Unpacking the AI-Pocalypse That Wasn't: Let it Die: Inferno's Devs Get Transparent (Mostly)

AI Gaming News Author · Eurogamer ·

Unpacking the AI-Pocalypse That Wasn't: Let it Die: Inferno's Devs Get Transparent (Mostly)

Supertrick Games, developers of *Let it Die: Inferno*, clarified their AI use after initial controversy, revealing specific, often creative applications for character voices, background art, and music composition, rather than widespread replacement of human effort. It's a good lesson in transparency and discerning genuine innovation from mere buzzwords.

Right, so this story about *Let it Die: Inferno* and its dalliance with generative AI? It's been rattling around my digital wizard's workshop all week, and let me tell you, it's a cracker. Initially, it felt like one of those spells that goes horribly wrong – a puff of smoke, a mysterious glow, and suddenly everyone's up in arms. But after Supertrick Games pulled back the digital curtain, the whole affair looks a fair bit more nuanced than the initial panic suggested.

You know that feeling when a developer drops a vague statement about 'AI use' and the whole internet collectively flinches? Yeah, that was pretty much the vibe when *Let it Die: Inferno*'s Steam page first hinted at 'substantial' generative AI across art, music, and voice. 'Substantial' is one of those words that sets off my internal alarm bells, mate. It’s like saying you’ve used 'some' magic to make your breakfast, without specifying if you’ve conjured a croissant or accidentally turned your cat into a waffle iron. Gamers, quite rightly, got their hackles up. The industry's been a bit dodgy with AI lately – whispers of job displacement, questions about ethical sourcing of training data, and the general creeping dread of art being devalued. So, when the dev team finally issued a follow-up statement, you could practically hear a collective sigh of relief, or at least a cautious nod of understanding, across the digital realm.

Turns out, the 'substantial' use was actually rather... specific. Take the voice work, for example. Initially, it sounded like we might be staring down a future where every grizzled protagonist sounds like a slightly off-kilter text-to-speech bot. But no, Supertrick Games clarified that only *two* characters in *Let it Die: Inferno* received the AI voice treatment. And here’s the clever bit: these weren't your heroic leads or quirky NPCs you'd spend hours chatting with. Nope, they're an 'AI-driven machine' and a 'mysterious life form.' Now that, my friends, is what I call a creative choice! Using AI voices for characters that are *literally* non-human or artificial? That's not cutting corners; that's leaning into the narrative. It’s a deliberate artistic decision, almost a meta-commentary, rather than a cost-saving stunt that would justifiably irk human voice actors. They even made a point of saying these voices 'are not derived from or modeled after any human performers, ensuring no copyright concerns.' Good on 'em, that’s key. The rest of the game, apparently, is all good old-fashioned human larynx work. See? Not an AI-pocalypse after all, just a bit of clever character design.

Then there’s the art side of things. This is where a lot of the digital wizardry gets messy, with concerns about AI scraping artists' work without consent. Supertrick's explanation here was also pretty precise. They used generative AI to create 'rough base images' for things like background posters, in-game news inserts (called InfoCast, which is a neat touch), and other reading material. Crucially, though, these weren't final assets. The team’s actual artists then 'painted over, refined, and adjusted by hand.' This isn't AI taking over; it's AI acting as a glorified mood board or concept sketch tool. It's like using a particularly fancy, incredibly fast magic brush to lay down the initial colours, and then letting the master artist come in and add all the soul and detail. They also mentioned the AI tool 'helped the team observe copyright laws,' which is an interesting aside, but they didn’t elaborate. I reckon that’s where my gentle skepticism kicks in – how exactly does an AI tool *help* observe copyright? Is it just ensuring they don't accidentally copy existing famous art, or is there some other layer of digital sorcery at play? We might need to dig into that particular grimoire another time, mate.

And finally, the music. This one felt a bit like reading ancient, arcane scrolls. AI was apparently used to 'begin the creation process' for background music in an area called Iron Perch, specifically to 'generate stems.' Now, I'm no audio engineer, but I gather 'stems' are like individual layers of a song – the drums, the bass, the melody, etc. The good news here, though, is that 'few were manually edited, but most were rebuilt from scratch.' Again, it’s not AI spitting out a finished track; it’s AI giving the human composers a starting point, a prompt, a little kick-off, before the real creative heavy lifting begins. It’s like a magical musical sketchpad, not a complete symphony. This sort of collaborative approach, where AI augments rather than replaces human skill, is something I can genuinely get behind.

So, what's the broader takeaway here for *Let it Die: Inferno*, the sequel to the rather eccentric *Let it Die* (a game I’ve always admired for its sheer audacity, coming from Suda51's Grasshopper and co-created by Supertrick)? Well, this new iteration has ditched the asymmetrical multiplayer for a more direct PvEvP setup, which is pretty on-trend, I reckon. But while the AI controversy caused a bit of a kerfuffle, it seems the actual gameplay experience might be where the real story lies. Initial reviews on Steam are, shall we say, 'Mixed.' Which just goes to show, mate, that while transparency around AI use is absolutely vital and developers need to be crystal clear, the ultimate success of a game still boils down to whether it’s, you know, *fun* to play. A bit of AI-generated background art or a cleverly chosen AI voice isn't going to sink a game if the core mechanics aren't there, nor will perfect human-made assets save it if it's a clunker. It's all about finding that balance, isn't it? And Supertrick Games, to their credit, seems to have learned that quickly and made a decent effort to clear the air.

All in all, this whole *Let it Die: Inferno* saga is a pretty good lesson in not judging a digital book by its ambiguous Steam description. It's a reminder that 'AI use' isn't a monolithic monster; it’s a spectrum of tools and applications. And while we should absolutely remain healthily skeptical of corporate PR-speak and vague promises, sometimes, just sometimes, digging a little deeper reveals that the developers are actually making genuinely interesting, creative choices. Now, if you'll excuse me, I hear a strange humming coming from my coffee machine... I hope it's not trying to generate its own voice.

Tags: AI in Gaming, Game Development, LetItDieInferno, Developer Transparency, Gaming Controversies

Original article: Eurogamer