{"id":1625445,"date":"2026-07-05T20:04:49","date_gmt":"2026-07-05T20:04:49","guid":{"rendered":"http:\/\/qveh7RgHorukNMP9wcRqw7"},"modified":"2026-07-05T20:04:49","modified_gmt":"2026-07-05T20:04:49","slug":"brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay\/","title":{"rendered":"Brigador devs think it&#8217;s crucial that their abrasive, hardcore mech sims aren&#8217;t for everyone: &#8216;I think we make boy slop, but that&#8217;s okay&#8217;"},"content":{"rendered":"<article>\n<p>When I recently spoke to Stellar Jockeys lead artist Jack Monahan and lead designer Hugh Monahan about Brigador Killers, a big focus for me was approachability versus depth. Most of my favorite games are super-crusty and complex RPGs or immersive sims, and the studios that made them\u2060\u2014Troika, Looking Glass, Obsidian, to name a few\u2060\u2014often found sustained financial success difficult or impossible.<\/p>\n<p>You need some level of mainstream buy-in to keep the lights on, but something that&#8217;s too focus-tested or homogenized won&#8217;t please anyone. Stellar Jockeys&#8217; first game, Brigador, is a hardcore mech sim that initially bombed sales-wise, but is now a cult classic, so the Monahans are well-positioned to comment on the subject.<\/p>\n<p>I appreciated the philosophical stance they had toward people who bounce off Brigador and Killers. &#8220;We love our games, we&#8217;re very in this world,&#8221; said Jack, &#8220;But you only need to have an encounter with your mom or someone else&#8217;s mom to realize none of this makes sense, and we&#8217;re all speaking Greek all the time.&#8221;<\/p>\n<p>They see getting people to buy into it all as a design challenge, but don&#8217;t begrudge the ones for whom it doesn&#8217;t click. &#8220;We had a vtuber recently, she streamed Brigador Killers,&#8221; Jack recalled. &#8220;It wasn&#8217;t quite her [thing]. She&#8217;s very polite. She said, &#8216;This is not really for me.&#8217;<\/p>\n<p>&#8220;People kept asking her in the chat \u2026 And she just goes, &#8216;I don&#8217;t care about mechs! I care about the engineers! I care about the people who pilot them! Give me that stuff. All this mech stuff, it&#8217;s all boy slop!&#8217; <\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"high\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/D0mQOEBMytc\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>&#8220;I think we make boy slop, but that&#8217;s okay. First of all, somebody&#8217;s got to do it, but I think for us, it&#8217;s the willingness to get that crunchy with stuff.&#8221;<\/p>\n<h2 id=\"hardcore\">Hardcore<\/h2>\n<p>Even if a lot of players may not pick up what they&#8217;re putting down, Jack argued that there&#8217;s just not enough room in the current market for games that aren&#8217;t born of real passion, and that creative compromises can also have unintended side effects.<\/p>\n<p>&#8220;I think the great irony is that, when you&#8217;re trying to deliver what you think people want, you&#8217;re actually holding a weird mirror not to them, but to yourself,&#8221; he said. &#8220;It creates this weird inversion of saying, &#8216;Actually, I think you&#8217;re idiots, and I think you&#8217;re idiots in this way, and so here&#8217;s what I think idiots want.'&#8221;<\/p>\n<p>And no matter what, Jack argued, creators can&#8217;t help but leave a thumbprint on their work, whether they intend to or not. As an example, he pointed to the 50+ &#8217;90s-style, pre-rendered portraits in Brigador. Jack recalled a fan telling him &#8220;Oh, they&#8217;ve got your cheekbones&#8221;\u2014without intending to, the artist had inadvertently given a similar profile of cheekbones to his own to every character in the game.<\/p>\n<p>&#8220;You don&#8217;t really have a choice,&#8221; Jack concluded. &#8220;Be honest, be true, because it&#8217;s all going to come leaking out one way or another, either in a good way\u2060\u2014which is to say, the stuff you&#8217;re really into. Don&#8217;t pretend like you&#8217;re not into stuff, it comes out anyway.&#8221;<\/p>\n<h2 id=\"min-spec-player\">Min spec player<\/h2>\n<p>Hugh Monahan told me he thinks of approachability and difficulty in a similar way to reading comprehension. He cited the influential sci-fi author Ursula K. Le Guin as someone who produced works of great depth that were approachable for a wide audience of readers, while the Russian novelist Fyodor Dostoevsky, by contrast, was a genius who wrote extremely challenging literature.<\/p>\n<p>If we take The Left Hand of Darkness as Baldur&#8217;s Gate 3, I guess the Brothers Karamazov can be, I dunno, <a href=\"https:\/\/www.pcgamer.com\/games\/the-elder-scrolls\/the-elder-scrolls-ii-daggerfall-review\/\" target=\"_blank\">Daggerfall<\/a>? <a href=\"https:\/\/www.youtube.com\/watch?v=CjDylyH0MVw\" target=\"_blank\">CyberMage: Darklight Awakening<\/a>? Fallout developer Tim Cain expressed a similar idea as the &#8220;<a href=\"https:\/\/www.youtube.com\/watch?v=vD_wH0Qp4Vw\" target=\"_blank\">minimum player spec<\/a>:&#8221; What&#8217;s the minimum amount of prior videogame knowledge someone needs to complete\u2060\u2014let alone enjoy\u2060\u2014a given game?