[Interview] Why did the subterin change from real time to turn?

Launched in 2016, Subterane is a unique system that adds survival to the fun of the top down shooter and was loved by many gamers at the time. There were some opinions that it was a bit complicated because of the survival factor, but it was different from the simple and exciting other top shooters. Naturally, there are not a lot of users waiting for the sequel. The sequel to Subterane finally appeared. Just one thing. I have experienced a big change. Unlike the previous work, which was a real-time shooter, it changed to turn-based RPG. It would not have been an easy choice. Why did you try this change that could harm unity?

■ Changes to turns, more expanded subterlain worldview Q. Please introduce a brief introduction to 'Subterin: Mine of Titan.'

It is the sequel to Subterane, which was released in 2016. Clearly, it can be said that it is close to abduction. While Subterin was a top-down shooter, 'subterin: mine of Titan' is close to survival RPG based on turn-based turn-based. The previous work was a stage of Mars, but this time, as the subtitle suggests, it is based on the Titan satellite. It may be boring because it's a turn-based, but it's usually not to alternate each other, but when I act one turn, at the same time, all things, including NPCs in the world, are like the same turn-based turn-based method, but don't get as boring as possible as much as possible. have.

Another noticeable change is that the NPC has been added. In the previous work, the main character struggled to survive alone, but this time, NPCs have been added to try to survive with them. Naturally, I think that if the wrong is wrong, the NPC may die and the ending will vary, so I think it will give you a different fun than the previous work.

Overall, it has experienced a lot of changes compared to its predecessor, but it has not changed. Survival factors are typical. Like the previous work, there are a lot of detailed elements related to survival. If you are hungry, you have to eat something to eat.

Q. Six years after the previous release, Subterin, was the sequel. Usually, if it's a popular game, you will start the follow-up work. Is there a special reason that took such a long time?

There are two reasons. One is that it is considerably higher than expected to develop similar genres in a row for the development team. It is true that you can develop quickly and quickly, but on the contrary, it is often difficult because it feels like you have done so far. We did too.

The other would be to be burdened and tired of doing the same franchise and similar genres in a row. So, while developing other games with brake time, I wanted to be the best timing to make a sequel by now.

Q. I thought it was the sequel to the numbering, but I was a little puzzled because it was abduction. Is there a special reason for developing Subterin 2 and suddenly turned to abduction.

WHY Originally, this was scheduled to be 'Subterin 2', but the play style is not a top shooter on the way, but it is said that this can be called 'subterin 2'. At that time, there was a story about this and that, but the opinion that it was okay and changed a lot, it was half and half. Then it was said that this happened to be developed as an abduction. If you say 'subterrain 2', the previous users will be interested, but new users will not be interested. However, it was said that the user who did the previous work as well as the user who did not do the previous work will show interest.

** Q. Normally, the sequel is a story or a story, and the abduction is a separate story.

It may sound like an abduction, but it may be better to say that it is a sequel to the abduction. Although it is not directly connected because it is an abduction, the technology that caused disasters in the previous work is characterized by sharing some settings such as causing disasters in Titan. Finally, the story of the previous work and the mine of the Subterin: Titan is being conceived to be tied together in the follow-up. In some ways, it can be said to be a buildup for the end.

Q. Is that means that the third episode is the final chapter of the subterin franchise?

It's hard to be confirmed because it hasn't been released yet, but it's hard to be sure, but it's probably not. The stage is Earth, and as mentioned earlier, the story of one and two episodes is being conceived in the form of one to 1. However, there will be no three episodes. As I said before, I would like to develop three episodes after leaving another game.

Q. Unlike the previous work, what role do you play this time with several NPCs? I wonder if I just give a quest or participate in the battle.

Rather than simply giving quests, it is a colleague who is together. Crafting elements make things on behalf of players or specific research. Of course, it's not just doing it. As you can see if you play the game, the base camp is not enough. So you can quest for the player's things you need, but if you listen to this, you will improve your relationship with the player and make it cheaper.

On the other hand, depending on the difficulty, it may be just stunned, but the NPC can fight when the camp is attacked, which can die in the process. If that happens, it may not be possible to produce or study items that could only be the NPC, so the ending continues to affect the ending, so you have to install turrets or traps before leaving the camp so that the camp is not easily died even if the camp is attacked..

Q. I said it was a real-time turn system, but please explain more.

In general, if it is a turn-based, does it not move according to the tukjeong order. In my turn, I move all my characters and move the enemy on the enemy turns or alternately. In Subterin: Titan's Mine, when I act one turn, everything in the world, including NPC, does something one turn at the same time. That's why it's a turn-based, but there's a variety of situations in which the enemy evolves or aiming for a base camp and attacking, and as a result, the player can make a variety of choices.

Q. The previous work was a real-time top-down shooting method, so I felt cool even though I had to care about it because of my own survival factor. On the other hand, 'subterin: Titan's mine' has been changed to turn-based turn-based, so it seems that the cool feeling has been reduced a lot. The strategy has increased because there are more things to think about, but it is loose. I think there will be a day, but I wonder why I changed it.

The top-down shooter was as disadvantageous as the advantages. The most unfortunate thing is that I wanted to melt strategic elements in the game, but I couldn't do it. For example, I wanted to make it possible to make various strategies in the situation where many enemies are coming, but in Subterane, it was all about keeping back and killing the streets.

So I wanted to make a variety of choices in Subterin: Titan's Mine, but I decided that I couldn't save that in the existing real-time shooter. However, it was true that it was different from the previous work, so I wondered how the previous users would accept it. I do it.

Q. There is a big change in the visuals, such as changing to pixel art, I wonder why.

It was a time to see on the character's head, so the characters are made with the feeling of seeing them on the head. Above all, the characters, including the NPC, have increased a lot, but it was difficult to distinguish it, and it was difficult to show individuality, characteristics, and wonderful characteristics.

The reason for changing to pixel art was that a friend in charge of art in his previous work left the company to set a new art style. There were many stories, and it was pixel art that was decided there. It was said that it could be made by enemy personnel, but as much as I tried, the results came out, but in the beginning, I regretted a little bit of pixel art in Korea. So I had a hard time in the beginning, but I tried to try it (laughs).

Q. The user's response is usually okay, but what exactly did you have?

It changed so much that we were worried, but the battle was not as slower than I thought, and I liked it, and the previous work was in real time, so I had a lot of stress or pressure. I could hear opinions.

Of course, not everyone liked it. There was also a pity that it was not a top shooter. However, I think that 'Subterin: Titan's Mine' was a game for both users who made their previous works, the first users and the game for both, and as a result.

Except for the feedback on real-time shooting and turn-based feedback, feedback related to the simulation elements also attracted attention, but the previous work had technical limitations, but it was in real time, so there was almost no simulation element.

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