{"id":38419,"date":"2023-11-08T22:00:00","date_gmt":"2023-11-08T22:00:00","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/how-dead-by-daylight-summoned-horrors-most-iconic-characters\/"},"modified":"2023-11-08T22:00:00","modified_gmt":"2023-11-08T22:00:00","slug":"how-dead-by-daylight-summoned-horrors-most-iconic-characters","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/how-dead-by-daylight-summoned-horrors-most-iconic-characters\/","title":{"rendered":"How Dead by Daylight Summoned Horror&#8217;s Most Iconic Characters"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>Dead by Daylight launched in 2016 with a cast of original killers and survivors inspired by the horror archetypes of the 80s golden age of slasher cinema. As the game quickly grew in popularity, developer Behaviour kick-started an ambitious plan to see if they could bring together horror\u2019s most iconic villains under its umbrella, almost like what Fortnite did for pop culture, but specifically for horror.<\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>We spoke to the creative minds behind Dead by Daylight to understand the challenges and journey it took for some of the most iconic crossovers in the game, from Ghost Face to Alien\u2019s Xenomorph, check below to see how some of your favorite horror icons made it into Dead by Daylight.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-official-the-halloween-chapter-trailer\" data-loop=\"\"><\/section>\n<h2><strong>In the Beginning<\/strong><\/h2>\n<p>Behaviour didn\u2019t begin Dead by Daylight with a cast of recognizable faces. Before Freddy Krueger and Michael Myers, the studio launched the multiplayer survival horror game with four original killers and five survivors that were created in-house but designed to evoke the style of the iconic 80s horror golden age. \u201cThe first originals, these guys up there, were really inspired by obviously the classics of the horror world, the slasher movies of the &#8217;70s and the &#8217;80s. So for us it was always part of the DNA of what we were building,\u201d says Behaviour\u2019s head of partnerships Matthieu Cote.<\/p>\n<p>The meticulous designs of Dead by Daylight\u2019s original characters spoke to the admiration the developers had for the evil movie creatures of that era. Importantly, they were a hit with those playing the game, and the developers were flooded with fan art and fan fiction all based on these original characters, created by loyal fans hooked on the lore created by Behaviour. But as  Dead by Daylight\u2019s popularity began to grow, Behaviour was finally in a position to take a stab at a very special collaboration it had been eyeing for a long time. Or as Cote says, \u201cWe were able to leverage some of the longstanding relationships we have with a lot of licensers out there and secure the rights to Halloween, the very original Michael Myers and Laurie Strode, and that was the first foray into that licensing world that we did in DBD.\u201d<\/p>\n<p>Getting Michael Myers was a huge coup. Both Behaviour and the fans loved the collaboration and crucially it opened the door for even more crossovers.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-saw-dlc-trailer\" data-loop=\"\"><\/section>\n<h2><strong>How Do You Follow Freddy Krueger and Leatherface?<\/strong><\/h2>\n<p>While it began with Michael Meyers, Behaviour wasn\u2019t content to stop there. The studio branched out quickly, scooping all of the big 80s horror franchises like Texas Chainsaw Massacre and The Nightmare on Elm Street. But with the pantheon of classics complete, Behaviour looked towards the modern hits next. <\/p>\n<p>One of the earliest collaborations was between Behaviour Interactive and Lionsgate for the film series Saw, though maybe not the character you might expect. Instead of adding Jigsaw aka John Kramer, Behaviour chose Amanda Young, John Kramer\u2019s apprentice from the Saw films, or \u2018The Pig\u2019 as she\u2019s known in Dead by Daylight. \u201cI think the obvious answer for most people was Jigsaw, right? And he should have been the killer. And we didn&#8217;t think so,\u201d says Behaviour\u2019s senior creative director Dave Richard.<\/p>\n<p>The reasoning was that Jigsaw wants to \u201ctest people\u201d which is too noble a goal for a Dead by Daylight killer. However as Cote says, \u201cAmanda cheats. Amanda wants people to suffer and wants people to die and doesn&#8217;t play the game fair, which made her a great prospect, a great candidate to be a killer, because she&#8217;s bad, she&#8217;s a really bad person.\u201d<\/p>\n<p>\u201cPlus, it was a nice little way to surprise people by bringing an interesting character that is very core to the Saw, but that fit better within our universe.