<\/p>\n<figure role=\"gallery\">\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/07\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay.jpg\" alt=\"A mech blasts a fortified police position in Brigador Killers\" \/><figcaption><small role=\"credit\">Stellar Jockeys<\/small><\/figcaption><\/figure>\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/07\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay-1.jpg\" alt=\"Brigador Killers screenshot showing approach to large deco building\" \/><figcaption><small role=\"credit\">Stellar Jockeys<\/small><\/figcaption><\/figure>\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/07\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay-2.jpg\" alt=\"Brigador Killers gameplay pinball mech approaching city text: \"TAKE WHAT THEY TOOK FROM YOU\"\" \/><figcaption><small role=\"credit\">Stellar Jockeys<\/small><\/figcaption><\/figure>\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/07\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay-3.jpg\" alt=\"Brigador Killers inventory icon double barreled shotgun with underslung attachment\" \/><figcaption><small role=\"credit\">Stellar Jockeys<\/small><\/figcaption><\/figure>\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/07\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay-4.jpg\" alt=\"Brigador Killers screenshot moody nighttime scene\" \/><figcaption><small role=\"credit\">Stellar Jockeys<\/small><\/figcaption><\/figure>\n<\/figure>\n<p>Much as his brother feels you shouldn&#8217;t dilute a creative vision to meet market demands, Hugh argued that challenge and complexity are key not only to making games more memorable, but also getting communities to form around them. <\/p>\n<p>&#8220;If Dark Souls were an easier game, you would not have nearly as vociferous of a community around it,&#8221; he said. &#8220;It&#8217;s tough, because if there&#8217;s a barrier to entry, that means people aren&#8217;t going to make it through the barrier \u2026 But by making it something that is difficult to earn, if someone is willing to overcome that hump, then that&#8217;s an implicit in-community.<\/p>\n<p>&#8220;You actually need some of that friction in order to help build more of an identity amongst the players, and that&#8217;s something I feel like I&#8217;m starting to really come to understand now after working as a designer for 15 years. But I&#8217;m sure I can look back on this in 10 years and go, &#8216;What an idiot.&#8217; But you know, taking steps.&#8221;<\/p>\n<p>Stellar Jockeys&#8217; first game, <a href=\"https:\/\/store.steampowered.com\/app\/274500\/Brigador_UpArmored_Edition\/\" target=\"_blank\">Brigador, is currently $6.50<\/a> in the Steam Summer sale. Brigador Killers does not yet have a release window, but you can wishlist it and try the demo on <a href=\"https:\/\/store.steampowered.com\/app\/903930\/Brigador_Killers\/\" target=\"_blank\">Steam<\/a>. <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/brigador-killers-smacked-me-in-the-mouth-by-making-me-level-a-city-and-kill-the-protagonists-of-the-first-game-and-i-cant-wait-for-more\/\" target=\"_blank\">I loved that demo<\/a>, and Killers also boasts one of my favorite game mechanics: It&#8217;s a <a href=\"https:\/\/www.pcgamer.com\/games\/action\/why-do-mech-games-rarely-let-you-leave-the-cockpit-brigador-killers-devs-joke-that-the-feature-added-five-years-of-development-time\/\" target=\"_blank\">mech game where you can get out of the mech<\/a>.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>When I recently spoke to Stellar Jockeys lead artist Jack Monahan and lead designer Hugh Monahan about Brigador Killers, a big focus for me was approachability versus depth. Most of my favorite games are super-crusty and complex RPGs or immersive sims, and the studios that made them\u2060\u2014Troika, Looking Glass, Obsidian, to name a few\u2060\u2014often found sustained financial success difficult or impossible. You need some level of mainstream buy-in to keep the lights on, but something that&#8217;s too focus-tested or homogenized won&#8217;t please anyone. Stellar Jockeys&#8217; first game, Brigador, is a hardcore mech sim that initially bombed sales-wise, but is now a cult classic, so the Monahans are well-positioned to comment on the subject. I appreciated the philosophical stance they had toward people who bounce off&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1625446,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,787],"class_list":["post-1625445","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-third-person-shooter"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.9 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Brigador devs think it&#039;s crucial that their abrasive, hardcore mech sims aren&#039;t for everyone: &#039;I think we make boy slop, but that&#039;s okay&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"When I recently spoke to Stellar Jockeys lead artist Jack Monahan and lead designer Hugh Monahan about Brigador Killers, a big focus for me was\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/brigador-devs-think-its-crucial-that-their-abrasive-hardcore-mech-sims-arent-for-everyone-i-think-we-make-boy-slop-but-thats-okay\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Brigador devs think it&#039;s crucial that their abrasive, hardcore mech sims aren&#039;t for everyone: &#039;I think we make boy slop, but that&#039;s okay&#039; | Arcader News\" \/>\n<meta property=\"og:description\" content=\"When I recently spoke to Stellar Jockeys lead artist Jack 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