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PAX East 2024: Interview With Finish Line Games’ Daniel Posner On Robots At Midnight

8–11 minutes

At this year’s PAX East, Corey and Ed played Finish Line Games’ newest project Robots At Midnight. It’s the company’s fourth game and third IP created. 

Robots At Midnight is an action RPG that takes place in the world of Yob. Players control Zoe, who must learn about her past and why the robots she encounters are trying to destroy her and the rest of humanity. Players will fight, explore, and craft better weapons and armor to progress in the dangerous world of Yob.

Corey and Ed spoke to the Cofounder and CEO Daniel Posner about Robots At Midnight, the mechanics of the game, and how action-style gamers can approach the game.

A Chat With Daniel Posner of Finish Line Games

Ed: When did the team start development on Robots At Midnight?

Daniel: We actually threw away a couple of prototypes. We felt that they weren’t hitting the mark. This iteration you’re playing was created in 12-14 months. Over a year now.

Ed: With the way this game looks, it gives me a Beyond Good And Evil feel to it. Has anyone mentioned that to you?

Daniel: People have mentioned that here at the show.

Corey (while playing the demo): Ed? There’s a dash in the game. I’m sold.

Ed: Oh, I love that. How do you improve Zoe in the game?

Daniel: You collect your armor through jackets. In this demo, you’ll get a leather jacket. Your weapons will feel unique in how they’re balanced, how quickly you can swing, the type of damage it does, and how they look in style. We want people to go into battle with style.

Ed: Will you be able to customize your weapon through crafting?

Daniel: Yes. There will be a crafting bench in the final game. You’ll be able to take weapons to your home base and improve them. There will also be vending machines where you can use tokens to buy, sell your weapons, and trade for different items.

Ed: Will this game contain side quests throughout your adventure?

Daniel: Yes. Not every mission will be mandatory but if you want the full story, and learn about the lore, or just want to complete everything in the game, it will be there for players to check out.

Ed: How long will it take to complete the main story? 

Daniel: We are targeting a 20+ hour adventure. 

Corey: Perfect! For a dad who has kids. That is perfect

Daniel: That’s great (laughs) We can make it lower if we want. 

(Ed laughs.)

Corey: I want you all to make the game you want to make. For me, that’s a sweet spot! Going back to the weapons, if you find a weapon you like, can you go back and upgrade it and just stick to that weapon?

Daniel: Yes

Corey: Great! So you’re not forced to use a weapon you don’t like?

Daniel: We want players to have agency in the game. Again, you’ll find different weapons and learn different skills throughout the game. When you’re at a campfire, you can equip yourself with your weapon of choice and replay boss fights with that weapon.

Image Credit: Finish Line Games

Ed: What engine are you using for Robots At Midnight?

Daniel: We are using Unreal Engine 5

Ed: Oh nice! You’re the first developer I met who is using it here at PAX for their game.

Daniel: We used Unreal before and we kind of understand it. It’s flexible which could cause some trouble at times but we have navigated through it to understand it better.

Ed: Is this your debut game?

Daniel: Oh, no! It’s our fourth game and third new IP.

Ed: Oh, nice! Will you be able to loot from enemies throughout the game?

Daniel: Yes, you will.

(Daniel and Ed watch Corey loot some items from some defeated robots on the screen).

Ed: How many areas will be in the game to explore?

Daniel: We’re hoping to have close to six areas in the game. There’ll be some dungeons and some underground places you can explore.

Ed: Will there be any blueprints for crafting in the game?

Daniel: No. You’ll be able to see what you can use while crafting.

Ed: Can players expect some form of replayability when they finish the game?

Daniel: We’re hoping to have some replay value to the game. Things like New Game+ mode or a harder difficulty. If you complete the game.

(Daniel gives Corey some tips while fighting an enemy, and with determination, Corey beats the enemy. Ed, Daniel, and Corey celebrate.)

Image Credit: Finish Line Games

Ed: So I have to ask, while you’re developing this game, what is your go-to snack?

Daniel: I am a popcorn guy. When I’m working on this game, I have a bowl of popcorn right by my side. 

Ed: YES! Do you do caramel, cheese, or just regular popcorn?

Daniel: I make it on the stove. I’m a purist. I shake that pot and make my popcorn.

(Corey and Ed switch places. Ed plays the game while Corey asks Daniel questions.)

Corey: So I picked up a credit card from a boss I fought and was wondering what it does?

Daniel: So the credit card gives you extra tokens. A key card will let you access certain facilities.

Corey: I like the visual elements of this game. I’m not a Souls player but I do like the combat being on the triggers. Are you aiming for a soul experience or is it inspired by?

Daniel: It’s inspired by.  We want it to have depth for players who love that style of gaming. We’re aiming to make it a mainstream accessible world where anyone can pick up and play. We can’t compete with the bigger Souls games.

Corey: Nor should you have to. It’s good to have a game like this to appeal to more people. Some Souls games feel dark and heavy but this game feels colorful and light for me to enjoy. I’m a Breath of The Wild fan and this game’s color palette drew me in because of that. Another game here at PAX called Fera has that light and colorful art and brightness to it that I like also. I can play this because it’s more inviting and fun.

Daniel: You are our target audience then (joyous laugh).

Corey: Great! So why are the robots attacking you?

