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    Fallen Feathers Faces Censorship Allegations Following Controversial Update

    Fallen Feathers Faces Censorship Allegations Following Controversial Update

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    Nintendo Switch 2: Overheating Risks at High Temperatures — Requires Air Conditioning for Use Above 35°C (95°F)

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  • Gaming News
    Fallen Feathers Faces Censorship Allegations Following Controversial Update

    Fallen Feathers Faces Censorship Allegations Following Controversial Update

    inZOI Launches on PS5 Next Year for Console Fans

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  • PlayStation
    Leaked Diablo 4 Class Might Not Be What It Seems

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    New Additions to the PlayStation Plus Game Catalog [August 2025]

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  • Xbox
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    How Strange Scaffold Approached the TMNT Universe in Tactical Takedown

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    Apex Legends Unveils August 2025 Update

    Ra Ra Boom: Unleashing Villains You’ll Love to Defeat

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    Battlefield 6 Developer Details Destruction Damage Mechanics in the Game

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    A Modest Beginning for the Old Country

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    Black Ops 6’s Reckoning Sparks Division in the CoD Zombies Community—and I Know Where I Stand

    Black Ops 6’s Reckoning Sparks Division in the CoD Zombies Community—and I Know Where I Stand

  • Nintendo
    Nintendo Download: August 14, 2025 (North America)

    Nintendo Download: August 14, 2025 (North America)

    Unknown Worlds Unveils Unexpected Updates for Subnautica and Below Zero

    Unknown Worlds Unveils Unexpected Updates for Subnautica and Below Zero

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    2021’s Game of the Year Sees Huge Price Drop, But Hurry Before It’s Gone

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    Caves of Qud Exclusively Launching on Nintendo Switch

  • PC Gaming
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    Enhancements to Minions Highlighted in Last Epoch’s Season 3 Update

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    Sega’s Gaming Division Sees 13% Decline in Sales

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    NBA 2K25 Gamer Gains Viral Attention for Spending K on Microtransactions

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    Top Single-Player VR Game of 2025 Coming to Quest 3 This November

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    Operator XR Lands .7M VR Training Deal with Texas Department of Public Safety

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    Essential VR Interface Basics Everyone Should Know

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  • Consoles
    Modder Creates Gaming Handheld with RTX 4090 Laptop GPU and Intel i9-14900HX, Featuring 12.5-Inch 4K Display and 175W Mobile GPU

    Modder Creates Gaming Handheld with RTX 4090 Laptop GPU and Intel i9-14900HX, Featuring 12.5-Inch 4K Display and 175W Mobile GPU

    Self-Taught Modder Crafts Functional Transparent Game Boy Color Circuit Board — Stunning PCB Pairs Perfectly with Clear Shell

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    AMD’s Z2 Extreme Surpasses Intel’s Lunar Lake in Latest Gaming Benchmarks — MSI Claw 8 Shows 8.5% Favor at 17W, 6% at 30W

    AMD’s Z2 Extreme Surpasses Intel’s Lunar Lake in Latest Gaming Benchmarks — MSI Claw 8 Shows 8.5% Favor at 17W, 6% at 30W

    Nintendo Switch 2: Overheating Risks at High Temperatures — Requires Air Conditioning for Use Above 35°C (95°F)

    Nintendo Switch 2: Overheating Risks at High Temperatures — Requires Air Conditioning for Use Above 35°C (95°F)

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Promise Mascot Agency Prepares to Transition: Developers Confident in Passing on Their “Band of Freaks” Amid Development Boom

by Jordan Adkins
February 15, 2025
in Gaming News
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Oli Clarke Smith, the director of Promise Mascot Agency, shared with me the challenges they’ve faced in conveying what their game is all about. “It’s been tough to really express what the game encompasses,” he admitted, reflecting on how initially, and even now, they describe it as an open-world mascot management crime drama. Though to them it seemed straightforward, the message hasn’t always hit the mark with audiences.

