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Asura’s Wrath Interview Part 1: Arms Aren’t Everything

By Spencer . August 18, 2011 . 6:02pm

Asuras Wrath Interview Part 1: Arms Arent Everything

.hack creators CyberConnect2 and Capcom are creating an over-the-top action game where you play as enraged demigod. Why is Asura vexed? He was betrayed by his fellow demigods and robbed of his strength. Asura was left dormant with his anger festering for 12,000 years. Meanwhile, his daughter Mithra is captured and is about to bring about a "great rebirth." If you missed our hands-on impressions read those here, then check out our interview with Hiroshi Matsuyama, CEO of CyberConnect2, and Kasuhiro Tsuyachiya, Producer at Capcom.

 

Let’s go back to the beginning of Asura’s Wrath, you were envisioning a new game and decided to make a deity a main character and then you added sci-fi elements?

 

Hiroshi Matsuyama, CEO of CyberConnect2: When we started the development process for this game we were talking about what kind of game we want to make. The first thing we said is we don’t want to make an action game. There were too many of those out there where you go from stage to stage an battle a boss at the end. We wanted to break the mold and try something new.

 

From the very beginning, the concept started mixing mythology and sci-fi with themes of anger. We also wanted to create a game that’s not just for Japan, but something players around the well would enjoy as well. One of the main concepts in the game is Asura rising and falling. He is betrayed and badly beaten up, but he comes back in the end. The feeling you get when you watch a drama with cliffhangers at the end is a big part of that theme.

 

And that’s why you end with "to be continued"?

 

HM: [Laughs.] Yes, exactly!

 

Asura’s Wrath, at least from the demo, has a number of quick time events (QTEs) and CyberConnect2 also had those in the Naruto Shippuden: Ultimate Ninja Storm games. What makes QTEs interesting? Is it because they make games more dramatic?

 

HM: Yes, we wanted to make the game more dramatic. That was our intention from the start and why integrated quick time events seamlessly into the game. We get comments from a lot of people that when they see Asura’s Wrath they think of the events in Naruto. I want everyone to know these are very different from the QTEs in Naruto.

 

While they are seamless in both games, in Asura’s Wrath the QTEs are designed so the players become Asura and feel for him. You mimic what Asura does, for example by moving the analog sticks you spread his hands out. We wanted to add a level of immersion to the game.

 

Asuras Wrath Interview Part 1: Arms Arent Everything 

In those events, Asura gets fired up and grows more arms, but how else does Asura develop as a playable character?

 

Kasuhiro Tsuyachiya, Producer at Capcom: Asura’s Wrath doesn’t have a normal power up system, it’s kind of complicated. I’m sure you’ve seen the trailers where Asura is fighting with no arms. There will be situations where he has six arms and six are of course better than two. Sometimes you will have zero arms and we want players to feel "how am I going to fight with zero arms?" is the type of excitement we want players to feel.

 

You have to figure out how to fight in whatever state you’re in. It’s not a simple progression from level one to level two where you power up from two to six arms. One more thing… his six arm form is not his ultimate form.

 

HM: But, that doesn’t mean he’s going to get more arms! [Laughs.] He will get more powerful in different ways, which is based on his anger.

 

Our interview will continue tomorrow with discussion about Asura’s personality and how CyberConnect2 worked Asura’s highs and lows into combat.


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  • http://pulse.yahoo.com/_S2UKKIGGOA4V5EIFXAD7BQQOV4 Heehee

    “We also wanted to create a game that’s not just for Japan, but something players around the well would enjoy as well.”

    Phew. Here I thought, us, around the well players are forever ignored.

  • IceRomancer

    Yet another great interview! But now it’s got me curious what Asura’s most powerful form will look like?

