Asura Blade: Sword of Dynasty (1998)
Asura Blade’s gameplay system borrows a couple of mechanics from some past well-known fighting games. It utilizes a three-button system (similar to the one found in SNK’s Real Bout Fatal Fury) while having many different battle tactics such as air blocking (seen in Capcom’s Street Fighter Alpha and DarkStalkers), retreating and advancing, weapon retrieving (seen in SNK’s Samurai Shodown), a roll and a jump up after being knocked down, a push back from within blocking (similar to the Alpha Counter in Street Fighter Alpha), and a two-button melee attack (seen in SNK’s The King of Fighters). Like many fighting games that were released around the time, Asura Blade has a super gauge system, known as the Magic Gauge, that’s seen at the bottom of the fight screen and that a player is able to fill it up through either attacking, being attacked, or using special moves. Once the player is able to gain a MAX level from within the Magic Gauge, they can then initiate either a Super Move, an EX Attack (which is a powered up variation of a special move) or a Boost Mode (which bestows special traits or characteristics upon the character for the remainder of the round, but forces them to not use Super Moves, EX Attacks, and two-button melee attacks). The combo system is similar to the ones in the Fatal Fury series (particularly from Fatal Fury 3: Road to the Final Victory to the Real Bout Fatal Fury titles and Fatal Fury: Wild Ambition), where moves are chained into more powerful moves, and then into specials.
Pitching to publishers
Vortragende: Christopher Wulf
Mittwoch 09.12.2020, 14:00 bis 16:00 Uhr, Zoom
Christopher Wulf is the publishing director for developer x publisher hybrid “Those Awesome Guys”, the developer behind the friendship-ruining party game ‘Move or Die’ and publisher of monster-dating game ‘Monster Prom’. Chris oversees the publishing and business development business, signs new games, and is focused on expanding the business of the company.
Meeting-ID: 932 486 4755