Well here it is, low quality, but hey. at least it’s here..
Well here it is, low quality, but hey. at least it’s here..
Platform: PS3, 360
Patch Details 1.01
Well, no doubt you have read about the game, be it on IGN, which gave it a 3/10, or one of the other “major” sites to give it a low score. But was it a fair score? Or were they just ranting because Itagaki left the studio? Or it was a good time to get hits? Well, today, I will take an in depth look into the game and see if Hayashi taking over this violent action game franchise, and his choice to get rid of dismemberment and focus on story was a good direction for this bloody action game.
I keep getting told that if I play Ninja Gaiden for the story, then I am stupid, and that its focus on solid gameplay is why it never had a story. My question is this: Why can I not have both? The gameplay engine is set, tweaks will be made, but why do I have to sit through the painful stories of NG and NG2 with solid gameplay? I think they could do both!
The story centers on Ryu Hayabusa killing lots of ninja and such. But instead of ending the story there, Hayashi decided to continue it past chapter one! Ryu gets cursed by the Regent of the Mask while on a mission and decides to press on in his mission while tracking the Regent and bearing the curse on his arm.
Hayashi wanted to add character to Ryu through the game, and he did just that with characters that have some depth, unlike those from the other NG games. The story is handled well, but there are a few missions that feel like they are just filler, such as fighting alongside of Momiji, which, while fun, served no real plot relevance at all.
But when the story is in play, and the Regent of the Mask is in the scene, it all plays out so well. And there are some plot twists, which is something new to this franchise and a welcome change, with the last three boss fights being very well told.
Overall, story mode took me 9 hours to complete, but that was a marathon play on normal mode. If you are new to Ninja Gaiden, which I am not, this game will likely take longer to complete.
Here is what the people are mad about: all the gameplay changes, the exclusion of dismemberment, removing all weapons aside from the Dragon Sword (Claws and Scythe, the latter of which is yet to be released, are free DLC for story mode); however, people are overlooking something. Dismemberment was only in the game as a way to do Obliterations, which are still in the game when an enemy enters critical HP, which means, unlike in NG2, they can no longer be spammed.
The gameplay as a whole is unchanged; you have all the skills you would normally have with the Dragon Sword, but the level-up system is changed. You no longer get weapon levels or essence at all, and no more items either. You heal after each fight, and you get different swords that enable new moves; all swords are story-based and granted after progress is made.
Shops are removed, so no purchasing healers and stocking up before fights. Going into a boss fight, it’s you vs. him. No items to fall back on and no more ultimate spamming due to the fact that ninpo and ultimates now charge up during combat. You cannot just use them forever.
Steel on Bone was designed to bring you closer to the combat and to show a more vicious nature of the combat. And I have to say, it is more brutal than dismemberment, which largely reminded me of all those grade-B movies of people losing limbs yet still able to fight for five minutes while blood flies everywhere. Steel on Bone adds that level of, and I HATE to say this… realism. It makes the game less childish with its gore.
With the fast paced combat still going on, there is an addition of Quick Time Events (QTE’s) in the game, but they are normally used for Steel on Bone, or assigned to certain actions, such as “slide under object” or “Glide” So, the QTEs are generally the same buttons linked to certain actions.
A change I noticed in the game was the lack of cancels, meaning you cannot dash out of your attacks anytime you want, which means your dodges and counters have to be pre-thought-out. And that adds more know-how to the game. You have to understand the A.I. and the enemies’ attacks more than just reflexes. Don’t misunderstand me, you still need reflexes, but now you have to use more than just the pro tactic of “On Landing Charges,” or OLCs, that were abused in the first two games.
The online modes, both PvP and the co-op, are fun but flawed.. So I will start off with the co-op, which this game has dubbed “Ninja Trials.” It is pretty much just like the co-op from Ninja Gaiden Sigma 2, but with more missions. For those who never played Sigma 2, you and a buddy are dropped onto a small map and you kill waves of enemies, and it gets harder and harder as you progress. It seems to have some slow down issues in busy missions, and in “Leader” difficulty, it froze on me, which is frustrating. So, it has some issues, but all in all, it is great fun to play, and hopefully in future patches, they fix it.
