Our new Game Director knows Bless better than anyone else! Jae-hoon is also the one who guides the future development direction and points of focus for Bless. Recently, he presented a big development roadmap regarding Bless Online’s Steam release. We thought that it would be a good idea to share this with you guys so we asked him for an interview.
Therefore, we tried to find Bless’ strength and weaknesses by looking back on our past service experiences through various kinds of research, such as NA/EU community feedback and focus group interviews. Using this as our foundation, we ended up deciding on the development direction after much consideration.
To summarize Bless Online’s development direction for 2018: we aim to fix problems that many have identified as we lead up to Steam Early Access. We want to ensure smooth gameplay and develop and polish new and current content to allow players to experience Bless’ transformation. In the long run, we will present new core content that expresses Bless’ strengths and uniqueness.
Of course, as we aim to launch Steam EA as soon as possible, we may be criticized for trial and error during the development progress. However, we think that communication with players and providing quick responses is the most important thing in game service. Thus, we will make and grow Bless Online together as we listen to the feedback of players in North America and Europe.
We will do our best to improve on all Bless’ shortcomings before Steam Early Access!
In the first build that will be unveiled on Steam, we will present you the new Bless, including the growth, improved optimization, and noticeable changes in the improvement of combat and UI/UX.
Combat is the area we focus on the most because it comprises of the majority of gameplay. However I am confident that you will feel considerable change in Bless’ combat as we have been working very hard to improve it.
The main goal of the combat change is to make a system of rhythmic combat that is fun in regard to skill building, and battling solo or with party members.
In order to provide tempo-based (rhythmic) combat, we are re-adjusting the monster difficulty and adding skill combo effects for more efficient and interesting combat. Additionally, with the skill customization system, a skill’s effect or the whole impact of the skill itself can be changed depending on the path you choose. It will definitely provide more depth to growing skills and will enable more strategic combat in PVE / PVP situations.
The current skill system works through players improving their skills by investing skill points, but in the future players will be able to diversify their combat style by choosing which skill effects to grow and how to make their skill combos.
In addition, the cooperative aspects will be more interesting with the addition of special buff effects that vary depending on the party members’ classes.
We are also preparing a lot of other content not mentioned above, and we will share further details on improvements through later Dev Talks.
Lastly, many fans in the community are wondering about the release schedule. There will be a chance to tell you what you are looking for soon.
Everyone in our company is working hard to develop the game you would like in EA, so please be patient and give us a little more time!
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