| by
Eric Arevalo
Along
with our review of the first episode of ShadowFlare this week
we were fortunate to conduct an interview with Keiko Nakajima, Marketing
& Public Relations Coordinator from Emurasoft. Emurasoft is the company
that is currently localizing the well designed RPG game ShadowFlare
which was released to wide acclaim in Japan last year and was developed
by Denyusha. We thank Keiko for taking the time to answer our questions
for this interview. Please read on to understand what makes ShadowFlare
an engaging RPG game.
INTERVIEW
WITH KEIKO NAKAJIMA FROM EMURASOFT
SHADOWFLARE-
THE GAME
1) Please
tell us about the world of ShadowFlare and the main goals behind its
creation?
The world of ShadowFlare
is set in the future with civilization as we know it on the brink of extinction.
The remaining human population, shattered and depleted, is forced to fight
against a horrifying demon that appeared out of nowhere and who now leads
marauding packs of lesser demons and creatures. With no choice but to
fight, small circles of humans have taught themselves magical skills that
they use to stay alive.
Players take on the
roles of magical warriors intent on aiding in the survival of mankind.
At first, the players are little more than mercenaries, gaining cash rewards
for killing demons. Eventually, they are thrust deeper into the action
and meet characters that can help them investigate the chain of events
that led to the devastation.
The developer’s
main goal was to provide speedy gameplay and lots of action. Hence, the
game has a steeper learning curve than most but I think the rewards make
the initial struggle very worthwhile. This is one aspect of ShadowFlare
that sets it apart from other RPG games on the market.
2) What
do you think is unique about releasing ShadowFlare in an episodic nature?
I think it shows the
developer’s commitment to the players and the desire to listen to
them and weave their feedback into future episodes. It made it possible
for the developer, Denyusha, to gather opinions and requests, decide which
ones would make the game better, and then deliver the enhancements in
future episodes.
I think releasing
the game in episodes also makes it fun. There’s anticipation and
excitement about new episodes and maybe it’s more of a challenge
for the gamers. The really good gamers might finish an episode a couple
weeks before the release of the next episode and then they have to keep
their skills fresh or work hard to get back up to the level of play they
were at when they finished the last episode.
3) What
do you find as the most appealing aspect within ShadowFlare?
I would say it’s
the brisk pace of the game since players are immediately thrust into situations
where they’re fighting for their lives and the action never lets
up. Also, the career system and having a fighting companion are intriguing
to a lot of gamers. Taking full advantage of the perks that come along
with your career choice as well as the extra fighting punch your companion
offers really pays off in the long run.
4) Originally
released to wide success in Japan last year, how has the release of
Episode One gone with US players?
Pretty good. More
than 50,000 people have downloaded the demo during the first 3 weeks,
and the response from people has been quite good. There have been a few
complaints about the graphics not being cutting edge but we don’t
worry too much about that sort of feedback since the goal of the game
is providing lots of action. There are many games out there with better
graphics but few that hold your interest as well as ShadowFlare
so I think we have our priorities straight.
SUPPORT FROM
THE COMMUNITY
5) You
have sought help from gamers in the community to test each episode before
it is released, how has this worked and has it provided sufficient feedback
to improve the game?
Yes, we recruited
testers for Episode One and Episode Two in order to gather feedback, especially
advice on the dialogue and scenarios in the game. Translating a game originally
meant for Japanese audiences is difficult due to the differences in the
cultures. We wanted to be sure we had a good idea of how American gamers
would respond to the game and it’s worked very well. We haven’t
decided if we will do the same for Episode Three and Four though since
we’re fairly confident we now understand what gamers here are looking
for.
THE FUTURE
OF SHADOWFLARE
6) What
can players expect in future episodes and when will they be released?
We often hear gamers
saying that Episode One was awfully hard but future episodes won’t
ease up. Gamers can expect the pace of the action to continue so they’ll
have to really work to complete future episodes.
Players cannot save
the game anytime they like and this was done intentionally to keep players
sharp. For example, if players could save the game when they’ve
cleared a town of demons, their fighting skills would hit a plateau. We
make it easier for them to prepare for future episodes by not allowing
them to take any shortcuts.
I think future episodes
will be even more fun as well as presenting more of a challenge. They
will be an increased variety of weapons and armor, including premier and
rare items that can’t be found in previous episodes.
There are total of
about 1,300 different weapons in the overall game, and most weapons can
be divided into different categories - magical weapons (staffs, etc.),
bows and guns, and swords. There are about 3,000 other items in the game.
These other items include armor, accessories and medicines that can change
a player’s attributes and health parameters.
Episode Two will be
released on December 10th. Episode Three is coming out sometime in January
2003 and Episode Four is due in February 2003.
7) Are
there any plans for a sequel to ShadowFlare or another game like it?
Denyusha was considering
a sequel to ShadowFlare because Japanese ShadowFlare
players have been clamoring for one. I am sure whatever Denyusha unveils
next will turn out to be very exciting and a lot of fun. We will let you
know when the time comes!
November 16, 2002 |