You make up a ninja for the online, and by that, I mean you choose what color you want him wearing. You can unlock different gloves and masks as you level up, and you have to level up the katana to get your full moves list, so at the start, you’ll be missing most of the moves you got used to in the single player mode.
PvP, which has been dubbed “Clan Battles,” is quite fun, and I normally hate PvP games, but this one is something new. Unlike the 4,000+ shooter clones on the market, Ninja Gaiden makes PvP work well and has stealth involved in it, which is shallow —you just walk and turn invisible — but you have to keep you guard up at all times. Balance is the problem. Like with EVERY other online game ever made, half the time, I am getting shot by arrows from across the map and ninpo from off-screen, which is a one-shot kill. So again, good fun but unbalanced and frustrating at times.
One gameplay feature this one kept was the god-awful camera Ninja Gaiden is known for. Spending half of the fights staring at Ryu’s butt, and upon turning the camera, finding yourself face to face with his crotch is not my idea of a swell time; meanwhile, you are getting torn to shreds by the AI, which does not have to fight with the camera.
Despite what anyone says, the gameplay is mostly the same. A lack of weapons is unforgivable, but since they are free DLC, it is more bearable. I would have been far more against the game if they were pay weapons.
Well, it is not going to break any new ground or set standards with the graphics in the game, but they compare to MGS4 on average, so they are far from bad. The main thing that holds it back is odd facial animations at times, but conveying emotion in the face is hard to do, and very few games have gotten it right.
Story mode is stable in the tech department, but the multiplayer is not so lucky. Ninja Trials does suffer from slow down issues, but in mind that these are NOT framerate problems! It just slows down, so you can still work with it very well. It kinda gives you more time to think, too. And both modes suffer lag, be it ice-skating AI enemies or players doing some crazy ninja dodging… no pun intended. But I have started an Izuna Drop on a player only to have them stealth kill me after landing, so the online tech is not that good.
With certain Ninja Trials freezing (Patch 1.01) making it unable to complete them.
All in all, through the story, you will not have any problems, and the online PvP is mostly fine with just a bit of lag, so tech-wise (tech-wise, what? You didn’t finish the sentence, sir.)
A lack of weapons is the worst thing this game suffers from, but with free weapons coming up, that point will be nullified. Cinematics are added in but do not break the flow of the game completely.
All in all, the game brings forward a fresh look at Ninja Gaiden, with a more mature tone and deeper story, fleshing out Hayabusa as a character. Gameplay is still fast and requires skill, but it is now more brutal than ever before. While still staying close to its roots, and though it does slip in certain areas, it never falls completely, with some chapters not seeming to fit into the story very well. It becomes a blend of solid gameplay and storytelling that Ninja Gaiden has lacked.
+Steel on Bone
-Lack of Weapons
-Lag and Freezing Issues Online
– Unbalanced Online Modes
*Regent of the Mask
Tekken’s Facebook page has a vote to see who’s the most demanded for TekkenxStreet Fighter! So head on over and vote for your favorites and keep your fingers crossed for the final product of Namco Bandai’s shot at the franchise!
Tell us who you voted for in the comments section!
I need a tan, and the best way I have found to get one is to be flamed heavily on the interwebs, so here we go, about to talk about why the ‘Online Pass’ system is used by companies. Please hold your flaming until the article is over!
All I have been reading about of late is the horrible, evil, greedy, and dreaded ‘Online Pass,’ which was stirred back up by Sony picking up this method of getting people to buy games new instead of used. Now, I know all the hate that this is catching, but I honestly don’t mind, as I understand one key rule: EA, Sony, WB Games, (Mortal Kombat) and the others are all businesses out to get money; they give people the games they want because it sells, not because you want it. I want Resonance of Fate to get a sequel, but it won’t. Why? It bombed its sales. If they cannot make money at it, why do it?
