A lot of the features that were restricted are now being opened up to enable a well-balanced user experience that fits the gameplay in a more enjoyable way. Due to the change to a “buy to play” model from free-to-play the content of the game will change as well. The game constantly evolves through additional development. As such, we have always allowed our writers, designers, coders, testers, and all developers to work in unison in order to ensure that the content functions cohesively through the unique hybrid experience we are looking to provide our players with. We want to make sure that these are fun, familiar, and dynamic, but also that they feel unique to the world of Kingdom Under Fire 2. Same thing with the classes and the troops. The world of Bersia is filled with rich lore and story, and so we needed to ensure that these elements were familiar enough for former players to enjoy, while being accessible and fresh enough for everyone else jumping into the series. Prima: Can you tell us about the development process up to this stage? How has each version of KUF2 changed through development since 2008?īlueside: Although the process itself has changed over the years, we have always wanted certain elements to click with new and former players from the moment they jump into the game. Recently, after a lot of internal testing, we’ve felt a great amount of satisfaction in the gameplay and we think it’s finally ready to be launched in the Western market. We’ve faced a lot of problems but we were finally able to find the perfect balance between the RTS and the RPG features and we believe that we’ve perfected the game by finding the perfect balance. This game has a long history of repeating a lot of trial and error. Why we think it’s ready to be launched in the West now is because… We were the first ones to attempt it and I believe we’re the first ones to achieve it. It has been in development for a long time but once we saw that Blueside was getting ready to run Beta versions in Russia and Asia, that was when we thought we had a chance to pick it up and bring it to Western audiences.īlueside: I think the development of this game started off with the idea of bringing in the action-RPG and the RTS to create a hybrid which has never been attempted before. Gameforge: We’ve been looking at the game for a long time and we always thought it was an interesting product, right? It just wasn’t ever ready for a Western release. What made decide to pick up the license? And why aim for a Western release now? Prima: Kingdom Under Fire 2 has been through a rocky road of development since its original reveal back in 2008. Kingdom Under Fire 2 Interview: a strategy twelve years in the making Prior to launch, we had the chance to speak with Gameforge’s executive producer Botond Nemeth and product management lead Noemi Feller, as well as Blueside’s business development manager David Wang and creative director Jubo Kim about the long road KUF2 has been on, the trials and tribulations faced along the way, and why now is the perfect time to bring the game to stores. Following beta launches in Asia and Russia, and an entire rework of the game’s payment system, KUF2 is finally ready to bring its heroes and strategy to the West under publisher Gameforge. This is no Duke Nukem Forever though, as developer Blueside has remained committed to the cause through twelve plus years of development. RTS and MMORPG hybrid Kingdom Under Fire 2 has been on a pre-release journey that few games can rival. ![]() I don't have technical details for what they are doing which is why I'm limiting the comparison to how well things are realized, the craftsmanship.Īs for the hundreds of cloned enemies, I wouldn't say that they are a knock to the things the game is doing outside of the battlefield, especially given that fighting masses of cloned enemies seems to be the chosen 'genre' (not personally my thing but it is sort of a genre).Today, finally, marks the first Western release of a game first announced over a decade ago. ![]() As far as comparisons I'd say the detail here is better realized and cleaner than in FF13 and much cleaner than in Rage in my opinion the lighting/shaders are realized at a higher level than in both games. Part of the reason it's impressive is because there are so many unique assets at once (the city with many unique characters for example), and because there is a massive multiplayer element. Most are simply not that succesfulll cause people buy games to have fun with them, not to look at beatiful things. ![]() just look at the clone-armies.Īlso i´d like to mention games like FF13 and Rage, there are a lot of games at this level. Now they only need to fill the game with 20 different characters.
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