Behind The Rubberhose Curtain of MOUSE: P.I. For Hire – IGN First

As our exclusive, all-February-long IGN First “cover story” on the upcoming black-and-white, hand-animated first-person shooter MOUSE: P.I. for Hire continues, we wanted to learn more about the origins of its unique 1930’s rubberhose-animated style. And so we sat down with Fumi Studios CEO and Founder Mateusz Michalak as well as Art Director and Lead Animator Michal Rostek to go behind the scenes of this unique game. Read on for a lightly edited transcript of our conversation, or watch the video version below. And you can wishlist MOUSE on Steam if you’re interested.

IGN: What came first here, the idea for the game itself or the desire and idea to use this 1930s Rubber Hose animation style?

Mateusz: Yeah, I think this is the question more for Michal right now because he was one of the original creators and the guy who created the first art for the MOUSE.

Michal: I came from the animation industry and I’m really passionate of the animation and especially of history of animation. The MOUSE is like my little passion project that I started inside of my regular animation work. When we started to make video games, I came into the matter with the idea of the boomer shooter with the style of the 1930s Rubber Hose animations, and he loved that idea and give this idea opportunity to make it happen. We started with five people on the small team of this project. Our programmer put a video of making the game on TikTok then it goes viral and resonates all around the world. I remember that day when I was going to work and met my friend in the subway and he told me, “Hey, I read the article, the gaming website, that some guys make a game that looks like the game that you want to make.” And I said, “Really?” “Yeah.” Then he showed me the article and that was MOUSE.

“No one ever made an FPS cartoonish game in fully black and white.”

Mateusz: Yeah, I can add that from the beginning. It was passion project. We’ve done most of the work after hours. We started prototyping the game. The first prototype that Michal showed to me was really, really basic. Then we hired a coder/programmer, David, who joined the team and we started the first full small production and the game came out of this small teaser that he showed on TikTok.

IGN: That’s cool. So my next question, was it always going to be black and white or was color in this animation? Was that a debate at all amongst the team?

Mateusz: It was never a debate among the team. It was debate in the community because when people first saw the art or the trailer, they thought, “Okay, it’s quite original, but you need color.” Because no one ever made an FPS cartoonish game in fully black and white. It was something unusual back then, but we sticked with our roots in our original design and we never wanted to add any color. It’s challenging. It’s really challenging, especially in player guidance, in patch finding because you can always add a yellow color if you have a color in game or any other color, and I think that we’ve done a pretty good job. It was really, really challenging. We learned a lot of new skills, managing only basically two basic colors, black and white.

IGN: Help me understand how much of this, of the animation of the art, was done by hand?

Mateusz: I think all the animations that you can see in the game are done by hand. It’s not easy process, but having computers right now, we can speed up some elements in the whole pipeline. Of course, we used techniques from the 1930s, 1940s Rubber Hose techniques. But having computers, we could speed up the whole process. It was much, much nicer and we could basically see our effects not instantly, but quite fast in the game. So if you would use the old techniques, so using paper, pens, scanners, and so on, the whole process would take not months, but years. And in the game development, they don’t tend to wait for games, they want games right now. That’s why the whole development process of games is shortening every year and we couldn’t tell people that, “Okay, you saw teaser, then you need to wait at least 7, 8 years to see the final product.” That’s why we used computers. And I think Michal can say something more about the whole pipeline of the animation.

Michal: Yeah, so the animation pipeline is really similar to the pipeline that we use in the animation industry because game is based on animation. So it’s really similar but not 100% the same. So for example, we started with the concept that we took from the design department. They’re giving us a idea and we made our first concept arts for the character, for the NPC, for the weapons of the game. And then we came to the process that, in the film industry is like a storyboard process when we made a limited animation to put in the game and look how this work.

And if it’s good, it comes to the animation process when we put the life on the animations, on the characters, on the weapons and all of the interactive elements in the game. Then to clean up process, when we clean all the outline to not look rough, but to look good, put the colors on it, and the last final step on making animation for the game that is different than making animation for the film is to render all of these things, put it in the engine and pack it and make the magic go on.