This is more of the same idea behind how a developer would view used-game sales; it is of no benefit to the dev team when this happens, so they will try to fight it the same way PC gaming is fighting piracy. It is legal to buy used games but just as harmful to the company, hence why DLC has become such a major part of gaming: no used sales and you can get money from the people who got the game used as well. That said, I do not agree with the way they are milking DLC, but that is another article entirely.
I got into an argument with someone about a week ago about how the studio needs to sell so many games to make a profit… And this was his side of the whole debate, and I quote.
“That’s bullshit. $60 x 1 million sold games, do the math. They raised the price to make more money. I’ve heard bullshit excuses like that 3 gens ago”
Some people seem to think that if you buy a game all the money goes to the developer or publisher. But this is completely wrong. Factories to make the disk, stores selling the disk, they get their money out of that $60(usd) as well. Which leads me to believe that most people do not understand this market to well, but that is a topic for another day.
And Sony got this idea from…
Yep, EA. I remember them getting cussed out over this same thing, which was included in games like Dead Space 2, Dragon Age 2 (Free DLC on launch), Mass Effect 2 (PS3) and even games as old as Dragon Age: Origins did that for DLC like Shale, but you know what? Those were not complete disasters as everyone was saying. Life kept ticking, and those four games were and are highly praised, so it’s not like the world stopped turning.
The main argument is game rentals, which I can understand slightly. If you rent the game, you are not going to have it long enough to get deep into the online anyway. Renting a game gives you enough time to go through the story and check a bit of the extra content, but online gaming is all about adding replay value; yet, you use a service to access the game that gives minimal time, so why would it matter anyway? After the five days or two weeks or however long your rental is, you will never see the game again…
Also, the economy has hit a lot of people, which is another reason rentals are higher, but that does not matter to a company, all they see is one million people bought the game, but 1.2 million are signing into the game, so they just lost 200,000 sales. Why should this matter to the gamer, though? Well, there is a reason!
In the meeting between development studio and publisher about a sequel to a game, there are a few things they take into account, sales and critical acclaim being two of those. Well, they cannot use used-game sales in the process, so if too many people got it used, then there is a chance the developer will not get the green light to make the next one.
I know people say the oh-so-common line “They won’t go under” or “It’s not that bad” and “Just one won’t hurt a company like Sony/EA.” Well, let’s look at it this way: it is likely Sony or EA would not go under, but it is likely that the individual studio will. Game Republic went under recently. Everyone thought they were good, made some fan favorites, and then BAM! They posted that they’d cleaned out their studio. Yeah, EA and Sony do take hits from used-game sales, but they are more likely to close a studio or lay off people. All companies need money; that is just the way it works. And if they are not getting the money, they will cut costs.
Is there a peaceful solution?
Everyone wants to scream and cry, instead of trying to think of a way out of the problem. Well, I will present one. You want to play online with a rental? They want their profit! The best way for everyone to win is…
(Drum roll please)
48-hour pass. Free. Something of a trial. You could download a free, timed pass for the online mode as a trial run. Yeah, the idea is flawed, as PS3 users could make new accounts to re-download it, and 360 owners could make a new one for the free month of Gold, but I am sure someone could iron that out. The idea is, those who rent the game can have some online fun for the time granted to them, and those who buy it used will be able to try it out and see if they wish to buy the online pass from the PSN/XBL. Seems logical, right?
Truthfully, I give it one year before every game company uses an online pass. Is it fair? Depends on who you ask, but in the eyes of a company trying to stay alive and keep from getting shut down, you have to admit it seems like the smart thing to do. Game studios are closing more and more right now. I don’t mind the thought because of two reasons… I buy the games new anyway, and I understand that a company has to work around threats to keep sales high. This is just how it goes.