    • Shinji Kazuya

      Indeed, my Akari fan. If six arms is already kinda insane, imagine his most powerful form… O O

      • http://pulse.yahoo.com/_P5I5ZDAC5VTHUOOLMEGGS7S2MY Shinsu Yokoshimi

        I imagine that it will look somewhat hellish with a strong dash of Chuck Norris badass-ness into the mix. Or something Epic.

        But I guess we can’t imagine all that well since aren’t sure how the other Seven Deities will look like in their most powerful form.

  • http://twitter.com/Paradox_me Paradox me

    I don’t think the QTEs are going to be well-received at all. I don’t mind them myself, but they’re one of the regulars on “What do you hate in games?” lists that show up on forums from time to time, often cited as being immersion breaking of all things.

    I hope that’s not the case though, the game is shaping up nicely!

    • http://twitter.com/ifarah12 Gren

      I freaking love QTEs and i agree they help with the immersion in action games like this (just not too many QTEs please), I love the feeling of mashing the button as fast as you can it gets my adrenaline pumping

    • http://www.youtube.com/user/EnvyMizuhashi Garyuu

      I see that myself sometimes, and I say those people should grow some balls and get used to it. QTE’s were popular in creating immersion within video games since God of War. Most of peoples’ complaints sum up to something like “Press X to not die! You die and start the same sequence again!”

      Some hardcore gamers. It’s not like recent games had QTE’s that overstay their welcome. However, it feels like we’ll get plenty of those in Asura’s Wrath. However, if that’s CC2′s absolute intention, then I’ll go for it.

      • Guest

        Since Shenmue not since GoW.

    • mikanko

      I personally don’t like them, but if God of War can be as successful as it is there’s no reason this shouldn’t be just as well received.  I’m under the impression those who complain about them are a vocal minority.

      It’s not something I find makes or break the game so long as there is plenty of non-QTE gameplay there to offset them.  I just generally find them a bit boring and not much fun compared to other gameplay elements that feel more active and challenging.

      Bayonetta, Uncharted and handful of my favorite games include them now, so I just learn to make do!

      • Guest

        It mixes it up. In GoW the QTE happen by themselves after battling it out for a while. Judging from parts of the video, it mixes it up so you’re shooting or platforming or fighting while doing the QTE. Another example would be Rei from Fist of the North Star: Ken’s Rage that his QTE mixed right into his combos.

        • mikanko

          Yeah I haven’t seen anything that looks damning yet.  I’m just wanting for a demo.  I just meant in general I don’t like QTEs.  Because there is both shooting and platforming in this, and enough of it is keeping a frenetic pace, I am hopeful. 

          I’ve never actually played a GoW game more than an hour or two because I find the character and overall aesthetic too huge a turn off, so I don’t have a great idea how the game’s play.  Just know from all the footage out there for the games there are tons of QTEs, and Paradox’s statement questioned public reaction to them.  Most gamers seem fine with QTEs, if they weren’t we’d stop seeing them.

    • Göran Isacson

      I count myself among those who dislike QTE’s… most of the time, and only when they are used as a SUBSTITUTE for compelling, well-programmed gameplay.

      Like say, Kingdom Hearts 2. That game QTE’s almost NEVER required a sense of timing, patience, reaction-speed or ANY kind of skill whatsoever. You just sat there and mashed the triangle button to deliver attacks that often were much more effective than regular attacks, resulting in a game that took no engagement whatsoever to play. And it wasn’t just combat, it used QTE for TONS of things. Jumping, breaking the enemys guard, defending against attacks, EVERYTHING became aaaall about the triangle button. Birth By Sleep put more control back into the players hands and I thank God for it. A game where so much of the action is just about pushing one button gets boring, as it feels like everything happens automatically, with no reason for the player to increase their skills.

