Stellar Blade – Behind the scenes of the development of Stellar Blade – episode 2

The South Korean studio continues its series of video development diaries on the design of Stellar Blade and here focuses on the structure of the game's apocalyptic universe, its action gameplay or the realization of its bumps.

Following a first video “lifting the veil behind the scenes”, the development team of Stellar Blade presents some aspects of the action game, as well as its creation process. For the curious, however, do not expect major revelations. Here we will summarize the little information that the developers share.

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A devastated Earth with only a few survivors

The creative director Kim Hyung-tae begins by revealing that he has always dreamed of creating a game like Stellar Blade, for 30 years he has been making video games. He evokes the influence of cycles of urban construction and ruin (particularly in South Korea, a poor country which subsequently experienced a very rapid economic boom) for the apocalyptic universe of Stellar Blade. The city in the game is called Xion, a space “frozen in time”. It is the last human city on Earth and life there is very difficult.

Xion, last city of humanity

Varied settings and vertical exploration

The developers then discuss the various types of landscapes that the player will have to visit and overcome. A “vertical” aspect of exploration is mentioned, with an orbital elevator, with a futuristic decor and contrasting with the “slum” atmosphere of the city or the terrestrial desert spaces. The area Matrix 11 is described as a labyrinthine environment that resembles an abandoned bunker. There is also mention of a passage in a collapsed subway, more cramped. We imagine that the environment will have an influence on the gameplay.

The game begins in a linear manner but, subsequently, a more open exploration will be offered to the player (“you can go anywhere”). We can probably expect to have missions, repeatable or not, to complete in the various corners of this open world.

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A relatively demanding combat system that aims to be impressive

Regarding the combat system, the parry is intended to be a crucial element of the game. Stellar Blade is, according to the developers, in line with action and combat games such as God of WarSekiro, Dark SoulsDevil May Cry or Bayonetta. We will note, however, that these titles have somewhat different gameplay, Dark Souls being more technical and less “explosive with combos” than DMC or Bayonetta. Stellar Blade's combat seems to fall somewhere in between, less punishing than Dark Souls but with faster movement and action. The timing of parries or special attack triggers are also quite wide. This should make gameplay more accessible and less frustrating than a Elden Ring, For example. Particular attention has been paid to the sensations of combat, with percussive strikes particularly worked by the developers, giving a feeling of both power and violence.

Care given to combat sensations

Care given to combat sensations

The clashes against bumps, as with all games of this type, are obviously a particularly important aspect. We learn, to the great pleasure of lovers of monstrous bestiaries and those looking for a challenge, that there will be at least three bumps in each area (map).

For the record, the release of Stellar Blade is set for April 26, exclusively on PlayStation 5.

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