
Players will be doing a lot of shooting in NIKKE, but card collection is another key component of the whole package. Moreover, since enemies in Nikke, known as Rapture, also have skills, hence various combinations need to be taken into players’ consideration to unlock the stages.” The appropriate combination of these abilities could assist players to maximize the synergy, which does great help to complete the mission. “Different characters have special shooting skills or special abilities in burst skills and passive skills. “Each Nikke has their own unique weapon and ability,” Hyung-tae said. This flexibility is key to saving the world from Rapture your way. The Nikke themselves come with their own unique weapon and ability, adding to gameplay variety and giving you different options in how you want to tackle missions. While artwork is one of the most integral parts of NIKKE, gameplay is also just as important. Please check out the game to uncover the secret why these Raptures are in these shapes.” For instance, enemies on the ground are motivated by arthropods, and enemies in the air are motivated by marine organisms. “Therefore, we start from the very original and initial design. “To ensure the flow of the story, we think it is necessary to start from zero to redesign,” Hyung-tae said. Furthermore, Hyung-tae also shared how the team went about creating the design of the enemies. Hyung-tae continued to talk about how the entire art team helped create the characters and diverse cast of playable and non-playable heroes. I think the mobile gaming industry in Asia has come a long way.” “However, the game’s overall visual version has been influenced by military-themed subculture games (also known as anime games).

“I grew up surrounded by post-apocalyptic sci-fi works (Battle Angel, Ghost in the Shell, Blade Runner, etc.), and they have a great influence on me,” Hyung-tae elaborated. Hyung-tae also shared that, despite him previously working on Project Eve and them being developed around the same time, each game will very much stand on its own. Additionally, battle backgrounds and maps are attractive as they could provide the players with the feeling of 3D space and brush stroke.”Īs for the inspiration behind the visuals and story, post-apocalyptic stories and military-themed subculture games played a huge role in creating NIKKE.
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The in-game illustrations could almost demonstrate the full 3D character movements and various shapes transforming in different phases. “We hope that you could pay more attention to bosses and monsters.

“Whenever they are taking cover, shooting, or reloading, the characters’ unique charm and characteristics could be shown by elaborate and detailed illustrations and animations,” Hyung-tae said. This definitely needed a huge investment of time and money, but the entire team has been devoting their heart and soul to every character creation and design.”įor the characters and bosses in particular, Hyung-tae and the team wanted their animations and movement to draw players into the world and give them a visual feast alongside great gameplay. We, therefore, decided to make a 2D game where the aesthetics of characters would be completely demonstrated. Any exquisite illustrations you do see are gone in a flash, and what you’re often provided with are in-game visuals with decreased quality. “I’ve played my fair share of 2D games, but most of them only contain misshaped and compressed SD characters. For NIKKE, Hyung-tae wanted to bring the characters and art front-and-center with advanced animation and animated illustration that makes characters and battle animations more lively. While many 2D games have impressive visuals and character models, a lot of the hard work can be gone in an instant and isn’t presented in the best way. Hyung-tae began by discussing NIKKE’s visuals.