Now to follow up our interview with the game producer Mark Hill, we are doing a preview of the game and its features, and let me start off by saying that this game is very stand out. You look at it and think “Wow, that looks different,” and then, you play it and think “Wow, that really is very different.” As they have said, there is no other free-to-play game like Rusty Hearts. Some of the big name companies could learn a lot from the way this game is made.
The story revolves around the three characters, Frantz, Angela and Tude, and this ongoing battle between vampires, humans, and half-vampires, and while I have not gotten extremely far into the closed beta, due to the fact that it has not been out for very long, I can say one thing for certain: I like the characters so far, the designs and the characters themselves.
Onto what makes and breaks games: the gameplay! Now, everything I mention here is fairly early in the beta, so there is a lot more than what I have found at this point.
The game can be played with a keyboard or any kind of controller you have lying around that can be plugged into the PC. Logitech, PS2 (with the proper adapter), or 360. And due to the fast-action nature of the game, I recommend a controller to play it; however, one is not required at all. I played the game first on the keyboard, and since the controls can be fully customized, I got to set it up the way I wanted, and while I was worried about how it would fare on the keyboard, it did quite well.
It is a fast-action game with combo potential galore. You have a basic combo and a grab move, and each character starts with two skills and a Just Block or Perfect Block, whichever you happen to call it. From there, you build your combos however you like. I have a 19-hit combo with Angela right now, so it can be built on quite well.
The co-op gameplay works really well, and the combos grow a lot more when a team is involved; the roles of the characters shine through a lot more as well. To max out the ability of each character, you need a team that works extremely well together.
It is a beat ’em up-style game. You move from one group to another fighting and trying to get your ‘Style Points’ up to get a high ranking, the highest rank of which I assume is SSS, as I have gotten no higher no matter what I do. It is fast and a lot of fun to play, and best of all it is free to play! Fast action and swift combat make this one stand out proud among the infinite clones of MMO-style games such a World of Warcraft, FFXI, FlyFF, and whatever else plays like that.
While it is not as deep as some dedicated action games it does do fine for itself and left me quite impressed with the quality that they managed to get into this game.
With it being free-to-play, I was not expecting insane graphics or groundbreaking animations, but I was still surprised by what I got in the game, what with the cel-shaded looking so well done, and the areas looking like something just out of an anime; it really caught my eye and it is well-animated.
One negative to the game that I can find, though, is that a lot of the dungeons look about the same, so you will spend a good amount of time running through areas that look like the last area you just beat. Not for me is this a HUGE issue, and for most MMO players, this won’t be a problem either. Phantasy Star Online was about the same, in truth.
As you might know, I am not a fan of the online gaming front. I don’t play them very often, but when it comes to co-op gameplay, I tend to play it more. I was there with the first Monster Hunter, and I play Demon’s Souls and Phantasy Star Online, so co-op is just something I do. And this game gives me yet another game that I can play with my little group of friends!
I do spend a lot of time on the character selection screen, though, due to the fact that I cannot figure out who to play. Each character is well done and fun to play and leaves me often wondering who I want to play and which role in the party I wish to be.
So, you cannot go wrong trying this game since it is free, but more importantly, it is really a blast to play, and there are no other games like it on the MMO market, with creativity and great design shown throughout the course of the game.
Otaku Gambit was lucky enough to land an interview with Perfect World Entertainment’s Mark Hill so he could answer a few questions about the upcoming title “Rusty Hearts.”
The Interview started off with an introduction to Rusty Hearts by Mark. For those of you who do not know, Rusty Hearts is an Anime-inspired, Dungeon-crawling Beat ‘Em Up, and you should definitely check it out. Also, you can sign up for the beta here…
Transcripting this took several hours, as recording with a Sony IC Recorder ICD-PX312 over a Samsung Rant’s speakerphone doesn’t provide the best quality of sound, so we opted for transcript only.
Info contained therein is some story points, PvP, customization, development difficulties, and other neat snippets. Enjoy.
