Southpeak’s Aubrey Norris talks about X-Blades

“…with highly detailed environments and classic manga-style cinematics the contrast this creates is really unlike anything done to date”

Ayumi is a bit of an unusual character. She certainly has a bit in common with Lara Croft, but accomplishes things in her own highly stylized way. And to see her in action is certainly a joyful thing to behold.

Southpeak is the publisher behind X-Blades, a title that combines the fantastic with an almost manga style and intense action. Ayumi is an adventurer who deals with danger with her unique bladed weapons that are also guns. The game itself, spanning many platforms, combines exploration elements with hack-and-slash combat. To see the game in motion is a thing of beauty.

Of course, with the release date closing in, Game Solutions wanted to know a bit more about this title, and Aubrey Norris, Product Marketing Manager for Southpeak Games, was willing to answer our questions.

Question: Ok, tell me why developers create a compelling female lead, put her into dangerous situations and then dress her for an outing at the beach?

Aubrey: I think the real question is; why not. This formula has proved successful in countless titles over the years. You might as well ask Eidos why they went with a voluptuous vixen rather than a no curves flat-chested heroine for the Tomb Raider series. Honestly, we wanted to make a game that gave players something attractive to look at while they hacked and slashed their way through the highly detailed worlds and hordes of enemies in X-Blades.

The game is sort of a blend of Tomb Raider meets Diablo 2. What provided the inspiration for melding the mechanics of such seemingly diverse games into one title?

Aubrey: With the inclusion of a strong female lead and ancient temple environment there is definitely a comparable similarity to the Tomb Raider franchise, however in regards to the Diablo series there is much less comparable content. Visually the game was conceived with a very unique feel, but in drawing similarities to other existing games there is a much stronger connection to franchises such as God of War and Devil May Cry. Combat mechanics, level design, camera angles and such stay fairly true to the hack-and-slash approach to the action adventure genre, however X-Blades provides a noticeably quicker pace to the formula by integrating a new approach to the magic system with the use of a “rage” meter in place of the classic “mana pool,” and devising a system in which there is a greater degree of cohesiveness between the melee, magic, and shooting combat mechanics that is often lacking in similar titles.

Will there be much variation in the gameplay, sound or graphics between the PC and the major console systems? Will there be any difference in the quests, or even in the story line?

Aubrey: Other than the controls and some aspects specific to the major consoles (Xbox Achievements, PS Trophies, etc) there will be no discernable difference between the three versions available at the time of release, nor in any downloadable content that may be made available in the future.

What graphics engine did you use and how did it allow you to blend the cinematic quality of the game into in-game animation?

Aubrey: X-Blades was designed using the Dagor Engine 3.0, a proprietary engine developed by our team which supports the vast majority of modern development techniques such as HDR render support, dynamic lighting, global illumination, inverse kinematics, and so on. By employing this powerful and diverse engine we were able to blend different popular artistic approaches and presentation styles into one cohesive appearance with great success, including the integration of Ayumi’s anime/cell-shaded cinematic manifestation into the actual gameplay.

How did you determine what combat combos and moves would best suit Ayumi? Was the combat all computer generated, or did you do motion work with real people?

Aubrey: The overall pace of the combat system and seamless integration of different mechanics were really the definitive traits that lead to our decisions regarding how to approach the gameplay animations. In the actual development we employed a combination of both compute-generated and motion-capture techniques. The majority of melee attacks were done using motion capture, however certain animations such as flipping and magical attacks can hardly be brought to life without employing a degree of computer-generated graphics.

Does the game follow some of the traditional elements of RPGs, such as the leveling up schemes? How much customization is possible with Ayumi?

Aubrey: While there is no leveling up in the traditional RPG sense there is still a great degree of character advancement throughout the course of the game. By slaying various enemies players collect “souls” (essentially experience points), which are in turn used like a currency to upgrade the arsenal of spells available to Ayumi, along with a number of variable shooting styles for the gun combat mechanic. By using this method players are granted the option as to which aspects of the combat system to specialize in, customizing Ayumi’s advancement to be congruent with their own play style. Additionally there are a number of hidden collectables located throughout Ayumi’s journey through the temple which by collecting will unlock additional melee combat attacks and gun upgrades (independent from those purchasable via souls). All these elements combine to create a real sense of growth and progression in the character as the game proceeds.

Tell us a bit about the soundtrack. How much voice work is there, and who did the musical score?

Aubrey: The soundtrack has a number of different musical styles, all of which aid in tying the different environment, combat, and story aspects together. The majority of tracks were written, developed, and recorded specifically for the game by local artists recruited from the Moscow area, and were also supplemented by the inclusion of symphonic undertones with the assistance of members from the Berlin Phil Harmonics Orchestra. All cinematic sequences are fully voice acted, and have been localized in five languages.

Will the game have multiplayer in any form?

Aubrey: No, the title is designed strictly as a single player action/adventure title.

What do you like the most about this title, and what do you think will resound the best with gamers?

Aubrey: The fluid nature of the transition between the three combat mechanics and integration of the rage system by which the magic mechanic feels much more a focal point of combat rather than an independent aspect provides X-Blades a unique feel in the hack-and-slash genre that I myself really enjoy, and I feel gamers will agree. Too often in similar titles I find myself hoarding magic in fear of rounding a corner and facing a boss encounter or difficult group of enemies, and thus don’t always have the chance to enjoy unleashing the powers I spent so much time accumulating on the waves of lesser foes. The “rage” meter gives players the chance to incorporate their abilities into standard combat, and there is a great sense of joy derived from obliterating a group of miniscule foes with a powerful chain lightning attack. Additionally the overall approach to the look of the game, with highly detailed environments and classic manga-style cinematics the contrast this creates is really unlike anything done to date, and provides a much needed breath of fresh air that gamers will undoubtedly appreciate.