/month, will begin including xCloud streaming integration at launch on September 15. Though Microsoft hasn’t unveiled the full list of games available to stream at launch, it will be more than 100 and includes Halo: The Master Chief Collection, Gears 5, Forza Horizon 4, and plenty more popular Xbox One titles. Microsoft also unveiled new xCloud accessories recently, including multiple controllers.

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Ren & Stimpy Reboot Gets Series Order at Comedy Central

Comedy Central has officially handed out a series order for a “reimagining” of The Ren & Stimpy Show, more than two decades after the classic animated series went off the air.

According to The Hollywood Reporter, the network is planning on hiring an all-new creative team for the revived series, which will be “reimagined for a new generation” with Nickelodeon overseeing the project. However, there is no word yet on who will be sitting in the writer’s room, how many episodes have been greenlit, or when the new series will premiere.

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“We are excited to reinvent this iconic franchise with a new creative team and our partners at the Nickelodeon Animation Studio,” said Chris McCarthy, President of ViacomCBS Entertainment & Youth Group. “Ren & Stimpy joins our rapidly expanding roster of adult animation including South Park, Beavis and Butt-Head and Clone High as we continue to reimagine our treasure chest of beloved IP for new generations.”

The original animated series launched in 1991 as part of Nickelodeon’s Nicktoons lineup; the series followed the adventures of a disturbed chihuahua and a chowderheaded cat for five seasons before being officially cancelled in 1995. At the time, The Ren & Stimpy Show served as a precursor to the likes of Beavis and Butt-Head and South Park, wowing the college crowd with its dark humour, adult jokes, and controversial scenarios.

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The Ren & Stimpy reboot joins a growing roster of animated properties being revived at Comedy Central, with this latest announcement coming just over a  month after the network commissioned two new seasons of Beavis and Butt-Head and acquired Daria spinoff Jodie, focused on Tracee Ellis Ross’ character Jodie Landon. Still, we think there are a few other animated sitcoms that deserve a revival yet.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Classic Animated Series Ren & Stimpy Is Coming Back, But To A New Network

The Ren & Stimpy Show is now joining the growing list of ’90s animated series getting a revival. Comedy Central announced in a release that the Emmy-nominated cult hit show is coming back, but not many further details beyond that.

“I want to thank our partners at Nick Animation as we re-imagine these iconic characters with a new creative team,” said Nina L. Diaz, president of content and chief creative officer for ViacomCBS Entertainment & Youth Group.

Noticeably absent from the terse announcement is any mention of the show’s original creator, cartoonist John Kricfalusi. That isn’t exactly a shock, however. In 2018, Kricfalusi was accused by two women of sexually harassing them while they were underage. He subsequently released an apology for his behavior, blaming his mental health and “poor impulse control.”

During the show’s original run in the early ’90s, Kricfalusi was fired in 1992 and subsequently prevented from having any involvement at all. Ren & Stimpy went on for three more seasons before finishing out, and in 2003, Kricfalusi returned on Spike TV with the short-lived, six-episode run of Ren & Stimpy “Adult Party Cartoon.”

Nickelodeon launched the original Ren & Stimpy alongside Rugrats and Doug in 1991, where it quickly catapulted into the pop-culture zeitgeist with its dark humor, vivid imagination, and critical acclaim. The Ren & Stimpy revival follows orders for new versions of other classic animated comedies also from Viacom’s cable library, including Mike Judge’s Beavis and Butt-Head; Phil Lord, Chris Miller, and Bill Lawrence’s Clone High; and Jodie, based on the former MTV series Daria.

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Kiefer Sutherland Reveals How The Fugitive Differs From the Harrison Ford Film

Harrison Ford and Tommy Lee Jones made The Fugitive an iconic film back in 1993, earning an impressive seven Academy Award nominations, with Jones walking away with a statue for Best Supporting Actor. Twenty-seven years later, actors Kiefer Sutherland and Boyd Holbrook are starring in a new version of the franchise on the Quibi streaming platform.

While this interpretation of The Fugitive features an innocent man on the run, who’s trying to clear his name, there are some distinct differences from the Harrison Ford film. “The biggest thing that I liked,” Sutherland explained, “was that [The Fugitive] didn’t center around one crime and that it didn’t center around one murder. The scope of the crime was much larger and it involved a terrorist attack.”

For more on what Sutherland and Holbrook have to say about their respective roles in The Fugitive, IGN can exclusively reveal a never-before-seen featurette in the video below or at the top of the page:

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Sutherland also jokes about collaborating with 24 director Stephen Hopkins once again. “He’s the only director where I’ve actually been doing a scene and he called out in the middle of the scenes, ‘you’re boring me.’ And it made me laugh while he said it.”

The Fugitive is currently airing on Quibi every weekday until August 18.

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David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He’s also the TV Editor for IGN. Say hi on Twitter.

Dark Souls-Like RPG Mortal Shell Launches This Month On PC, PS4, And Xbox One

Developer Cold Symmetry has announced that its Dark Souls-inspired RPG Mortal Shell launches on August 18 for PC, PlayStation 4, and Xbox One. The studio shared a release date trailer showcasing the new Ballistazooka ranged weapon, which you can check out below.

Published by Playstack, Mortal Shell can be purchased from digital retailers–the Epic Games Store, Microsoft Store, and PlayStation Store–for $30, with a Steam version slated to drop sometime in 2021.

“Launching Mortal Shell worldwide is a dream come true,” said Cold Symmetry’s four co-founders in a joint statement. “Our commitment to our fans is to create a souls-like game that is authentic, uncompromising and unrelenting. We were humbled by the popularity of the beta and we closely studied the feedback we received to create something that we are incredibly proud of.”

The studio also announced that Mortal Shell’s beta had more than 350,000 downloads in one week and surpassed more than six million views across Twitch and YouTube.

“Mortal Shell is already achieving the kind of pre-release metrics that would turn heads at any publisher, be it indie or triple-A,” Playstack chief executive Harvey Elliott said. “I am delighted that Playstack has delivered a publishing and marketing campaign that ensures the game gains the exposure and response it truly deserves. More than anything I can’t wait for fans around the world to finally play it from August 18th.”

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Mortal Shell was revealed earlier this year and drew plenty of comparisons to Dark Souls, Sekiro: Shadows Die Twice, and Warframe. We went hands-on with the game last month, where editor Phil Hornshaw called Mortal Shell “a tough and punishing game like those that inspire it [that also] found ways to take elements of the Dark Souls formula and recombine them into something new.”

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Ninja Returns To Twitch For The First Time Since Mixer’s Closure

Ninja is back on Twitch, and he’s received a raucous response from viewers. Over 100,000 viewers tuned in to watch Ninja play Call of Duty: Warzone with Lupo, and the number is holding steady at around 60,000 now.

Arguably the most famous streamer in the world–he had over 14 million followers on Twitch before he switched platforms–Ninja signed a $50 million deal to stream exclusively on Microsoft’s Mixer back in August 2019. However, Microsoft announced that Mixer would close earlier this summer, triggering speculation as to what platform Ninja would stream on next.

Though he briefly streamed on YouTube last month, this is the first time Ninja has streamed on Twitch in a year. According to a tweet from esports consultant Rod Breslau, as with YouTube, this Twitch stream is not the result of a deal with the platform, and both he and fellow big-name streamer Shroud are still negotiating with the different platforms.

As previously claimed by Breslau, Ninja and Shroud were offered “insane” contracts to join Facebook Gaming that were almost double their original Mixer deals, but they both turned them down. Ninja reportedly made $30 million from the buyout.

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