      Another game that did better but ALSO bad, was Bayonetta. Now wait just a second, I LOVED the gameplay of Bayonetta and find it infinitely more engaging than Kingdom Hearts 2, but hear me out. Bayonetta had, in my mind, bad QTE’s because they often showed up without any warning or preparation, were INCREDIBLY FINICKY (you always had to push two buttons, and if you pushed one JUST before the other then bam, you lost) and you could instantly die by losing them. But more often than not the QTE’s did NOT replace actual skill and gameplay. The boss-fights were all about learning the enemys pattern, nailing them with attacks when they revealed an opening and dodging their counter-attacks. It was about learning, experimenting, PLAYING. Then, when you proved your skills good enough to lower the boss health to a certain level they threw in a simpler QTE where Bayonetta did something really impressive, something that they couldn’t have done WITHOUT simplifying the controls, and having the camera be in charge of the player instead of vice-versa. It was still much more about the players own skill, rather than replacing multi-faceted input with button-mashing.

      QTE’s are basically interactive cut-scenes. And hey, I like cut-scenes: they can provide the viewer with a lot of ‘oomph’ and visually impressive spectacles that get you really pumped. But if all I’m doing in a fight is pushing buttons when the game tells me to do so, then it’s ME getting played. Not me playing the game. So far most of the really big boss battles seem to be QTE-fests where the players own input is minimal and the game controls the events unfolding, because they needed to railroad the players into doing what THEY want to do, in order to present the most visually interesting scenario. But games aren’t just about LOOKING. Games are about touching, about moving, about PLAYING. Looking isn’t fun if we’re not allowed to do ONLY that.

      Now, some people like QTE’s. I know people who played Kingdom Hearts 2 and liked it best because they DIDN’T have to do so much in order to pull of cool flips and stuff, and I don’t think these people are evil or stupid. They’re just not people who can keep up with everything a 3D-game asks them to keep up with. And while I feel for them… I want my games to challenge me. I want to be in control, even if that control gets my ass kicked. That is why I dislike most games QTE-events.

  • MrSirFeatherFang

    I hope you ask about the music. I don’t remember the songs in the other trailers but the latest one with Asura’s master was AMAZING. The usage of Symphony No. 9 Dvorak From the New World, was jaw dropping (attacks from his roulette wheel of course)
    (Those who read my post with the trailer of Asura’s master, I forgot an important detail. Asura and the One Piece anime use a specific part of the song, the 4th movement (which is only a part of Symphony No. 9 Dvorak). I forgot Catherine also has the song, but it’s arrange caught me off guard and I didn’t notice it (probably used the whole song, not just the 4th movement  haha). It was that part when the ice blocks were introduced iirc)

  • MrRobbyM

    This interview made me much more excited for this game. Woop.

  • glemtvapen

    I am detecting Gurren-Lagann type scale of epicness. Like Tengen Toppa Class final battles and Enkidurga.

  • http://www.facebook.com/profile.php?id=1592056013 Shao Cong Lim

    I can already imagine someone in the forums coming up with a hard-core mode where you go through the whole game with no arms at all!!

  • http://twitter.com/Aura_Thunder Ghist

    Hm. Considering this is Asura, we might get a ’3-Face’ power-up as well. And probably a traditional halo ornament floating behind us. Sorta like what Gongen Wyzen had.

  • Göran Isacson

    What I like the most about this system is that it really seems STORY-driven how powerful he is. It’s not just “gather more and more weapons and be so powerful by the endgame nothing stands in your way”, but Asuras power level fluctuates with his rage. And while he’s pissed off most of the time, it makes sense that boss-fights makes him EXTRA pissed off so he powers up. It’s a pretty neat idea, I admit.

    Long as the QTE’s don’t go overboard (as I already went on about way too much below), I’m going to look forward to this game.

  • PrinceHeir

    cool :)

    Liam O’ Brien as Asura is awesome :P

    will check this for sure :D

  • http://www.facebook.com/people/Hassan-Tate/100002375765730 Hassan Tate

    Just to note: Asura’s Wrath’s Japan website got a big overhaul. It’s really nice.

    Link: http://www.capcom.co.jp/asura/top.html

  • shion16

    I wish i had more arms ;-;

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