Daniel: The premise of the game is that you’re on a planet called Yob. It used to be a luxury planet built by robots for humans. At some point, the robots took over. There was a cosmic event that corrupted some of them. You do have some that are still friendly and will help you on your journey. Throughout the adventures, you’ll see some of their story and see how they were before they were corrupted.

Corey: I noticed you have a robot buddy in your backpack.

Daniel: Yes! He’ll speak to you, give you tips, and help out at times.

Corey: Can….can you give him a turret?

Daniel: You want to give us an idea? (big laugh)

Corey: YEAH! 

Daniel: So while he takes flight, you want him to shoot?

Corey: Yeah! I am a big fan of games that have some kind of multiplayer element in a single-player game. A helper bot that assists you while you are fighting.

Daniel: Oh! I imagine that might make it in the final game.

Corey: Awesome. I would love a little robot that can distract the bosses while i find a way to attack them. Maybe one can be a decoy.

(Daniel chuckles a bit)

Image Credit: Finish Line Games

Corey: I got to say, the combat feels so fluid. Thank you for making this game feel so welcoming.

Daniel: Thank you. That means so much.

Corey: We’re both gameplay-first people. 

Daniel: So we spent a bulk of development time on character, camera control, and the combat. We’re now working on some of the RPG elements so we’re around 95% done on the system development. 

Ed: So I have to ask? I am a Devil May Cry and Bayonetta player. A stylish action player. How do these type of players transition from that style of gameplay to this game?

Daniel: That’s a great question. So every video game has its unique style. For this game, if you take some time with it, you be able to adjust to the difficulty over time. You’ll be able to feel it out and be more strategic in your execution. It’s a learning curve but over time, you’ll be able to fight enemies and bosses with the right weapons, abilities, and more.

Corey: Are you thinking of having a Mega Man element in the game? For example, some bosses are weak because of the element or weapon that you’re using in the fight.

Daniel: Yes but you will have to figure out what works.

(As Ed is playing and getting pummeled, Daniel comes over and helps Ed out with extra health.)

Corey: Can I get that mode in the game?

Daniel: Corey Mode! (he laughs)

Corey: Yeah!!

Image Credit: Finish Line Games

Ed: Can you customize the controls?

Daniel: Oh yes!!

(Daniel gives Ed some tips to fight a boss and after some tries, Ed completes it! After a cutscene happens, the demo ends.)

Corey: Thank you for this time and for letting us play this game. It truly speaks to me.

Ed: I can’t wait to play more of it and learn the strategies.

Daniel: Thank you so much, guys. I truly appreciate it. 

Robots At Midnight is planned for Xbox Series X and S, Steam, and Windows. You can wishlist the game on Steam and check out the website.

Once again, thank you to Daniel Posner for allowing us to spend time with Robots At Midnight and speaking to us about the game.

Feature Image: Finish Line Games (via IGN)


The Boss Rush Podcast – A Podcast About Video Games

The Boss Rush Podcast is the flagship podcast of The Boss Rush Network and Boss Rush Media. Each week, hosts Corey DirrigStephanie KlimovLeRon Dawkins, and Pat Klein come together with their friends, colleagues, and fellow creators to talk about their week in video games, discuss industry topics, conduct interviews, answer listener questions, and more. New episodes every Monday. Get each episode one week early and more perks over on the Boss Rush Network Patreon page.

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The Xbox Summer Showcase has come and gone, and Xbox delivered one of its strongest presentations in years.This week on Xbox Casuals, Corey Dirrig and Josh Finney break down everything from the Xbox Summer Showcase, including the latest looks at Gears of War: E-Day, Fable, Halo: Combat Evolved Remake, Clockwork Revolution, and much more.The duo also dives into Xbox’s growing partnership with SEGA, the reveal of Persona 4 Revival, rumors surrounding Persona 6, the return of Crazy Taxi, and the stunning new translucent Xbox Series X special edition console.All this and more on Xbox Casuals.This and more on Xbox Casuals: An Xbox Podcast.Join our communities:⁠⁠⁠Boss Rush Community Discord⁠⁠⁠ ⁠⁠⁠Tower Casuals Destiny Discord⁠⁠⁠Follow our Hosts: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Corey Dirrig⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, Founder of Boss Rush Media, ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Tower Casuals: The Destiny Podcast⁠,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ and the ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Boss Rush Network⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Josh Finney⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, cofounder and cohost of ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Tower Casuals: The Destiny Podcast⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠. 

Silent Hill 2, Pragmata Gameplay, and Weird Tomodachi Life Moments - Boss Rush Gamescast - A Gameplay Discussion Podcast

On this episode of Gamescast, Stoy Jovic, Pat Klein, and Just Taylor bounce between great discussions and lighthearted fun, breaking down Pragmata’s gameplay-first design, unpacking the symbolism behind Silent Hill 2 Remake, and sharing stories from the unpredictable world of Tomodachi Life. Along the way, they dig into game collecting trends, recent pickups, and personal favorites, blending thoughtful discussion with real gamer experiences for a well-rounded and entertaining episode.Join the ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Boss Rush Network Community Discord⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Follow Boss Rush Network: Follow Boss Rush Network on ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠X/Twitter⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Bluesky⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Facebook⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠LinkedIn⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Threads⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, and ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Instagram⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Support Boss Rush Network:Support Boss Rush on ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Patreon⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ and buy merch on our ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Store.⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Subscribe to ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Boss Rush on YouTube⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ and visit our ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠website at BossRush.net⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ for more great content.Thank you for your Support!

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