I’m confident that even the most locked in gamer hasn’t played something quite like Neighbors: Suburban Warfare. You can see some influences and similarities to other games - it has the arcadey shooter feel of Team Fortress, the light tactical base building of a survival game, the slapstick physical humor of a Goat Simulator or Just Die Already - all in one anarchic post-WW2 package.
I had a couple of hands-on sessions with it, navigating its team-based homewrecking action, and though its untraditional format will make for some rough first minutes, it was hard not to walk away from the over the top bedlam with a smile.There’s maybe no more antithetical setting for Neighbors: Suburban Warfare’s team-versus-team base-building combat romp than the idyllic, prosperity-pilled 1950’s American suburbs.
But developer Invisible Walls wanted to make a game that was bright and colorful and would be striking at first glance and approachable to a broad audience. “We also had this idea of the neighborhood feud element from day one,” art director Andreas Bech explained. “And for most of the team, the post-war optimism of the ‘50s and ‘60s resonates with that.” The irony of the collective drive towards the presentation of perfectionism leading to individual households going so mad with power that they would sabotage their peers because they look like they might be doing too well was the bedrock for every iteration of Suburban Warfare.
What started off as a game where players would decorate their houses and vandalize their opponents to win top prize at a sort of house pageant turned into a more raucous skirmisher “after it became apparent that [that version of the PvP and PvE] didn't mix,” Invisible Walls CEO David Heldager revealed. “Everyone just wanted to destroy the other’s house.” And so their game morphed into the squad-based hybrid shooter and base-builder that I got my hands on for around an hour with the dev team.