Rusty Hearts is an Anime-style, Cel-shaded, Beat ‘Em Up/Hack ‘N Slash Dungeon Crawler’s what we call it. Kind of an Action RPG. The story revolves around these three characters and this ongoing battle between vampires, humans, and half-vampires, plus there’s a lot of sub-plots in there, too, which we’ll get into later. The core gameplay revolves around Dungeon Exploration and Dungeon Crawling. It’s all about getting in with your party of up to four people, fighting your way through dungeons, leveling up, grabbing loot, all that type of fun stuff.
It’s going to be a really social experience where you can get in with your friends very quickly, play through some dungeons, and then move on. The game has two different areas: one is the dungeons where all the action takes place, and the other is the outer hub-world, which is where the story takes place, you get your quests, and talk to the NPCs. It is broken down between action and a story that is really cool.
Devil May Cry and Castlevania are probably the main two main ones that the developers cite as inspiration. As far as the team-based beat ’em up-like level-up style is very Castle Crashers or old-school-style brawlers like TMNT (Teenage Mutant Ninja Turtles), you know, the old ones like that where it’s meant to be people working together fighting through dungeons and fighting enemies. Devil May Cry for the gameplay, the over the top, hugely stylistic, dark, gothic theme to it, same thing with Castlevania, getting to explore different areas for the castle as you gain abilities, gaining access to even more of the caslte, which keeps the game fresh.
Luby / David
Sounds awesome! We’re already looking forward to the beta!
We are looking forward to it, going to be alot of fun, but different than anything we have, in the fact that it is super-fast and is much more console-based than our other games, since you can actually play it with any of your Logitech or 360 controllers, but you can also play it with the keyboard very easily. We are really looking forward to it because it is so unique and so different from our other games. We really think it is going to bring a lot of new players, and the old players will appreciate the uniquness.
As you guys know, we were at Anime Expo, HUGE anime influence on the game, the cel shading looks really anime-like. We are very proud of it. We have gotten great feedback on it; it’s really cool to not only see the gaming community get behind it but the anime fans as well.
I really like the stylized art you have, right up my alley.
Yeah, it is cool, especially in the dungeons if you have a party of four people using their skills and powers. It’s really cool, with this over-the-top style; it’s just great with the cel-shaded graphics, which I am a huge fan of. It keeps everything really bright, crisp, and clean.
Well, this is an interview, and we do have to ask a few questions for the readers.
At this point, how long has Rusty Hearts been in development?
Rusty Hearts began development in Spring of 2008, actually, so it has been about three years now.
Lot of hard work coming to light now!
*Laughs* Yeah, exactly!
So, there are a lot of aspects of the game. It’s not just the fighting; there is the whole story and lore that goes along with it, plus the PvP, the characters themselves, and all the different types of enemies, different look and style of the dungeon, there is a lot content. A lot of time and effort has been spent on it, which you will be able to see when you are able to play the game.
I didn’t know about the PVP. Can you elaborate on that?
Yeah, definitely, so there’re really cool PVP modes. First of all, there is the Solo and Team Survival, which is like kind of a King of the Ring, brawl-style thing with the last man standing, which can be either team-based, 2 teams of up to 4 people, so 8 people fighting total, and the first team to knock out all the other team’s players wins, or you can just have an all-out brawl with up to 8 people where it’s just like I said, Last Man Standing.
There’s also Team Deathmatch, which, you know, lets you kill people, and they die and respawn, and you get points as you go through it. The one who gets the most points wins.
Then, we’ve got what we call Leader Mode where there’re two teams and one guy is designated as the leader on each team, and whoever kills the other team’s leader first wins.
Then, there’s a Tag Team Mode where 2 teams of people will fight only 1 at a time and as soon as 1 guy gets knocked out, the next teammate comes in to continue the fight. And it just continues on like that until the Last Man Standing and that team wins.
So, it has a fully featured PVP side of it. All your stats are tracked, your wins/losses/damage, everything like that is tracked.
