SQUARE ENIX
BABYLON’S FALL Digest #08

Other BABYLON’S FALL Digest #08

04/19/2022 02:00

Greetings Sentinels!
Are you enjoying the world of BABYLON’S FALL?

The NieR:Automata collaboration event runs until Tuesday next week, finishing at 01:59 on April 26, 2022.

You will not be able to exchange the screws that you have collected once the event finishes, so make sure to spend them as soon as possible! Also don’t forget to check out the event-exclusive items at the garaz shop!

You will not be able to exchange the screws that you have collected once the event finishes, so make sure to spend them as soon as possible! Also don’t forget to check out the event-exclusive items at the garaz shop!

The latest from BABYLON’S FALL

Rankings

Combustion Chamber IIGauntletFrom Tuesday, March 22, 2022
to Tuesday, April 26, 2022
Amusement Park Rabbit: Very HardDuelFrom Tuesday, April 12, 2022
to Tuesday, April 26, 2022

Rankings Board

A look inside the garaz shop

NieR:Automata Collaboration Items

Developer and Operations Team Column

Greetings Sentinels!

My name is Takada, and I was the planner in charge of all the boss battles in BABYLON’S FALL, including the Amusement Park Rabbit.
My boss, Mr. Negishi, asked me to talk to the community about any interesting episodes involving the rabbit, so I decided to write this article.

The Amusement Park Rabbit was not actually created to be a boss in NieR:Automata but came from a more playful idea where we looked at a statue made by re-using one of the minor enemy models and thought “That looks like it could be made to move..”

The rabbit had very few special motions added to make it a boss and could only really do the attacks that the minor enemy it is based on had! In fact, the only two moves specific to the boss are when it blows its horn and when it starts moving from being a statue!

Mr. Negishi then set me the mission of transforming this weedy little “boss” into a high difficulty monster for BABYLON’S FALL! (Why, oh why, didn’t he pick a more powerful monster to use...)

When I actually got down to making it, he asked if it would be possible (e.g., unreasonably demanded to make it possible) for the boss to only have the movements it did in NieR:Automata, so I had to think hard about how to re-work those into something that would stand up against a party of four Sentinels.

There were several methods available to make these existing attacks more powerful, including combining multiple attacks together, making them faster or adding extra effects to them (such as projectiles etc.).

As the boss itself has a fairground motif, I decided to go in an “all the fun of the fair”-type direction, adding jolly little touches to both the gameplay and the visuals by having each of the attacks producing a cornucopia of different effects and projectiles.

Once the direction was set, I simply had to go to our long-suffering programmers and give them the incredibly abstract instruction to “make me a load of projectiles that capture the feel of an amusement park”. Then my work was done!

I would now like to hand over to programmer Mr. Takanaga who actually added the projectiles to all the attacks, so he can tell you more. I will take my leave here, but before I go, I would just like to say that I hope everyone has a festival of fun with the Amusement Park Rabbit!

Thanks for the introduction. My name is Takanaga, and I was the programmer who worked on the Amusement Park Rabbit.

Somehow, I have wound up being featured in this column about the current NieR:Automata collaboration event, so I would like to talk a bit about the challenges and what I particularly liked about the big old robot bunny.

When we were re-working the Amusement Park Rabbit’s attacks, Mr. Takada told me he wanted them to be flashy and eye-catching and to embody the fun of the fair, so I started by trying to add variety to the different projectiles it would fire to create that fairground feel. I fished out some of the old data for projectile types we had previously rejected and then took those that looked promising and experimented with having them launched from a punching motion. I found several that worked and used them to turn the rabbit’s boring normal punches into flashy fire punches and ice punches.

However, the original punching animation was not designed as a motion to launch missiles, so we had a hard time refining it to make sure that the firing action did not look odd to players. We worked through many iterations of projectile launch timing, shot angle and speed etc., to make it look natural.

We originally thought that a wave of different projectiles firing out from the horn would create the required fairground feeling, but soon reached the conclusion that just having lots of missiles with simplistic behavior patterns did not fit with the image we had in our heads. To add that crazy, whimsical amusement park atmosphere we were missing, we went on to create a variety of different missiles that looked interesting visually, fitted with the amusement park theme and moved in strange and unexpected ways. This included swarms of balloon-like projectiles that float up before the point of impact and missiles based on rollercoasters that do a little loop-the-loop in mid-air before zeroing in on the target.