Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook
Preview

Hell Yeah! Wrath of the Dead Rabbit

Text: Mike Holmes

We've just finished our interview and I turn to Camille Guermonprez - the head of Parisian studio Arkedo - and tell him that watching the gameplay demonstration of Hell Yeah! Wrath of the Dead Rabbit made me feel like a big kid. His face lights up "That's exactly what I wanted" he says.

Hell Yeah! reminds me of Sonic the Hedgehog, but not in a way you'd expect. It reminds me of a feeling I once had, as a young boy sitting at a friend's house, watching him play on his Megadrive. It was the first time I'd seen the little blue hedgehog in action and I was mesmerised. All I wanted to do was barge my friend off the controller and play the game myself.

Hell Yeah! engenders the same kind of feelings that I had about Sega's mascot back when I was a youngling. Raw excitement. Pure fun. Undiluted escapism. These are the reasons we play video games.

Hell Yeah! Wrath of the Dead Rabbit

Wrath of the Dead Rabbit is so exciting because it's built on foundations of fun. This is a silly, silly game, make no mistake. You take control of the titular dead rabbit and, in an effort to eradicate all evidence of an embarrassing incident involving a rubber duck and a bath, you head off to kill the 100 monsters who've seen the compromising pictures.

"It's the story of Ash, the Prince of Hell. You're supposed to be badass, but you're not there yet completely," Guermonprez explains. "There's a certain lack of respect from your monsters. The fact that you have a thing for duckies doesn't help. You get caught (in the bath with your duck) and it's on the Hellternet, which is basically our internet; just porn and ads. And you know when you have something that isn't cool on the internet, it's impossible to take it off."

"The solution is just kill everyone."

Hell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead Rabbit

It might sound like a stupid, ridiculous story; that's because it is. But then that is precisely why Hell Yeah! is so enticing. It doesn't shy away from itself, or try to be something that it's not, and it certainly doesn't take itself too seriously.

Rubber duck induced Hell slaughter wasn't the first premise that Arkedo came up with for their game. As Guermonprez explained, the first plot was eerily similar to that of another title, Death Spank. "We were in submarine mode. We were too busy making the bloody game. And after I showed them (Sega) I said "Hey, I have this great story about the Pants of Doom and a spank..." and they look at me like "you're kidding right?"

It was only later, when they sat down to play Death Spank that the penny really dropped. "Great, a new game by Hothead and a new game by... fuckin' hell; I stole Ron Gilbert's idea."

After returning to the drawing board a new plot was devised, even though story is secondary to entertainment in Hell Yeah! "It's a 2D platformer with too much of everything." That's a statement that can be interpreted as; crammed full of content and ideas. "It's the biggest project we've done so far, and maybe even for the future."

Hell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead Rabbit

Arkedo are aiming for at least 12 hours of content from the first loop; an ambitious goal for a studio only ten strong. "The whole game was drawn by one single person. Every pixel you see is just one guy. I'm his biggest fan. I'm the least talented guy in the studio, that's why I'm the boss. It may sound like a joke but it's bloody true."

He's undoubtedly being modest, because Arkedo is obviously thriving under his leadership, to the extent that Sega saw their potential and finally signed them up. "We've been having a lot of fun with complete creative freedom, and absolutely no parental supervision from Sega for a year and a half."

Guermonprez excitedly tells a story about how Arkedo met with the Sonic Team during a visit to Sega. After the legendary team played Hell Yeah! they "cheered us with champagne". It was clearly a defining moment for the industry veteran, and one that provides him great satisfaction in the retelling.

Hell Yeah! Wrath of the Dead Rabbit

It's easy to see why the Sonic Team were so impressed with what they saw. Hell Yeah! is a visually distinctive game, full of macabre charm and a sense of fun that is missing in so many contemporary titles. "We tried to put a smile on your face and keep it there for a long time."

It starts off with Ash advancing through the early stages of Hell. He is sans equipment and, frankly, he's not up to much. "You want to go all Mario on the first monsters, but you can't even do that," we were told. "You're hurt by a thorn. What the fuck? You're the Prince of Hell and you get hurt by a thorn!"

It's a very deliberate move, designed to emphasise the exhilaration felt when you finally climb inside the wheel; a ferocious spiked ring which our floppy eared protagonist uses to slaughter the minions of Hell with.

Hell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead Rabbit

Whilst the visual style of the game is completely unique, the influences are there for all to see. Ash uses his wheel to advance through tunnels, up and down, and round and round. But instead of freeing little bunnies or squashing aggressive toadstools, our anti-hero uses his wheel of death to make monster soup out of an incredible array of hellish creatures.

"Each monster has a story, he's not in Hell for nothing." And each has an amusing quick time event that, upon completion, results in a theatrical death (usually involving his innards splatting across the screen). Set pieces that we saw included a hilarious Quiz of Doom. All the events we saw were different, and you wouldn't be surprised if each was as individual as the monsters that appear with them in the game.

Hell Yeah! Wrath of the Dead RabbitHell Yeah! Wrath of the Dead Rabbit

Then there are the boss battles. We only saw one, but it looked good. Our expert demonstrator obviously knew all of the sweet spots, and dispatched the first big bad with ease not likely to be replicated by the masses when we finally get our hands on the finished game.

"I would say it's a video game, the way we remember them," said the charismatic Frenchman, summing up. "All these memories, all this stuff, all that has been invented in terms of gameplay over the last 25 years, we really wanted to pay our homage to the kind of stuff that made us want to do what we're doing today."

If it's a love letter to influences past, it's a grotesquely beautiful one. The whole thing looks superb. The palette has been expertly chosen, and the animations are crisp and eye-catching. The aesthetics reflect the playful deviousness that exudes from the rest of the game. The fusion of style and content works; this is a game that talks silly, and walks silly. But are we looking forward to playing it? Hell Yeah!

Play movie

Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Game info
  • System:
    PC, PS3, PSN, XBLA, Xbox 360
  • Genre:
    Platform
  • Developer:
    Arkedo Studio
  • Publisher:
    Sega
  • Offline players:
    1
  • Release date:
    03 October 2012
Hell Yeah! Wrath of the Dead Rabbit
Your collection
Similar games

The 20 latest programs:
(Interviews, reportages, reviews)

GDC: Dreamfall Chapters - Interview Dag Scheve & Martin Bruusgaard
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

RuneScape 3 - Event Update
2013-05-06

Gillen McAllister was on site at Peckforton Castle for the reveal of RuneScape 3. Get a taste of what's to come on GRTV as well as the site over the c..

PAX: AbleGamers Interview
2013-05-06

AbleGamers is a foundation dedicated to working to promote better access to gaming for disabled people. We caught up with community outreach coordinat..

PAX: Artemis Spaceship Bridge Simulator
2013-05-06

We caught up with Artemis Spaceship Bridge Simulator creator Thomas Robertson at PAX East and learned more about this unique and captivating game that..

Call of Duty Championships Special - The Event
2013-05-03

We travelled to Los Angeles for the Call of Duty Championships and met with players, developers, celebrities and MLG representatives. In this first ep..

PAX: Might & Magic - Erwan Le Breton Interview
2013-05-03

We caught up with Ubisoft creative director Erwan Le Breton at PAX East to learn more about Might & Magic: Heroes VI Shade of Darkness and Might & Mag..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +