Hey there PlayStation Blog, Ashley from Behaviour here. When we first approached the development of Naughty Bear: Panic in Paradise, we set out to not just improve on the 2010 original but to exceed that and deliver a dramatically enhanced experience.
We always loved the core concept and the cheeky protagonist, Naughty Bear. Obviously we could have completely thrown the entire concept out and started again from scratch, but there were many things that our fans liked about Naughty Bear. Our first goal was to fix the things that we were called out on and then add new, meaningful gameplay mechanics which would make Panic in Paradise as good as it possibly could be.
With that in mind, the following list lets you take a peek inside a few of the new features and mechanics in Panic in Paradise, due on PlayStation Network this October.
Panic in Paradise has been built using a fully revamped version of our internal engine. A new lighting and shadow system brings a great new mood and feel to the world and also allows for a dramatically increased number of bears on screen. It has also allowed us to create much larger levels and, despite all these improvements, it is also running at a smooth framerate.
Combat has had a massive overhaul. Naughty now boasts a new combo system that allows you to chain different attacks. This also varies depending on what weapon you’re currently holding. There are five classes: Fist weapons, Pointy, Slash, Bash and Smash all with their own attack animations.
There are hundreds of weapons and costumes to collect throughout Paradise Island. To get them you first have to unlock them in the levels. Carrying a bear into the woods and tearing off their clothes unlock costumes. Weapons can be collected by grabbing hold of the weapon and performing an ultra kill on another bear with it.
The grab allows players to sneak up behind bears and grab hold of them. When in this state they are lifted off the ground and they can be carried to any object that the player wants. The ability to grab and carry means you are never waiting around for bears to go and repair object. With the grab, it’s always Naughty time!
We have now given the player manual camera control allowing them to enjoy the stealth elements of the game. Often you want to be able to track a target while walking another direction and the freedom of control allows you to do this. We also enhanced the ultra kill cameras. Now the player has full control of over the camera during the kill.
So there you go – at the end of the day, much like its hero, Naughty Bear was designed to be a different, funny and deliciously naughty game. We have loved creating this new chapter with publisher 505 Games, not to mention the wonderful cast of characters that populate the strange resort of Paradise Island. As our good friend would say, “Go on…be Naughty!”