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I was fortunate enough to be invited by Bandai Namco Entertainment Asia to attend a playtest event for Bandai Namco’s mysterious new game. Upon its reveal, I discovered that the game is actually a social deduction game but with the theme of the popular anime Death Note — Death Note: Killer Within. This game combines Death Note’s iconic storyline with Among Us-style social deduction mechanics, creating a true online death mind game. I gotta say, a Werewolf-style deduction battle is the perfect way to capture Death Note’s tense atmosphere.

After the hands-on experience with the game, I also had the chance to attend a Q-and-A session with Death Note Killer Within main producer, Aoba Miyazaki and assistant producer, Kishin Okabe, both of them shared insights into the core experience the development team aims to deliver in this high-stakes Death Note mind game.

Q: What was the inspiration behind designing a werewolf/killer style multiplayer game compared to a more traditional single player action experience?

A: It all started with our interest in DEATH NOTE, which, despite the fact that more than 15 years have passed since the original manga and anime ended, is still extremely popular with people of all ages.

We wanted to create a game that could be enjoyed by a wide range of people, from current fans to those who used to like DEATH NOTE, so we began the game development based on the werewolf game, which is a game genre that is both enjoyable and has a wide appeal, and which also allows you to enjoy the psychological warfare that is characteristic of DEATH NOTE.

Q: What were some of the challenges faced when it came to adapting such a classic and beloved franchise into a game for the modern age?

A: As mentioned above, it was difficult to differentiate this game from conventional werewolf games without destroying the world view of DEATH NOTE.

We struggled to create a well-balanced composition of strong + strong (Kira + Kira follower) vs. strong + weak (L + investigators), but we tried to give both sides various special abilities to balance them out, and we also tried to design the difficulty level so that players who were new to the game wouldn’t have too much trouble understanding it.

Q: The art style is pretty interesting, blending anime-style with some sort of chibi super deformed models. Could you explain the rationale behind this and did you ever consider creating this in full anime style where most people who watched the anime would recognize it more?

A: We have created a default avatar based on the finger puppets used by Near in the anime and comic.

In the game, the player becomes a new Kira or L, and using finger puppets on the board of the table game, we wanted players to enjoy the strategy of doubting, deceiving, and finding out about each other, so we first created a default finger puppet avatar based on the finger puppets used by Near in the original anime and manga.

On top of that, we created a design for a deformed character that was well-balanced with the finger puppets and suitable for playing it like a board game.

We also considered an anime style (interpreted as using the actual anime characters), but in the end, we decided on the current design, aiming for a balance between the tension of DEATH NOTE and the friendliness of a game, with the way the finger puppets and deformed avatars are used in the game, and the way the game’s judgment scenes have an eerie atmosphere but are also somehow funny.

Q: The game’s mechanics are unique and complex, which makes it interesting. However, they can be a little complicated to understand – what were your thought processes behind them? How did you decide on the final set of mechanics?

A: While following the traditional rules of the werewolf game, we also tried to differentiate it, and we worked on the game system so that the power balance between the two teams would be equal without disrupting the world view of DEATH NOTE.

Therefore, at first glance, it may seem like there are a lot of complicated elements, but we hope that you will deepen your understanding of each element as you play with your friends, and experience the joy of being able to skillfully use the special abilities of Kira and L.

In addition, of course, we also provide tutorials and tips to help you with each element.

Q: How did the team balance the abilities on both sides to ensure an evenly enjoyable play experience?

A: While based on the traditional werewolf game, we stuck to the unique structure of this game, where the strong (werewolves) are not pitted against the weak (citizens), but rather the strong + strong (Kira + Kira follower) are pitted against the strong + weak (L + investigators).

We set L, who is opposite Kira, as a strong role who can advantageously drive investigations and deductions, and we set the Kira follower as allies who can powerfully help Kira find and kill L.

While following the world view of DEATH NOTE, we tried to differentiate it from the traditional werewolf game and adjusted the balance so that the power balance between the two sides would be equal.

Q: What is the development team’s intended balance ratio of Kira team vs L team? Based on our playtests, Kira’s team seems to have a significant advantage. Could you talk us through the decision as to why you made 4 players the minimum number to enjoy the game?

A: Yeah, during the development, the adjustments we made were more focused on balancing the game when played with the maximum number of players, rather than the minimum number of players. So, due to the number of players, the playtest was a match between the Kira/Kira followers and the L/investigators, with a total of 4 players. However, as this game is designed for 4 to 10 players, as you questioned, the balance of the win rate will fluctuate slightly depending on the number of players.

