the USB key. They run back to the Tower of London as the RAF is about to firebomb London and Sondra tries to keep her promise to rescue the player. This enrages the Prepper, who orders the player to leave the safe house and vows to outlive the Ravens of Dee. After the player leaves, the Prepper (who has been using survivors to stock his food supplies) finds a new lackey to do his bidding. Development Origin ZombiU was developed by Ubisoft Montpellier with an 80-person team; Ubisoft Bucharest provided additional assistance. The game's development paralleled that of Rayman Legends, another Montpellier project. It was produced by Guillaume Brunier, with Gabrielle Shrager its director and lead writer; Brunier and Shrager had collaborated on the development of From Dust. The team was approached by Nintendo to develop a mature game for their Wii U platform. The team developed the game using the proprietary LyN game engine. Since the hardware design was incomplete, the team made a number of prototypical games and decided that the new title would extensively utilize the Wii U GamePad. Originally conceived as a tie-in for Raving Rabbids, ZombiU was described as an experiment by Montpellier in adapting the Rabbids franchise for a more "hardcore" audience. According to Guillaume, the monsters were based on the Rabbids because some people found the sound generated by the Rabbids annoying; in the game, players can "trash and destroy" them. The association with Rabbids was eliminated by Ubisoft during development, since they thought that turning Rabbids into monsters did not suit the Raving Rabbids franchise. Announced at E3 2011 as Killer Freaks from Outer Space, the arcade first-person shooter had players with extravagant weapons killing small monsters. Although reaction to the game's announcement satisfied the studio, they realized that its fast pace would make extensive use of the GamePad while muting the TV display's utility; players must focus on one screen while ignoring the other. The tiny monsters were problematic, since shooting them was unsatisfying. The issues were singled out by Ubisoft management at a Ubisoft Paris meeting, and the team decided to slow the game's pace. The enemies were changed from small monsters to zombies, since their movement is slower and they are easily identified as monsters. According to Jean-Karl Tupin-Bron, the team was saddened by the fact that Killer Freaks would not work but delighted by the results of the