“When they think about MOUSE, they think about animation.”

IGN: Michal, were the weapons the most fun thing to animate in the game because for me, what I’ve seen and experienced of the game so far, I mean it’s all gorgeous, I just love the entire look, but the weapons, I just love how alive the weapons are.

Michal: Definitely, it was a very fun thing to do, but for me, one of the most challenging things. And we couldn’t make such a great design, such a great animations without our two animators and with our two artists, Abraham, who made the great concepts for the weapons on the game and Igor who animated all of the things. So it was also credits for our game design who put all the mechanics, all the specific timing for the weapons to look good because this is one of the things that we need to focus when we making animation for the video game is that it should fit the mechanic, it should fit the interactive aspect of the game and do it in the… right tempo because when you have a game hardly based on the animation, they should look good, but also be useful for the player and not be player shouldn’t feel frustration when he uses an animated gun.

IGN: How did the animation influence the tone of the game? It seems to lean a little more playful and I’m just sort of curious how you guys balance that of matching the animation to the tone of the game?

Mateusz: Animation, it’s crucial for the whole game, so it’s connecting also with the whole narrative element. It’s like when they think about MOUSE, they think about animation, they think about art and it’s a really great thing because we have a hook, we can hook them, interest them in the game. But beneath that, this art animation elements, there is a deep vibrating story and I believe that we’ll surprise a lot of people when they will play the game.

IGN: So you talked about the engine earlier. You guys are using the Unity engine here underneath the animation system. How much custom work had to go into Unity to get it to cooperate with the uniqueness of what you guys are doing with the animation?

Mateusz: The first prototype, however, the first prototype was done in Godot, but the proper development is we are doing in Unity. The unity is really good in managing the 2D animation sprites, it’s really good. But our game has thousands of thousands of animations and this was the most challenging part because still, you can put as much assets in the game, 2D assets, as you can, but your game can grow having 200 gigabytes, 300 gigabytes. So the most challenging part was the optimization process of the whole animations and we needed to develop a special tools that will compress 2D animations to have a better performance for the whole level because there is tons of animations, different kinds of animations through the whole level.

IGN: Can you talk about, on a similar note about if there were challenges of using 2D animations in a 3D game? We don’t see that very often. I imagine that had to present some sort of challenge either in the animation itself and maybe the level design as well.

Mateusz: I think it would be much easier to make everything in 3D. The most challenging part, managing 2D assets, especially enemies in 3D space is to animate all directions. So we need to animate front, front left, left side, back left, back. All the bosses, all the enemies, every skills, every objects, so not objects, every enemies, bosses and some interactive objects, they are animated in 9 or 8 directions. So it was challenging and really time-consuming. Also, having 3D animations, it’s much easier to add every bit of animation to the game. Having 2D animations, we needed to think really carefully what we want to add because we don’t want to spend weeks animating things and then we will just delete our work. We wanted to have the whole 2D animations into the foreground, not in the background. So we use flat colors as in the old Rubber Hose animation. So there are all flat colors and you can spot really easily every 2D animation, walking around the level. Either this is enemy or 2D animation objects, interactive objects, you can’t really easily spot it.

IGN: I have to imagine that this project has been more difficult than maybe you initially thought. And I only say that because I mean making any video game is clearly not an easy thing, but nobody else does this. You guys are the only studio making a game in this way. So how much more difficult, how have you found the process over time? Have you really, I imagine you’ve learned a lot in the course of development.

Mateusz: We made a lot of mistakes, a lot of mistakes. And going back and forth, back and forth with numbers of things. I think that there are few FPS games that using sprites or using to the animations, but I think our project is unique that we are using a lot of frames, a lot of images in our animations to show that the Rubber Hose animation style is really unique and the whole animation is really unique. And I know that right now there is a debate if hand skills not be useful in the future or they will be replaced with some tools. I believe, and I think that we showed it, that having a great hand skills, having a great artist, it’s only beneficial for your game and the project itself.

