Creating the Bahnsen Knights Universe – A Love Letter to Old-School Games and Pulps

  • LCB Game Studio’s third Pixel Pulp, is out now on Xbox.
  • Unique interactive fiction experience merging 20th-century ‘Pulps’ with 80s game aesthetics.
  • A captivating fusion of undercover cop drama, supernatural beliefs, and tornado-chasing road trips.

Bahnsen Knights is the third Pixel Pulp released by LCB Game Studio. A Pixel Pulp is our own way of understanding interactive fiction, trying to bring together two distant elements such as the genre narratives of the early twentieth century— the so-called ‘Pulps’—and the computer games of the 80s, with their limited palettes and with a whole history of possibilities ahead as a medium.

But what we term “Pixel Pulps” is not mere nostalgia; it’s a glimpse into a past that might have been.

History of Bahnsen Knights

In Bahnsen Knights, players assume the role of Boulder, investigating the disappearance of a fellow Agency member by infiltrating the Bahnsen Knights—a cult led by Toni, a former used car salesman. Toni believes that hell is above us, and tornadoes are the devil’s doing. With his Bahnsen Knights, Toni drives his Sierra to conduct ‘road exorcisms’, as a way to fight F5 tornadoes.

As with all Pixel Pulps, Bahnsen Knights aims to craft a gripping narrative experience reminiscent of stories published in pulp magazines from the first half of the 20th Century—stories that refuse to release their grip on readers.

Art of Bahnsen Knights

The starting point was the color palette of the ZX Spectrum console, limited to six colors plus black and white with two levels of brightness. Although the palette can be strident when used in its entirety, this is part of its charm and nostalgia.

To create distinct identities for each game, we reduced the palette to a couple of colors for each Pixel Pulp. Drawing parallels with magazine printing techniques—mixing small dots of two colors to create the illusion of a third color—we aimed to achieve this effect.

In Bahnsen Knights, centered around an undercover cop, saturating everything in red felt appropriate, creating a continuous sense of alertness. Combining it with magenta gives the visuals a vibrant neon 80s quality that complements the story perfectly.

Input in Bahnsen Knights

Our Pixel Pulps use a choice-based input system, extending beyond choose-your-own-adventure decisions to control mini-games. In Bahnsen Knights, this is no different. This system not only aligns with certain game genres we love but also allows us to experiment with game design elements such as time, muscle memory, and reflexes. And like our other Pixel Pulps, Bahnsen Knights includes a variant of a solitaire we designed… Cross Solitaire!

Time in Bahnsen Knights

Time is a crucial element that enhances the gripping nature of the story. As an infiltrated agent, Boulder is always on the verge of discovery, leaving no room for rest.

Experimenting with quick-time events, counters, and other game design resources, we aim to break the passivity of reading an interactive fiction, where time is usually on the player’s side—one of the achievements of the game has to do with this, specifically with the reading time… can you unlock it?

What Could Have Been and What Might be

Our Pixel Pulps – rooted in pulp-like narratives, pixel aesthetics reminiscent of a 1980s that might have been, and a control system that allows itself to experiment as if the video game industry hadn’t already calcified some design practices – are not products of a past we yearn for, but of a past yet to come. We hope you enjoy discovering this little universe of ours!

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