Now based in Sheffield, the Browns are working out of their sister's flat under the studio name Boneloaf. It is super knowing about how silly this genre is, but also how compelling the great brawlers were, and how they relied on pinpoint controls and lively environments. Most of those cabinets are gone now, replaced by gambling machines and bingo, but Gang Beasts pays homage to those dumb yet compelling artifacts of pixellated violence. They grew up in the coastal town of Redcar, where, as teens, they pumped coins into classic multplayer brawlers like Gauntlet, Teenage Mutant Ninja Turtles and Double Dragon. The thing is, the Brown brothers were sort of born to make Gang Beasts. And in the end, the punch mechanic was so satisfying it took over their development efforts completely. "We wanted to develop a really satisfying punch mechanic," says James. Brothers Jon, Michael and James Brown were originally working on a fantasy adventure named Grim Beasts, but they got sidetracked. From fantasy to fightingĪpparently, the game didn't start off as a comedic fancy dress pub fight. Imagine a cross between Super Smash Bros, It's a Knockout and that cat and mouse sketch from Big Train and you're there. The controls are super simple – left punch, right punch, grab and lift – but married with the hyper-real physics engine, which gives every movement a weird sort of intoxicated naturalism, the fights are enormously varied, clumsy and entertaining. The last drunken animal standing is the winner. Up to 10 players can take part, entering an array of environments, from amusement parks to skyscraper window cleaning platforms, and then they fight. Gang Beasts, if you haven't figured it out yet, is a multiplayer brawling game. Players enjoying an early version of Gang Beasts shown at the Rezzed games event earlier this year Photograph: Boneloaf