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We’ve also added more decision-making to the act of beastorizing. (laughs) Broadening the utility of Beastorization
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To put it another way, we want players to feel as if they’re projecting their alter-ego onto the screen. Our aim from the first game has been to create something where the player can freely make decisions as they play, and with this game I feel like we’re getting close to that ideal fighting game we envisioned from the beginning. I wanted to make a game where the player’s able to quickly and deliberately make a tactical decision, and that type of thinking also extends to guard attacks, ukemi and all other aspects of Bloody Roar. We broke down and reconstructed all the game’s systems and techniques in this manner, not just Block Evade, with the idea of clarifying the purpose of each specific action and allowing players to immediately identify which action to take in any given circumstance.įor example, the Fast Evade (Girigiri Escape) lets you avoid everything except throws and immediately counterattack-the input window is very tight, but it’s the sort of move that’ll spring to mind when the player’s in a tough spot, and if they’re confident they can pull it off, they’ll immediately try it out. The previous games featured the Block Evade (Guard Escape) system, but having both the timed escape command and the axis shift as part of the same action was detrimental to the game balance, so for this game, we examined the evasive maneuver and the z-axis movement separately: the last-minute evasion was helpful for avoiding certain moves, and the side-step was useful for avoiding getting cornered against a wall, and alternately, for advancing upon the opponent. “A hard drinker from Hokkaido who develops Bloody Roar in pursuit of the perfect game he’s also a top-class Bloody Roar player who goes by the title ‘Beast King'”.
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