IGN: I’m curious as to maybe this might be a good one for Michal, your inspirations for this because Cuphead, I think of very quickly, for obvious reasons, the other really amazingly hand-drawn game, totally different kind of game of course than your boomer shooter, but I also, I get a little bit of Who Framed Roger Rabbit from this too. I’d be curious to hear your inspirations.

Michal: I think the biggest over overall our inspiration, our biggest inspiration is the Rubber Hose art style as a whole. Our biggest inspiration is the animations from the Fleischer Studios, the people who create such a characters as Betty Boop, Popeye, Coco the Clown, or Bimbo the Dog. Fun fact, we probably watched every available Popeye episode during the pre-production, took the best inspirations for the environments for the characters. But also how they inspired by works of Ub Iwerks. He was a lead animator in Disney. He was animating for example, Steamboat Willie but then he became a solo animator and became a solo career and make characters such as Flip The Frog or Willie Whopper, but also other animation studios for that era. Like for example, Paul Terry, Charles Mintz, but also the old cartoons that were quite violent for that era. But it was a good inspiration for the combat and fight for our game. So we took a lot from them.

IGN: Awesome. The last question I have for you guys, maybe for either or both of you, so now you’re almost there. The game is nearly complete, it’s almost out. Moving forward, do you guys want to stick with this animation style for your next project or was this a one-time fun experiment, fun project or is the Rubber Hose animation going to be the Fumi Studio signature moving forward?

Mateusz: I think that the overall hand-drawn style will be our studio signature. I believe in the craftsmen of artists and I think that we will surprise people in the future with our next project.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Look for your lost documentary making sister in an ancient fungus filled Antarctica in the walking sim horror Cryptica

Antarctica is quite possibly the perfect setting for anything remotely horror related, given its absolute remoteness. All you’ll find there are penguins, seals, and fungus, it is as no where as no where can be, of course serving as the setting for The Thing, so I guess maybe that’s there too. And soon, the tundra will be home to another piece of horror media, a psychological horror game called Cryptica “where the apocalypse is just the beginning.” Oh goody!

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Tales of Kenzara: ZAU Developer Reveals Its Next Game: a Chaotic Cooperative Extraction Platformer About Fixing the World With Random Junk

Surgent Studios, the developer behind Tales of Kenzara: ZAU, has unveiled its next game today, and it’s…absolutely nothing like Tales of Kenzara: ZAU. It’s called FixForce, and it’s a chaotic cooperative “extraction platformer” about a team of robots fixing machines using random parts they find lying around.

FixForce puts up to six players together as a robot repair crew sent into an area to fix various broken structures littered around the area within an allotted amount of time. Each broken machine indicates what parts are needed to fix it, and those parts can be found scattered around the level.

However, many of those pieces will be stuck behind obstacles: bodies of water robots can’t swim through, up tall towers, guarded by evil enemy robots. To collect them, you’ll need to use your robot building abilities to pick up and place objects strategically so you and your friends can climb across them to reach whatever it is you need. And if you’re injured by an obstacle, your head will fall off, and your teammates will need to find your head and body and stack them back together to resurrect you back into the game. Teams earn points based on how many things they fix within the time limit.

I got a chance to play a round of FixForce ahead of the announcement alongside the developers, and yeah, the level of silly chaos implied in the announcement trailer pretty much encapsulates it. It’s easy to get distracted goofing around with all the objects in the level and building weird, random things, but FixForce also lends itself to silly emergent moments, like when one of the devs tried to toss platforms at me to save me from being stuck on an island, and instead slammed one into me and knocked me right into the water.

It was a surprisingly cheery and silly time for a studio that just made a game about grieving the death of a loved one. That fact is not lost on founder Abubakar Salim, though.

“As FixForce came together, we saw the pure chaos and hilarity it was unleashing and made the decision to move quickly and publish it ourselves,” he said in a statement. “Yes, FixForce is completely unlike anything we’ve ever done before, but look: we made one game about grief and another about abuse and thought, ‘can we have a little bit of silly, stupid fun for a second?’ I promise we’ll go back to dark and depressing after this.”

