Victory goddess Nike, developers all made in sincere mode

Developed by Shift-up and serviced by level Infinite, Victory Goddess Nike (Nike) will officially start service at 7:00 am on November 4th. The game, which began to download pre-downloads on the 3rd, has not been officially released, but ranks first in free rankings (downloads) from all over the world, including Korea, China, Japan, Southeast Asia, and Europe. It's already showing signs of success.

The DISIIS game conducts a written interview with the director of the type who oversees the development of in the shift-up. I asked for the determination and future plans at the present time before the launch.

Q. Disney Game: was conducted in the last beta test (technical test) in October. What will be different in this official service version? How do you explain the important parts?

a. Hyungseok Director: The last technical test was a test aimed at improving performance in terms of performance such as 'fever', 'freezing', 'LEC' and 'loading'. In fact, as many users were able to receive feedback on this, the official version of the service could have a lot of improvement in terms of technical aspects.

In this official service version, you will be able to meet 16 chapter main scenarios and new characters that you could not experience in previous private beta tests.

Q. After the game launch, users will have a lot of demands for PC clients.

a. I am planning because there were a lot of requests for PC versions. I'll tell you again as soon as you are ready.

Q. Since Nike is a game of 'vertical screen', it seems that it would have been difficult to show the visual noble story production.

Type Stone Director: The advantage of the graphics on the vertical screen is that you can show a big character. However, it is true that there may be limitations in cameras because it is difficult to expose several characters on one screen.

The goddess of victory: Nike has a variety of story directing devices that can complement it. At the time of the official launch, we plan to add some in-game animations and PV animations, and reinforce a number of event cuts to express the charm of the scenario.

Q. On the CBT standard, the 'shooting' part was very fun, and the gimmick had a lot of fun, but there was a problem that this gimmick was not at a glance. I wonder if this has been improved.

a. Hyungseok Director: A dry shot that depends only on ' reaction speed' is determined that it is difficult to show the suitable shooting experience on mobile. For this reason, many systems and gimmicks are designed in the battle so that users can do various strategic concerns in the battle situation.

If you experience difficulties in some stages, you will be able to clear it more easily by using assistant functions such as automatic aim and automatic skills, or monster skill information.

Q. It shows a game structure combination called Guesting+neglected RPG. Why did you combine neglected RPGs, not general behavior consumption?

a. Type Stone Director: Shooting Action Game has a big difference in difficulty in the difficulty of beginners and skilled people. As a result, we have applied some of the most light neglected growth methods so that beginners can adapt to the game.

If you take a break even if you are blocked during the gameplay, you can improve the specifications a little more, so if you enjoy the game according to your tempo, you can experience the appropriate difficulty.

Q. As a developer, it was the hardest thing in the development of The Goddess Nike of Victory. I wonder what was the biggest challenge to the opening.

a. Director of the company: Director, the director of the game was not easy to think of the results that were common in the development team's head because they tried to foster something new on various contents of the game. Because of this, it was the most wary and difficult part of the difficulties of communication or the output did not come out.

[ I think the other development team will be a little different. As a result of creating a new paradigm game, all members do not know what they are doing unless they are persistently pursued. So there are times when you need a fairly detailed feedback or stubborn. Maybe it was not the biggest challenge? (laugh)

Q. How can we briefly explain the amount of content that users can enjoy on the basis of open? And I want to tell you in a big direction how the future content updates will be d1.

a. Type Stone Director: Campaign with the main scenario is available up to 16 chapters. Other content is 'Tower' content that verifies strength, 'Simulation Room' based on loglike, 'Lost Sector' with puzzles and exploration, and 'interceptor' and real-time cooperative 'cooperative operation' The back is provided. We also offer a variety of narrative devices, including 'EX Stage', Messenger, Sub Quest, and Lost Materials, which require control.

A large-scale update will be held once a month for game improvement or events. Updates in terms of content are planning to focus on new bosses with fun stories, events and attacks.

Q. Lastly, after a long development period, I came to the launch of .

a. Hyungseok Director: I feel new these days, but gamers seem to see how serious the development team and the operating team are in the game. Because it's not a game made, we are at a sincere mode. We will do our best to be a good operation as you wait and support for a long time, and to be a loved IP in the long run. The users would have fun to enjoy the game.

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