Offering a glimpse into the game’s multifaceted identity, Clarke Smith highlighted its open-world RPG nature, combined with elements of management and creature collection. “Once players get into it, everything just clicks,” he noted. Kaizen Game Works, the studio behind Paradise Killer, has been rolling out bits and pieces about their 2025 release, and fortunately, early reviews have consistently been positive, especially in response to their quirky cast of characters.

The game’s mascots—ranging from sentient burial mounds to cats with strong views on adult video pixelation, and charming oddballs like Mottsun—are who players will be managing in Promise Mascot Agency. These whimsical beings sprang from the creative collaboration between Kaizen’s intimate British team—comprising Clarke Smith, technical director Phil Crabtree, and art director Rachel Noy—and a talented Japanese duo: the well-known former Tango Gameworks artist Ikumi Nakamura and Mai Mattori.

Clarke Smith detailed their journey: “We approached Nakamura with just the bare bones, having recently wrapped up our previous project. With our game set in Japan, it felt crucial to partner with Japanese artists. The results were designs and cultural nuances that we couldn’t have created on our own.”

Kaizen’s emphasis on retaining their unique identity while inviting collaborators to add their personal touch has led to some enriching experiences. Clarke Smith recounted stories from Nakamura, such as her visit to a local bar in Kyushu, which mirrored the setting of their game in Kaso-Machi. Nakamura’s tales of being an “outsider” in this real-world locale offered rich material for shaping the game’s world. Noy added that the team drew inspiration from their own encounters in the UK, noting that visiting certain places like a Cornwall pub can also evoke that feeling of being an outsider. “We were also heavily influenced by Twin Peaks,” she chimed in, explaining their eagerness to involve Swery.

There were some tweaks along the way. Nakamura and Mattori’s mascot designs, for example, had to be adjusted for uniformity so the animations aligned across all mascots. Clarke Smith mentioned that at times, the team adapted certain ideas to fit the game’s structure, but “90% of it was spot on, so we made it work.”

Building this next game was a markedly different experience than their first project. “With Paradise Killer, it was just Phil and me figuring everything out, essentially learning how to create a game,” said Clarke Smith. Transitioning from a mystery game to a management one was conceptually challenging, but the process felt smoother due to their evolved teamwork and communication.

Crabtree highlighted the benefits of having some systems carry over from Paradise Killer, which saved time and allowed for more focus on design. Initially, they envisioned a complex management system, involving calendars and scheduling tasks for mascots. “But that complexity clashed with the game’s laid-back vibe,” he explained. After several iterations, they settled on a system that was subtly intricate without overwhelming the player.

As players dispatch their mascots on various assignments, they’ll encounter quirky obstacles—ranging from awkwardly sized doors to overzealous dogs—all inspired by funny videos of mascot failures the team researched on YouTube. Clarke Smith pointed to iconic moments, like the viral footage of Funassyi sprinting away from explosions, but they aimed to ensure each obstacle had a clear way to resolve it.

The initial concept germinated from Noy’s idea of a mascot manager akin to Kairosoft’s Game Dev Story but evolved significantly. “We wanted to push beyond a small-scale simulation,” explained Clarke Smith, conscious of the business implications of sticking to 2D. Features like loan systems and checkpoint races were trialed but later shelved as they didn’t mesh with the game’s evolving vision. “While those elements are cool, they’re common in open-world games and weren’t essential for us,” he remarked, noting the only time they’d consider reviving them would be for something like an Initial D-inspired DLC.

As they gear up for the game’s launch later this year, the team is buoyant. “For a small team, what we’ve accomplished is huge,” Crabtree expressed, reflecting on his countless playthroughs yet still finding things that bring a smile. “With Paradise Killer, I felt this excitement closer to launch, but this time, it’s been there for longer.”

Noy shared similar sentiments: “I’ve fallen in love with these characters, and I know others will too.” There’s a hint of nerves knowing they’re relying on players to embrace their vision, but after the success of Paradise Killer, they’re confident. “We’ve crafted the game we envisioned,” Clarke Smith concluded, “And given how well-received our previous work was, we believe players will really connect with it.”

Tags: DevelopmentDevelopersConfidentPreparesTransitionPromiseMascotAgencyPassingBandFreaksBoom
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