Notably, this isn’t the same game Salim announced in 2024, Project Uso, nor is it the horror game announced last year to be published by Pocketpair. Surgent clearly has a lot of irons in the fire here, but its eagerness to get something released quickly makes sense given the scale of its long-term ambitions and its financial struggles in 2024.

FixForce is dropping in early access on March 12 on PC via Steam and Epic Games Store, and its full, final release will also be on Xbox, the studio says.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Assetto Corsa Rally’s latest update adds laser-scanned Monte-Carlo stages and won’t stop shouting about SNOW

Phhheeeeeeeepppppppp! Nope, that isn’t the whistle which signals a rally car’s about to hurtle through this neck of the woods, it’s Assetto Corsa Rally devs Supernova Games Studios trying to get our attention so they can shout about SNOW. They’ve added some to their uber-simmy rally sim in its latest early access update, and it coats some new laser-scanned Monte-Carlo trails.

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Death Stranding 2 Official Specs Suggest It’ll Run Great on Most PCs

Death Stranding 2 isn’t even a year old, but the PC version is already on the way in just a couple of weeks. When it launched on PS5, it was one of the most beautiful games on the platform, and while that would usually mean it’s kind of hard to run on PC, the system requirements are forgiving.

Unlike some recent PC launches, Sony released different quality standards for its minimum and recommended system requirements, which should help pin down what to expect when you try to run the game on your PC. For instance, the minimum spec calls for either an Nvidia GeForce GTX 1660 or an AMD Radeon RX 5500 XT, which should run the game at 1080p with low settings, at 30 fps.

If you want to max out the game, though, you’re going to need a bit more hardware, but it’s still pretty reasonable. The recommended spec calls for an RTX 3070 or a Radeon RX 6800, and will run the game at 1440p with the High quality preset at 60 fps. Not bad.

I went ahead and listed all of Sony’s recommended PC specs below, but as long as you have a relatively modern PC, the game should be able to run flawlessly onj your machine. Nixxes, the studio handling the PC port has also added a “portable preset” which should make it run smoothly on PC handhelds like the Steam Deck or the Xbox Ally X.

Humble Requirements

Even at the high end, Death Stranding 2’s system requirements are pretty humble by today’s standards. While the GeForce RTX 4080 seems like a lot, keep in mind that this is likely for maxing out the game at 4K, which you very much don’t need to do.

Keep in mind that the minimum spec is calling for a GTX 1660, which was a low-end card when it came out in 2019, and that was almost seven years ago now. I won’t know exactly how this game performs until I’m able to run it on my own hardware, but the wide range of GPUs being represented here likely means that the game is incredibly scalable.

It’s also important to note that even on the PS5 Pro, Death Stranding 2 did not use ray tracing, which means the higher graphics settings are going to be a lot more approachable than other recent AAA games – unless, of course, ray tracing is added to the PC version. Luckily, Nixxes is also adding support for DLSS, XeSS, FSR and Guerilla’s Pico upscaler, so you should be able to find some way to boost your performance.

Death Stranding 2 launches on PC March 19th, so at least we won’t have to wait too long to see how it performs.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra

Resident Evil Requiem’s zombie nightmare runs like a dream on PC

Been a while since I’ve done one of these. Been even longer since I didn’t have a complaint about wonky performance or some manner of debilitating stutter issue to open it with. Nope, Resident Evil Requiem is, on the technical side, a big and shiny blockbuster like they should be made: a good looker and a smooth runner both, almost regardless of graphics card heft. It is, as Capcom promised, the anti-Monster Hunter Wilds. Not a bad shooty-horror game, either.

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Unlock God of War Sons of Sparta’s toughest challenge in The Pit

Looking for your next challenge in God of War Sons of Sparta? Go to the place all aspiring Spartans prove their worth as warriors, the Pit of Agonies.  

Enter The Pit today

The Pit is a separate endgame roguelike challenge mode that gives you different enemies and reward pools each time you play. 