Since playing with 4 players is the minimum number of players, we think that the experience will change if you play with a larger number of players, but basically, we adjusted the game so that the win rate would be 50-50 between the Kira camp and the L camp.

Also, it is possible to set the game so that there are no Kira follower, so when playing with four people, it is also possible to play with a balance of Kira vs. L and two investigators.

We will be constantly discussing various ideas for strategy with the development team based on the world of DEATH NOTE, and we plan to check how users play the game and their requests after the service starts.

Q: It seems that Kira and his followers are strong when there are only a few players. How is the development team approaching the balance for this game?

A: The current specifications were decided after repeated test plays by the development team, taking into account the win rate and balance.

Basically, as the number of players increases, so does the number of investigators, so if someone in Team L has information about who is on the same team, the killer’s side will be at a huge disadvantage.

For this reason, Kira and the Kira Follower who are in a small team so from the start they can see each other. On the other hand, Team L can use the “Vindicating Evidence”, a Command Card, or give investigation instructions and see how things turn out, and can also determine who is part of the team as part of their reasoning.

The game’s overall balance is based on this premise, and is in its current form.

Q: After we know who the Kira is, we can’t actually do anything since there are no Urgent Meeting features to skip to Meeting Phase. How would you intend to solve this problem?

A: So, from another POV, we think this is also still a chance for Kira follower to deceive other players.

Even after Kira’s true identity is revealed, Kira can transfer the Death Note to a Kira follower, and even if he is arrested in the next Meeting Phase, he can avoid the game over, or he can use brute force to judge L in the remaining time before the game moves to the Meeting Phase, and I think this is one opportunity that creates ups and downs in gameplay.

We are working to balance the power between the Kira and L teams, including these elements, but we are constantly discussing various ideas for strategy with the development team based on the world of DEATH NOTE, and we plan to check how users are playing the game and their requests after the service starts.

Q: With the heavy themes of tension and manipulation in Death Note, how do you balance maintaining that suspense while ensuring the game remains fun and accessible to a broad audience?

A: While aiming for a tense psychological battle between Kira and L over the Death Note, similar to the DEATH NOTE manga and anime, we also aimed for a balance between tension and friendliness, with the use of finger puppets and deformed avatars, and the presentation of the judgment, which is eerie but also somewhat funny.

Q: The concept of Death Note lends itself well to this type of game, but the action phase feels too linear and repetitive. Can we expect more activities at a later point and if so, can you maybe share something we can look forward to?

A: In order to allow players to concentrate on their deductions and psychological battles, each action is kept simple, but in return, there are a variety of actions available to Kira, Kira believers and L, such as “Command Cards”, “Transceiver” between Team Kira’s members”, “Transfer of the Death Note”, L’s “ Joint Investigation”, “surveillance Cameras”, “Meeting Guide”, and other actions that can be taken in key positions are considered to be on a par with titles in similar genres.

However, we are constantly discussing various bargaining ideas with the development team based on the world view of “DEATH NOTE”, and we plan to check how users play the game and their requests after the service starts.

Q: How did all the feedback from Death Note fans over the years influence the development of Killer Within, if there’s any? Let’s say, were there any particular elements from the Death Note IP that are fans’ favourite that will be introduced in the game?

A: As mentioned above, we have looked into the secret of the enduring popularity of DEATH NOTE, which is still loved by fans today, and we believe that the core of its appeal lies in the world view revolving around the Death Note, which is highly attractive, as well as the deep psychological battles and exchanges of deception and psychology within the story.

We have incorporated the settings, world view and atmosphere of the story into a game that allows you to enjoy a new experience as Kira or L.

Q: Why did you decide to have this game as a Online Social Deduction? The genre was popular back when the pandemic took place as people were always online due to lock down and looking to socialise with others. However, the genre is no longer as popular now that we’ve returned to normal.

A: Although this was a genre that enjoyed explosive popularity during the COVID pandemic, it has since become established as a genre in its own right, and we believe that it is still popular today due to the low hurdle to entry.

We created this game because we thought that this genre was the most suitable for recreating the settings and world view of DEATH NOTE while also allowing players to enjoy interactive gameplay with each other.