There are two ways to do it. At the start, there’ll be what we call Room for Normal PvP, where you will go in and you will either start your own room or join another room. And anyone will be able to join, friends or you can join randomly or random people can join. You can have up to 8 people in a room and choose different modes.
There’s unique PvP Arenas for all the fights that you get to choose. And there’s also going to be a lighter-style PvP, which has all of your stats and it’ll rank you and automatically set you up with other players of a similar skill level as you. Then, if you win or lose you go up and down the ladder from there.
As we’ve already established, the game doesn’t look like much else out there on the market; was this a goal you had upon starting development or something that came later?
No, absolutely from the very begining. We wanted something fresh, something that people haven’t seen before, ya know? So the look of the game, the cel-shaded animation specifically. It serves 2 purposes. 1: it looks great. It’s really bright, it’s really clean, and it just looks really good and unique. But also, it doesn’t have huge system requirements. So, it being a free-to-play game, you know we want to lower the barrier of entry to the game. We want as many people to be able to play it as possible, so cel-shaded graphics are great because they don’t require huge system resources. It runs pretty well almost on any computer.
So, just on the very outset of development, 1 of the main goals was to make a unique game that anyone could get into very quick and easy.
You can alter the character’s appearance in the game; can you give an estimate as to how deep this is or how many outfits there are in this game?
Yeah, so as you know, the game will launch with the pre-made characters. There will be items that are gender or character-locked, It is not a traditional MMORPG where you build the character from the ground up. Because of the strong narative of the game, the characters all have their own stories and backstories and playstyles. But at the same time, we wanted to player to feel like the character was their own and not just a cookie-cutter character that everyone else in the world is playing. So, there are two ways you can outfit to customize your character. It’s what I call, “One is Forms, the other is Function.”
Function-wise, there is Gear. There are hundreds, if not thousands, of pieces of Gear, and it ranges from weapons to armor, boots, gloves… Now, the Gear does not change the look of our character; it only changes their stats. So, if you want a characte that is much more heavy on magic, like boosting their spells’ damage, you could equip Gear just for that, Defense or Offence as well, so you can really Gear up your character acording to your playstyle, and you are always picking up new Gear, and whatever you don’t want, you can trade with players, or sell to NPCs for in-game gold.
As far as Forms, the combinations are more or less endless, but there are probably a couple hundred items, and there are different sets; for example, there is a Cowboy set that has a hat, pants, shirt, and boots, so you can basically match those with other sets. Each character has their own unique outfits. For example, Angela, being the girl, has her own set of outfits that only she can wear, and then Frantz, the main character, has his own costumes, And you can get those through quests or the in-game cash shop, and with those, you can mix and match the pieces or wear the full set.
There ae a few costumes that are full sets, not just pieces, such as the bear you might have seen in the videos. That is an example of a full-body suit.
I have seen the animal suits in there; I liked them, great touch!
Yeah, that is how the players will be able to make their characters unique!
What has been the most challenging part of development for Rusty Hearts?
The most challenging part of development has probably been localization; we are bringing the game to North America, so there is a lot to be done with translation, and because the game has been developed in Korea, there are some elements in it that are specific to Korea. There are some quests that really don’t resonate with the North American crowd, or items that we are really unsure of, so it has been a bit of a process to make sure that English-speaking players can completely understand the game, and are able to connect to it on a Western level. It has been fun; there has been some things that we left in, those kind of quirky moments. One thing about the game is that it does not take itself too seriously. Even though it’s about this battle and it has these melancholy characters and storyline and a dark look to it, it’s really kind of tongue-in-cheek with some really quirky and fun dialog, which we have played around a lot with, the items, the things that happen to characters, the quests are really funny and it has a lot of humor in it.
So, even though the whole localization process has been difficult, it has also been a lot of fun and a great learning experience for future titles we do!
The game features and brags its online co-op. Will there be team-based attacks or combos?
At launch, there won’t be any specific combos, which I assume is what you’re are talking about when one person is one character and the other is different, and you can use an attack together, right?