\u201d<\/p>\n<p>Behaviour didn\u2019t want to just add a famous character for the sake of it, but wanted to incorporate a horror franchise in a way that made sense for both Dead by Daylight and Saw. Amanda was the more natural fit as her film counterpart was a true sadist compared to John Kramer\u2019s more philosophical teacher. Plus, choosing Amanda meant that as part of Amanda\u2019s kit, she\u2019s able to put survivors in the trap that she herself survived\u2014 the Reverse Bear Trap.<\/p>\n<p>\u201cYeah, it&#8217;s the most iconic trap, I think, people will think about when thinking about Saw,\u201d says Richard. \u201cThere&#8217;s a lot of great other traps, but they&#8217;re not as practical as the Reverse Bear Trap too. Being able to move around with this on your head, and having the pressure to go play that game and to get out was a perfect fit for our rules as well in the game.\u201d<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-ghost-face-trailer\" data-loop=\"\"><\/section>\n<h2><strong>Scream If You Want to Die Faster<\/strong><\/h2>\n<p>The Saw collaboration proved that Behaviour was capable of rewriting the horror canon to its will, subverting expectations by focusing on Amanda Young rather than John Kramer and taking the reins of a franchise with the blessings of the license holder. However, integrating other characters wasn\u2019t always that simple. The rights to some horror franchises are tied up in all kinds of limbo.<\/p>\n<p>Take Scream, for example. Ghost Face\u2019s iconic look is actually owned by the original toy company that created the mask, Fun World, rather than the movie studio behind the films. And so, to get the iconic visage, Behaviour reached out directly to Fun World and got the rights to Ghost Face from them. But because they didn\u2019t have rights to any of the movies, Behaviour had the fun task of creating an original killer to hide behind the mask. This actually worked in the developer\u2019s favor because Ghost Face\u2019s identity changes each time in the films. As such, Behaviour was able to give its own spin on creating a new killer, a freelance journalist named Danny Johnson. \u201cIt was a perfect fit for us.<s> <\/s>The costume is more important than the person underneath. So it was a great opportunity for us to create that original character.,\u201d says Richard.<\/p>\n<p>What Behaviour did try to convey from th emovies is the sense of humor which in the game appears in the descriptions for his ability add-ons, whether it\u2019s his camera \u2018Philly,\u2019 or an add-on called \u2018Cheap Cologne\u2019 that makes his presence known to survivors, while at the same time \u2018marking\u2019 them. Furthermore, Ghost Face is able to \u2018lean\u2019 around corners, which makes any encounters with him terrifying, if a little ridiculous.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-silent-hill-reveal-trailer\" data-loop=\"\"><\/section>\n<h2><strong>From The Silver Screen to Silent Hill<\/strong><\/h2>\n<p>While Behaviour featured guest characters from another video game in 2017, when Left 4 Dead\u2019s Bill made it into Dead by Daylight, 2020\u2019s Silent Hill chapter was a full-blown collaboration that brought the killer Pyramid Head and survivor Cheryl Mason to the game. But Silent Hill being what it is, the collaboration wouldn\u2019t have been complete without incorporating the iconic location of the title, which Behaviour incorporated into the DLC as a special map. \u201cIt was non-negotiable,\u201d says Cote on adding a Silent Hill map as part of the DLC. \u201cWe would not have done Silent Hill without Silent Hill, right?\u201d <\/p>\n<p>\u201cit&#8217;s Silent Hill. It&#8217;s a place, the place is very important,\u201d adds Richard. \u201cSo having the map in there was, like you say\u2026 non-negotiable.\u201d  <\/p>\n<p>Over the years, Silent Hill has had many different incarnations. In the earliest games, Silent Hill\u2019s otherworld was something that just happened \u2013  you\u2019d be in a normal version of the town one moment, step through a door, and come out the other side into the nightmare realm. In later games, Silent Hill changed in real-time, an effect that was borrowed for the live-action film adaptations. Behaviour\u2019s take involved a Silent Hill that was both normal and nightmarish at the same time.<\/p>\n<p>\u201cI think that in the early days of the level design of this map, we wanted to go through a narrative so that the level would actually change, and so that there&#8217;s some actions that you&#8217;d be able to do that would change the level to the dark world and maybe back,\u201d Richard explains. \u201cThat sadly was just out of scope, something that we couldn&#8217;t do at a time. So the best other thing that we could do is to make these two worlds live side-by-side. We&#8217;ve also implemented that secret gameplay that you can discover, make the clock bell ring and discover the secret. And that was also another way to show a bit of transformation or to wink at the original transformation that we see Silent Hill.