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But it's an ongoing process, and I'm sure we'll make changes right up to the launch and beyond. We've definitely had weapons in development that have been quite dominant and we've tried to tune all of that out so that every weapon is equally viable and also just a fun and great experience to play and use. We're constantly tuning and balancing the weapons as best we can with our data from user research, our own teams, and everybody playing the game internally. It's an ongoing process, as with any game dealing with multiplayer and different weapons and this kind of experience. What steps have been taken for balance between all the weapons? How do you ensure one particular weapon doesn't become the dominant preference? Every weapon has completely unique attacks and behaviors when used in conjunction with the Karakuri. And then, additionally, the thing that kind of cracks the weapons open in this game, to be honest, is how they interact with all of the Karakuri combinations you can build. And we also feature a sort of transmogrification system where you can change the appearance of your armor while maintaining the stats that you want for that particular build.Įach weapon has its own deep gameplay systems and combos and skill mastery. When you craft them a base state, you can move your armor to look more like a Kemono or more of kind of a human interpretation of that armor. In terms of customization, you can customize your weapons and armor beyond just what they look like. And there's a huge variety of armor that goes along with that. We've got eight unique weapon types for Wild Hearts, with over 200 variations of those weapons across all the things you can craft. But for sure, the way that we've talked about it throughout this partnership is this is its own thing and, hopefully, the beginning of a new franchise.Ĭan you tell us about the variety of weapons and armor we can expect in Wild Hearts? Is there any customization? I think we should let Koei Tecmo speak to that first part of that question. Is this a natural evolution of the Toukiden franchise or more of its own thing? Related Story Alessio Palumbo WILD HEARTS Gameplay Trailer Shows 7+ Minutes of Hunting A lot of the creative input that we have had and feedback that we've given them has been around tutorialization and onboarding clarity of features and UI to players. One of the other things that we have helped Koei Tecmo with was being able to reach a broader and more Western audience. We provided a huge amount of testing and data to Koei Tecmo that helped them fine-tune the game and make critical decisions around their feature set and the game's design. EA has a great wealth of experience and an incredible user research division. Some of the biggest parts that I think have paid off for this game are user research.
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We have provided the full force of EA's resources to Koei Tecmo, as we do with any EA Originals partnership. Going back a little bit to the partnership between EA and Koei Tecmo, what kind of help and creative consultation did EA provide during development?
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Internally here at EA, we're big fans of the genre, so it just felt like a perfect project that we were excited to be a part of. We're really excited about the vision that Koei Tecmo presented to us with Wild Hearts and its original take on this genre. What made Wild Hearts an appealing title to the EA Originals team? It's quite different from anything EA has done before with the label.Īs a label, EA Originals are interested in partnering with studios, whether they're established or they're new or they're indie or they're triple-A, when they're doing something truly bold and original and different.
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You can check out the full transcript, which is chock-full of juicy details on Wild Hearts mechanics and features, below. Following the promising reveal, we've been able to try a preview build of the game and participated in a roundtable press Q&A with Lewis Harvey, Executive Producer for Wild Hearts from the EA Originals team.
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