Yeah. Something like that.
There is not a lot of that right now, nothing where they can actually link up, but the characters do have their own distinct playstyles, so if you get into a team of people and you have a diverse group of all the characters, they all work togeather.
For example, Angela, she is the only one with healing spells, and Tude, who is really fast and can get in close and do a lot of damage; however, he takes a lot of damage, too, but is also a little weaker. If they are to be played together, then she can easily stand back because she has a lot of long-range attacks while constantly healing her team, all while the other characters are drawing the enemies away from her.
So, there are a lot of team-based aspects to it, which is cool, but there are no actual link-up attacks.
This is something I have personally been curious about; can you tell us why you decided on the title of “Rusty Hearts?”
Alright, so that’s been a pretty popular issue. There’s a line in the game, in the very beginning of the game that the main character, Frantz, says…I can’t really reveal a lot in the story right now, but it has to do with the story and Frantz, he’s a half Vampire, right? And he bit one person who was his fiancé. He did it to save her life, but at the same time he did that, he turned her into a Vampire. So there’s a dialogue they have going throughtout the game and one of the things he says at the very beginning is that he can still taste her blood and that it tastes metallic and it’s covering his heart in rust. So, it leads to Frantz’s storyline and it’s just specific lines in the game.
With the exceptions of Torchlight and Blacklight: Retribution, Perfect World is mainly known for their MMO-style games. What exactly drove you to do another style of game like Rusty Hearts being so drastically different?
Well, one of the main criticisms of Perfect World games is what you said: that they focus on fantasy-style MMORPGs, right? So, we really wanted to lead the way in bringing North American players games that they enjoy. North America has a history of this Team-based, Brawler-style gameplay, so Rusty Hearts was seen as a game that North American and English-speaking Western countries would really enjoy, and it really does diversify the library, so it’s just kinda the next step forward for us.
Yeah, our big business motto at Perfect World is we truly, truly believe in bringing free-to-play games and not just games that say free-to-play, but we really believe in enhancing the player’s experience and all of our games you can get through the context without spending money. And our business motto is more of microtransaction and customization items.
You see alot of games kind of like Rusty Hearts; you mentioned Torchlight and Blacklight: Retribution, games like that that are usually high quality, but people usually associate them with, “Oh, well, I probably have to pay some money” or “I have to subscribe” in order to play these high quality games, and we’re kind of trying to sort of raise the bar on free-to-play and say “hey, you know, you can have high quality free-to-play games.” And so by having these different games for actually diversifying our portfolio and backing up our whole motto of wanting to bring high-quality free-to-play games to players and really give them a good experience.
Now, this is one thing we’ve already covered, that you can plug your controller straight into your computer and play Rusty Hearts with that; has Perfect World ever considered trying to bring these games to consoles?
Like as a PSN download or something like that?
There’s actually emails and discussions, but nothing’s for sure. Right now, we’re just trying to focusing on trying to get Rusty Hearts out the door in Closed Beta with what we have right now. And you know, we’re always looking for new opportunity, so that’s something that has sort of been thought about, but there’s nothing really concrete. No-one’s saying “hey, we’re definitely going to bring this to console” or anything like that yet.
The Closed Beta starts later this month as we’ve already covered; can you give us an estimate about when to look forward to the title’s official release?
We’re thinking…September. We don’t have a specific date. We’re still trying to work out the details and, of course, you know player feedback is very important and that’s one of the reasons why we’ve been working hard to make sure that we’re ready with Closed Beta, so we’re shooting for September but depending on how Closed Beta goes, you know, we may have to adjust exactly when that will be.
Also, they wanted us to remind you that you need a Beta Key to get into the Closed Beta which you can get right here
Since this is an online game, the more the merrier, so sign up for the Beta of this promising title!
We here at Otaku Gambit would like to thank Perfect World Entertainment’s Mark Hill and Cristine Yeo for taking the time to answer the questions of a small site like us. It’s nice to feel important for a day. XD