Q: This question is to Aoba Miyazaki san: Most of your games are anime related, and action related. What was the reason behind making a social deduction game? Why DEATH NOTE?

Aoba Miyazaki: I always think about what kind of gameplay will be fun for IP fans. We develop titles by thinking about what genre will allow players to experience the world of the IP in the game. After the COVID situation, we saw an opportunity to develop DEATH NOTE, which we had always wanted to turn into a game, and I am now developing this title with the team.

Q: On a personal level, what was most satisfying about making the game?

Kishin Okabe: Personally, I’m really satisfied with the wide range of customization options. In this game, you can customize your avatar to your heart’s content, choosing from a variety of headgear, eyes, mouths, backs, right/left hands, both hands, and pets.

You can customize your avatar to your liking, whether you want a cool-looking avatar, a cute avatar, or an avatar that makes you giggle, and whichever you choose will look great at key points during the game. When we playtest within the development team, we can’t help but smile when we see interesting customizations in the justice and arrest animations.

Also, some of the avatars that we sell as DLC have special motions, and seeing them in-game personally raises my spirits.

Q: I think the task is quite simple to complete compared to other Online Social Deduction games. Do you have any plans to make it a little complicated?

A: The difficulty of this game is particularly affected by the playing of key roles such as Kira and L.

During the testing phase within the development team, the playing skills of Kira and L were also honed, and they are now playing challenging games every day, with many games that are not straightforward. As you improve your skills, the fun of the game will also increase, so we hope you will enjoy the game repeatedly, but you can also customize the game in detail in the room settings, and it is also possible to adjust the difficulty level between players from these settings.

Q: Aside from the online social deduction gameplay, what are the most standout features that will make Death Note fans want to play this game?

A: We have incorporated various mechanisms into the gameplay that allow you to experience the atmosphere and worldview of “DEATH NOTE”.

The tension of not being able to let your guard down at any moment, such as “they might find out who I am” or “I don’t know when I’ll be judged by the Death Note”, and the somewhat unsettling atmosphere of the maps, etc., we have incorporated the kind of atmosphere that the characters in the anime actually experienced into.

In addition, there are also cut-ins, direction, and voice acting based on famous scenes from the anime and manga, and other features that DEATH NOTE fans will love.

Q: Are there plans to introduce any additional game modes beyond the core gameplay? If so, what kinds of new experiences could players look forward to in future updates?

A: We are constantly discussing various ideas with the development team based on the world view of DEATH NOTE, this included future content as well!

Q: The game is going to launch on PS4, PS5 and Steam. Is there a reason why only those platforms were chosen?

A: In this title, we are aiming at the main target audience of werewolf-type game fans who have always liked DEATH NOTE, so we selected the platform in consideration of the user attributes, such as age group.

Another reason for this decision was that, due to the nature of the game, we felt it would be more suitable to play it on each individual console rather than bringing together a group of consoles to play it. There is a possibility that we will consider adding or porting the game to other platforms depending on how users play the game and what they request after the service begins.

Q: Were the original cast of seiyū (Japanese Voice Actor) brought back in to record new voice lines? If yes, how was the experience like working with them?

A: The voices in this game are newly recorded.Despite being a game that is over 15 years old, the voices for the famous scenes and play assists have been recorded at a high quality that is unchanged from when the anime was broadcast.

To clarify, the voice actors are the same as in the anime: Light Yagami (Kira) – Mamoru Miyano, L – Kappei Yamaguchi, Misa – Aya Hirano

Q: Were you and the other team members already fans of Death Note? If yes, how do you feel about making a game based on it?

A: Most of us were following the original Death Note manga and anime as they were being developed in real-time. As we were developing the game and considering the promotion, we often referred to the original manga and anime, and each of us, as fans of the IP, had a fan’s perspective and approached the product with sincerity, thinking about how to incorporate elements that would please the fans of the IP.

Q: Can people who have never watched Death Note enjoy this game? What message would you like to send to new gamers who may not be familiar with the series?

A: As mentioned above, we have designed the game with a low barrier to entry, so that even those who are not familiar with DEATH NOTE can enjoy it, including the balance and difficulty. In addition, we have added explanations to the tutorial so that even those who are not familiar with DEATH NOTE can understand the basics, so we recommend that you play through the tutorial mode.

We also hope that after playing the game, you will also have a chance to read the original DEATH NOTE manga and watch the anime!

Nmia Gaming - Editor Andrew L