Unlock God of War Sons of Sparta’s toughest challenge in The Pit

Normally The Pit is accessible only after you beat the main story to ensure those who attempt it are familiar with both Kratos’ Spartan arms and the foes you will face, but if you feel ready to test your skills earlier, you can input this sequence below in the starting menu to unlock it early: 

Up, Up, Down, Down, Left, Right, Left, Right, L1, R1, Touchpad

Once entered, you will see a new option on your menu that can be used to take you into the challenge mode. 

Two-player local co-op 

While The Pit can be played entirely solo as Kratos, the team at Mega Cat Studios was inspired to bring back a gaming staple that defined so many childhood afternoons on the couch: 2-player co-op. 

This is local, offline-only co-op in true retro style, so you’ll need to grab a buddy if you want to bring both Kratos and Deimos to face the challenges deep below. 

Choose your agony 

Each run begins by selecting your starting Agony, a global difficulty modifier that will add variety to each run and impact the way you play. 

For example, the Agony of Torment will manifest healing vessels that must be destroyed to prevent enemies from regenerating health, while the Agony of Calamity will cause defeated enemies to burst into a fiery explosion. 

As you progress through your run, you will have the option to add more Agonies or increase the effect of your starting choice. 

Rewards

Upon finishing a run, you will earn a Symbol of Suffering for your chosen Agonies. As you reach certain thresholds of total Symbols, you will unlock new Agonies to choose from. 

Upon completion, you will also gain Ashes of Agony, a Pit-specific resource which can be used to acquire permanent upgrades that last between attempts. 

Keeping score 

If you like to track your progress (or earn some bragging rights), you’ll be able to see your current and high score at the end of each run. 

Thank you to everyone who has supported God of War Sons of Sparta, available now on PS5. We hope you’ll enjoy the challenge of The Pit.

Returnal for PS5 Is Over 50% Off Right Now at Amazon

With Housemarque’s new game Saros on the horizon, now is a great time to boot up the developer’s previous release, Returnal. If you haven’t added this one to your library yet but have been waiting for a good time to grab it, this is your chance: Amazon’s dropped its price to $29.83 (see it here).

Considering it usually comes with a price tag of $69.99, this deal saves you 57% on the game overall. It’s also just a few dollars away from its lowest price point at the retailer of $24.70. That’s not too bad at all. Plus, there’s still plenty of time before Saros is released, so the timing of jumping into Returnal couldn’t be better. You’ve plenty of time to get a feel for Housemarque’s style of roguelike shooter before jumping into the studio’s new take on that formula.

Returnal for $29.83

It’s not just the discounted price that makes Returnal worth adding to your library, though. We’re very big fans of it, regardless of price. IGN’s Mitchell Saltzman said in his review back when it was initially released that the “moment-to-moment gameplay of Returnal is sublime, with a great selection of weapons that each have a wide variety of interesting possible traits, meaningful strategic decisions that can either keep a run afloat or doom it to sink, and punishingly challenging yet rewarding gunplay that is consistently exhilarating.”

If you’ve decided to pick up Returnal and are curious what other deals are out there right now, you’re in luck: PlayStation has recently kicked off a big sale at PlayStation Direct, which a few other retailers have joined in on, that features even more great game deals (and some nice accessory deals).

There’s even a selection of PS5 games on sale for $30 or less right now, if you want to see even more game deals in Returnal’s discounted price range. And lastly, if you’re hoping to play Saros this year, check out our Saros preorder guide to secure a copy so you’re ready to start it up on release day.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

My thirst for campervanning has been quenched by Outbound’s Steam Next Fest demo and a Cyberpunk 2077 mod

Most of the time, life sucks. On rare occasions, however, the moons line up. Having spent a few hours this past weekend playing the Steam Next Fest demo of cosy campervan survivabuilder Outbound, I returned to my desk on Monday and stumbled across a campervan mod for my long-time vice Cyberpunk 2077.

Naturally, I wasn’t going to turn down the chance to compare the experience of driving around the countryside in a mobile home twice.

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