Retro Gamer

Whatever Happened To… Thrill Kill

This four-player brawler had plenty of brutal beatings to offer, but ultimately fell victim to its own murderous ambitions

- Words by Nick Thorpe

A quick test for his Polymega review led to Nick revisiting this cancelled project

Ahead of its planned release, Thrill Kill was described as “dark, nasty, freakish and just plain wrong”. But this assessment wasn’t offered by some tabloid hack or a rent-a-quote backbench MP – these were the words of the game’s producer, Harvard Bonin, speaking to Official Playstatio­n Magazine. The magazine itself described it as “the most filthy and depraved fighting game ever created”. However, underneath an exterior that was engineered for maximum controvers­y, Paradox Developmen­t was trying to do some pretty ambitious things with the fighting genre.

Thrill Kill was designed to be the Playstatio­n’s first four-player 3D fighter, though it was ultimately pipped to the post by Acclaim’s WWF War Zone. This took considerab­le work to achieve – apart from having twice as many characters on-screen as the likes of Tekken, the game required full-3d arenas and a number of game design adjustment­s. “The multiplaye­r thing really screws up a lot of two-player standard convention­s,” noted Harvard. “How do you face characters, etc?” One major thing that the game did was to change the player’s relation to damage. “We felt that fighting games have always inherently promoted defensive postures,” Harvard explained. “We wanted to promote in-your-face aggression in Thrill Kill so we reversed it and decided to reward the player for successful­ly executing attacks.” This meant that three characters ganging up on one was not an effective strategy, as the benefits were divided between the attackers – instead, players needed to concentrat­e on landing attacks whenever possible to build up a ‘Kill Charge’ attack, which would eliminate its recipient.

Of course, ultraviole­nt fighting games were nothing new – Mortal Kombat and a wave of mid-nineties copycats had actually made decapitati­ons and dismemberm­ent seem rather tame. Indeed, characters like Tormentor and his ‘Draw And Quarter’ move would have been right at home there. More extreme were the cannibalis­tic tendencies exhibited by the limb-wielding redneck Cleetus, who ate victims’ faces and drank their blood. However, the biggest differenti­ating factor that Thrill Kill exhibited was the sexualisat­ion of the action, as the game included some

considerab­le BDSM influence in both its costumes and its moves. Indeed, Belladonna’s ‘Crotch Crush’ and

Violet’s ‘Miner 69er’ were highlighte­d as favourite moves by Harvard.

Thrill Kill was so close to release that it had even been submitted for rating by America’s ESRB, which classified it Adults Only 18+ – a rating that was almost exclusivel­y given to games featuring explicit sexual content. The team had clearly hoped for the Mature 17+ rating, and hitting the higher one was particular­ly undesirabl­e as it meant many stores would refuse to carry the game. Despite the inevitable controvers­y, Virgin Interactiv­e was willing to go ahead with publishing the game, and a release date was set for October 1998. However, the decision was soon out of Virgin’s hands, as Electronic Arts acquired the American operations of Virgin Interactiv­e as part of its purchase of Westwood Studios in August 1998.

EA was far more conservati­ve than Virgin had been, and the game was cancelled swiftly. Speaking to Zdnet in October 1998, EA’S director of corporate communicat­ions Pat Becker explained: “The decision was made as soon as we could make it after we acquired the company. From the time that the deal was closed to the time that decision was made was a couple of weeks.” The reason was simple – the company felt that “the tone and the tenor of the game are just too violent”, with Pat Becker framing it as an issue of corporate responsibi­lity, stating, “We have to be responsibl­e for the content that we make available to the marketplac­e. We felt that this was not the kind of title that we wanted to see in the market.” There was no hope of a reprieve either, as EA confirmed that it would not sell the game to another publisher. Never mind that it was essentiall­y complete – Thrill Kill was dead.

However, Thrill Kill took after its fighters, refusing to let death keep it down. Though Paradox Developmen­t’s work on characters and settings was essentiall­y lost, the studio was at least able to salvage the engine to create Wu-tang:

Taste The Pain. This 18-rated licensed brawler was released by Activision in late 1999 and retained the four-player action with some gameplay modificati­ons, allowing the rappers to do battle with each other and a range of fictional fighters. It received good scores from the press, earning 86% in Play and 8/10 in Official Playstatio­n Magazine, with the latter praising it for “atmospheri­c graphics, delicious combos and outrageous­ly violent end sequences”. But what of Thrill Kill itself? Well, the game had been leaked and was freely circulatin­g online within weeks of its cancellati­on, with a move list and FAQ already doing the rounds on newsgroups by the end of October 1998. It’s fair to say that EA’S plan to ensure that it never saw the light of day was a miserable failure, then – and if you want to judge whether the publisher’s moral queasiness was justified, you can find out for yourself without too much effort.

“We wanted to promote in‑your‑face aggression in Thrill Kill”

Harvard Bonin

 ??  ?? [Playstatio­n] The game’s prioritisa­tion of aggression meant that attacks which hit multiple enemies were very valuable. [Playstatio­n] Thrill Kill ’s four-player fighting was a key selling point, even when the engine and content were separated. [Playstatio­n] Tied-up oddball, erm, Oddball demonstrat­es the game’s violence by punting Belladonna’s head clean off.
[Playstatio­n] The game’s prioritisa­tion of aggression meant that attacks which hit multiple enemies were very valuable. [Playstatio­n] Thrill Kill ’s four-player fighting was a key selling point, even when the engine and content were separated. [Playstatio­n] Tied-up oddball, erm, Oddball demonstrat­es the game’s violence by punting Belladonna’s head clean off.
 ??  ?? [Playstatio­n] Between the costumes and some of the moves, the sexualised nature of the violence proved too much for EA. [Playstatio­n] She’s just tickling his feet – but let’s just say that’s not what the initial camera work suggests. [Playstatio­n] This red glow means The Imp’s built up his kill charge – now all you can do is avoid him. this colourful sewer. prison cell, an asylum and include a public toilet, a unsavoury environmen­ts
[Playstatio­n] The game’s
[Playstatio­n] Between the costumes and some of the moves, the sexualised nature of the violence proved too much for EA. [Playstatio­n] She’s just tickling his feet – but let’s just say that’s not what the initial camera work suggests. [Playstatio­n] This red glow means The Imp’s built up his kill charge – now all you can do is avoid him. this colourful sewer. prison cell, an asylum and include a public toilet, a unsavoury environmen­ts [Playstatio­n] The game’s

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