
Each new location was a discovery to both us and them, with Keichii Okabe’s wondrous score helping cement a feeling of loneliness that permeates the entire campaign. 2B and 9S were newcomers to our world in Automata, and thus explored its forgotten cities and scorching deserts with inherent curiosity. The apocalypse is always most compelling when viewed from a perspective of silence.
Project eve platform full#
Much of the trailer focuses on action, but there are instances of quiet contemplation, and I hope these are reflected in the full game. It’s a similar size and shape to the pods in Nier: Automata and I wouldn’t be surprised if it serves a similar purpose, spouting out dialogue and hints towards objectives while also acting as a ranged weapon for taking out foes from a distance. Later on in the trailer, we can see Eve walking through environments with a robotic companion by her side. Of course, basically, it will develop in Korean and go toward localization.Project Eve is blatant in what it intends to imitate, which will likely hurt the finished product, but I can’t blame a game of this calibre and budget from copying the best. The background will be very diverse, and globalization will proceed as well. Kim, Hyungtae: Regarding localization, those who are currently involved are participating in global modeling work. Will localization be concurrent with development? It seems to be a game that questions the gamer about the human self.

Simply put, I think that humankind and simulacrum can be somewhat cliched, but this theme is immortal forever. Kim Hyungtae: The scenario is mostly completed, and if you tell the story, it will become a spoiler. What do you think about scenarios and which emotions, experiences, and themes are you focusing on? If the project EVE is over, the story is as important as it is, and the console game has a high demand for the story completeness. I think that this studio has been designed and built with the assumption that we have the environment to develop the game we want. Our development studio is very cool and familiar with the latest technology. In order to apply the technology to the next generation, and to set up a separate development studio, the purpose is to develop more efficient and excellent. We are getting a lot of comrades in technology development. Kim Hyungtae: I have a deep connection with Epic. And I have put in a lot of technical facilities because.

Instead of continuing straight through the game, we want to give the impression that we are exploring the destroyed earth in Open World.Įve has excellent graphic quality. The most influenced games are the new games 'God of War' and 'Near Automata', which have been influenced by the game and have evolved the play of the game and also developed the advantages of Blade & Soul development. Kim Hyungtae: Eve is a semi-open world game, with an instance of the zone method for events and an open world for main play.


It is competitiveness because it is a workforce sharing a vision that is small but sufficiently reliable than Blade & Soul. However, since it is a AAA-grade title and requires a lot of manpower, we will eventually have over 100 employees. Kim Hyeongtae: There are more than 10 developers in Eve, and they are progressing more than they thought because they are sharing the basic vision and continuing their initial development. How many people are currently working on Project Eve and how many people will be recruited? It will be developed for all next-generation platforms and is also very positive for new platforms such as Steam, Epic Store, and Google Stadia. Kim Hyungtae: According to the information we got about the new console, we can fully cope with the development method now. A new console is scheduled for release, but is Project Eve planning to support the new console?