\u201d<\/p>\n<p>For Silent Hill, the location was just as important as the characters Behaviour set to incorporate into Dead by Daylight. But for the studio\u2019s other video game collaboration, the challenge was focused entirely on the character itself.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-resident-evil-official-trailer\" data-loop=\"\"><\/section>\n<h2><strong>Face Your Nemesis<\/strong><\/h2>\n<p>Nemesis is just one of the deadly foes players encounter in Resident Evil. Rather than just pick-and-choose, Behaviour decided to arm Nemesis with all of the dangers present in Capcom\u2019s survival horror series, giving him the ability to summon zombies or infect players with the G-Virus. The ultimate goal was to get all the details right, with Behaviour conferring with Capcom to get even the tiniest attribute correct. <\/p>\n<p>\u201cIt was constant conversations, I remember, with the licenser and the people on the production team over [at Capcom], and there&#8217;s a lot of things that are really of critical importance for them,\u201d says Cote on collaborating with Resident Evil. \u201cWhether it&#8217;s the exact color of the virus elements or just the way the character is represented and the impact that it has.\u201d<\/p>\n<p>Richard says that the goal with Nemesis was to capture the whole package of the character and series. Hence the zombies and virus in Nemesis\u2019 arsenal. However, one thing Nemesis is missing in Dead by Daylight is its iconic rocket launcher. Richard says the rocket launcher was indeed discussed internally, but ultimately Behaviour had to be true to Dead by Daylight first and artillery just did not work with the game it created.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-sadako-rising-sadako-trailer\" data-loop=\"\"><\/section>\n<h2><strong>Thinking Outside the Ring <\/strong><\/h2>\n<p>Once Behaviour finished on Silent Hill, it returned its focus to movies and, with franchises like Halloween and Saw already under its belt, the developer looked abroad for its next collaboration \u2013 J-Horror icon Sadako from The Ring. And according to Cote, Dead by Daylight is very big in Japan.<\/p>\n<p><s>\u201c<\/s>The content creators really enjoyed [Dead by Daylight],\u201d Cote revealed. \u201cSo when we reached out to the license holders over there, they knew the game, they knew what sort of thing we were trying to build and they were already eager to get involved.\u201d<\/p>\n<p>While getting the rights to use Sadako in Dead by Daylight wasn\u2019t an issue, there was still the challenge of bringing the unique lore of The Ring to the game. In particular it was her modus operandi: killing her victims seven days after they watch her cursed video tape. <\/p>\n<p>Even though Sadako was made to zip through TV sets just like in the movies, players can\u2019t very well sit around for seven days to wait for her curse to kick in, so Behaviour spent a lot of time trying to figure out how to make her week-long curse work. \u201cWe went through several prototypes and different ideas that we&#8217;ve played with. So ranging from a match will end in seven minutes or we give a short amount of time, or\u2026 we give notches that will go and increment for your curse and we will replicate that with using the number seven,\u201d Richard tells IGN.<\/p>\n<p>Ultimately, seven becomes a recurring stat for Sadako where her powers affect Survivors, whether they\u2019re seven meters away, or their presence becomes known to her for seven seconds. If you look at the character\u2019s unofficial wiki page, you\u2019ll find that many of her abilities revolve around the number seven, which was a fun way to incorporate the seven days concept into all her abilities.<\/p>\n<p>Behaviour also wanted to add a new survivor to go along with Sadako, but this led to yet another puzzle. The only survivor from the movies was a child named Yoichi Asakawa. Unsurprisingly, Behaviour refused to add a child survivor to the game. \u201c The only person that survives canonically in the story is this little child. And obviously we don&#8217;t want to have children survivors in Dead by Daylight. We don&#8217;t want to put kids on a meat hook,\u201d Cote says flatly.<\/p>\n<p>The solution? Age up Yoichi into an adult, something Kadokawa then approved as part of The Ring\u2019s official canon. \u201cWe worked together to create a version of that character that&#8217;s all grown up and the story that was told around the character, how he became a marine biologist and all of the things around him we developed with the people at Kadokawa and making sure that this became canon to their universe,\u201d Cote revealed.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"dead-by-daylight-official-alien-trailer\" data-loop=\"\"><\/section>\n<h2><strong>In Space No One Can Hear You Scream<\/strong><\/h2>\n<p>Dead by Daylight\u2019s most recent collaboration is a culmination of all that has come before. As killers grew in size and scope, Behaviour was forced to develop new abilities, character models, and maps, and all of these advancements can be seen with the Xenomorph. <\/p>\n<p>Indeed, the Xenomorph incorporates many of the advancements Behaviour developed on past collaborations, like changing up how levels work as it does with characters like Sadako and Pyramid Head, and incorporating larger and more ambitious killers like Nemesis. But with the Xenomorph, it was the first time they\u2019d created a four-legged killer.<\/p>\n<p>\u201cFor the first time ever, we were going to have a character that could be on two legs or four legs at any time,\u201d Richard tells IGN proudly. But another big addition to the Xenomorph\u2019s abilities was the addition of a game-changing feature: Tunnels.<\/p>\n<p>Indeed, one of the biggest technical marvels with the Xenomorph is how it can travel through unique tunnels, which have been added to all 36 maps. The tunneling ability was a way for Behaviour to channel one of the Xenomorph\u2019s primary characteristics \u2014 in this case wall-crawling \u2014 in the world of Dead by Daylight. \u201cVery early in the production of The Alien, we had this idea \u2014 looking at the movie \u2014 looking at the character \u2014 that we would be able to climb along any surface,\u201d Richard says. \u201cAnd that would create a pretty cool power, being able to go on walls, go on ceilings, surprise the survivor, but it was absolutely a nightmare to support, so we had to find another idea that would replicate this fantasy. And the tunnels, I think, is doing a great job to do exactly that.\u201d<\/p>\n<p>He adds that building entire tunnel systems and supporting the feature across all of Dead by Daylight\u2019s maps was extremely challenging, \u201cbut absolutely worth it.\u201d <\/p>\n<p><section data-transform=\"poll\" data-id=\"6c29f076-630c-4a9f-8685-955c3e6737d5\"><\/section>\n<\/p>\n<p>\u201cWhat&#8217;s really cool about the tunnel system is that it is there for real, right? You&#8217;re using it in real time, you move around, and you actually can see as well what&#8217;s happening above. It gives you really that sense of, again, being this character, being a predator and being on the hunt,\u201d Richard exclaims. <\/p>\n<p>The Xenomorph marks how far Behaviour has come with Dead by Daylight since its launch over seven years, advancing the tech to the point where it can now incorporate almost anything it wants in an authentic way. And even though the Xenomorph was top of Behaviour\u2019s hit list and took years to get it right, there\u2019s still a lot more to come. <\/p>\n<p>Although the developer refuses to give specifics, horror has enjoyed tremendous success since Dead by Daylight was first released and serves as new inspiration constantly for the next collaboration. \u201c\u201cThe list is&#8230; It keeps growing also because there are&#8230; I mean, it&#8217;s been almost 10 years now that the game is up, so there have been some really interesting new properties that have been created in that timeframe,\u201d Cote explains. <\/p>\n<p><a href=\"https:\/\/www.ign.com\/articles\/dead-by-daylights-newest-killer-is-childs-plays-chucky\">Chucky from Child&#8217;s Play<\/a> was just recently announced, and Stranger Things is returning for another round. Could we see Pennywise making into the game, or maybe the sightless aliens from A Quiet Place? Only time will tell, but if you\u2019re into horror there\u2019s really only one place you\u2019d need look.<\/p>\n<section data-transform=\"divider\"><\/section>\n<p><em>Matt T.M. Kim is IGN&#8217;s Senior Features Editor. You can reach him <\/em><a href=\"https:\/\/twitter.com\/LawofTD\">@lawoftd<\/a><em>.<\/em><\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/how-dead-by-daylight-summoned-horrors-most-iconic-characters\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Dead by Daylight launched in 2016 with a cast of original killers and survivors inspired by the horror archetypes of the 80s golden age of slasher cinema. As the game quickly grew in popularity, developer Behaviour kick-started an ambitious plan to see if they could bring together horror\u2019s most iconic villains under its umbrella, almost<\/p>\n","protected":false},"author":3,"featured_media":38420,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,4,6,31],"tags":[3390,10228,4017,2133,1288,501,4334,11112,271,1957],"class_list":["post-38419","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-new-releases","category-pc","category-popular","tag-3390","tag-archetypes","tag-cast","tag-daylight","tag-dead","tag-horror","tag-inspired","tag-killers","tag-launched","tag-survivors"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Dead by Daylight Summoned Horror&#039;s Most Iconic Characters | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View How Dead by Daylight Summoned Horror&#039;s Most Iconic Characters for free, here on XtremeServers. 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