Kingdom Under Fire: The Crusaders Interview

posted 02/03/06

Kingdom Under Fire: The Crusaders (KUF) is an action/strategy game and follow-up to Kingdom Under Fire: War of Heroes, released for the PC back in 2001. In this second entry, the gameplay is designed specifically for the Xbox crowd, with added emphasis on action. In other words, be prepared to get your commanding boots dirty as you will be giving commands as well as leading your men (or women, beast, demon...) to victory!

Boasting up to 150 exquisitely modeled characters fighting on screen at any given time and four separate single-player campaigns, as well as some exciting Live-enabled multiplayer features, KUF is gearing up to be something epic and unlike anything we've experienced before.

No doubt that fans of the RTS genre, and that of the Dynasty Warriors franchise are getting pretty excited about this release. Outside of this crowd though, KUF seems to be turning the heads of more than a few gamers that have never heard of Dynasty Warriors nor care for RTS games. Therefore, Karter Yu and Shane Bryan grilled the guys at Korean Development Studio, Phantagram to find out just how things are going with only a few months left before the game is due out.

Answered by Henry Lee, Director, Kingdom Under Fire: The Crusaders. Translated by Jay Eom, Manager, PR/Marketing.

XBW : As War of Heroes is a traditional top-down RTS game with a 2D presentation, what propelled such a dramatic departure in terms of game mechanics and presentation for the sequel?

H.L : Traditionally, there has not been many RTS titles on a console, and the few titles that made it to the market were not even that successful. In my humble opinion, this is because the developers tried to directly port a PC game to a console, which are totally different.

From the start of the project, KUFTC is designed as an "Action/RTS"game for "console"platform. We optimized everything for Xbox in areas like; control mechanics, hardware spec, players' taste, etc… And the end result is the game you see now.

Fans of the RTS genre are curious about how commanding troops in battle will work, especially in context of the Xbox controller, can you elaborate on how it will work?

The control scheme has been simplified so that you won't have to struggle with the Xbox controller, yet there is no loss of depth and complexity in commanding troops. You have control of 1-6 troops at any time, switching among them is done with the L/R trigger of the Xbox controller. Once you have the desired troop selected, you issue commands like charge, lurk, retreat, halt, set way-points, attack, change formation, use special skills, etc, etc, with ease. No more than pressing two buttons at a time. Once they're in battle, you will get to play the general just like in any other 3D action game, with combo attacks, magics, special moves, blocks, parries, counter attacks, etc.

The game is set to feature many different mission types. Can you tell us about them and what's your personal favorite?

KUFTC features an epic scale war and there will be plenty of battles to fight. (Over 60 just in the Single player campaign mode.) To make sure that players do not get bored in the course to the final victory, we made each and every single mission unique and fresh.

There are missions like; "eliminate all enemies,""destroy a target,""escort a VIP,""lure enemies into a forest and burn them with fire arrow,""trap enemies in a river and drown them by destroying a water gate,""breach a castle wall while enemies are trying to take out our catapults,"etc. In each mission, you'll be led to learn different strategies or encouraged to come up with new ones.

I don't have a personal favorite, since every one of them is designed to do different things, and they achieve their goals well. But surely, the most exciting missions are the ones you will play on Xbox LIVE against other human players.

Anyone who has seen the recent trailer will have witnessed the phenomenal scale and intensity of the battles. Please tell us about how melee combat functions within the real-time environment and why we should make use of it instead of commanding the battle from afar (aside from the pure bliss of being surrounded by 1000 frenzied friends and foes of course)?

Once two opposing groups collide, they engage in a melee battle. If your main force, the one with your general (= player character), is engaged, the camera zooms in and you will be playing him/her just like a 3D action game. There's no fancy screen transition, nor loading, just showing you the battle like it is, in a more personal point of view this time.

Being set in a medieval/fantasy world, you will have units like fighters, archers, cavalry, knights, orcs, dragons, etc. Different units have different ways of fighting. Infantry units are best to be used in a melee battle. Archers are good at supporting from afar. Cavalry will be charging and punching through front lines. Dragons will be diving in to scorch the soldiers on the ground. You should make the most out of each unit according to their strengths and weaknesses.

One of the downsides of having legions of enemies on screen at once is that the draw distance is usually quite short. How does KUF plan to handle this?

I do not understand "draw distance."But if you are asking about camera angles, the camera will be floating at a distance where the player can see what his troops are doing exactly. Once the battle begins, the camera zooms in to emphasize the intensity of the action and present the combat in a more dynamic way. But this is not a gimmick to cover up the limited power of KUF engine. Remember, we can display about 150 cracters on one screen and that means the player can zoom out any time to see the battle from afar.

By 'Draw Distance' I mean the distance into the horizon that the player will be able to view. Dynasty Warriors didn't really deliver that and it was like playing in thick fog, even when it was meant to be the middle of the day.

The best answer would be "Please take a look at the screenshots.”

Of course, there is a limit to how much objects we can display on one screen, due to the hardware specs. But KUFTC is capable of displaying 150 detailed characters on screen always moving over 30fps, plus the background props and objects. Players will get an incredible sense of scale from the battles they are taking part of.

The story played a large part in the previous title, more so than perhaps most other RTS games. How will the new direction taken with The Crusaders change the way the plot unfolds?

I think storyline is one of the most important elements of the whole gaming experience. Even for an RTS game, players need to be absorbed in the game, sympathizing with the characters, and always aware of why they have to carry out certain tasks.

In KUFTC, the player will follow an entire war, which takes place 50 years after the first game, from 4 different perspectives. Each of the 4 campaigns will feature different timelines and different nations involved in this war. By completing all 4 campaigns, players will get a full sense of what this war is about and how it is being handled by different people.

Does each of the 4 available campaigns continue and further the story? Or will they each expand on a single narrative from different viewpoints as in War of Heroes?

The 4 campaigns are not continuous, and they feature entirely different dates, places, and battles. Of course, some of the important battles will be repeated to show the motives, objectives, and outcomes for the 4 nations involved.

It's difficult to discuss The Crusaders without comparing it to KOEI's Dynasty Warriors franchise even though it is apparent that The Crusaders has a much heavier focus on strategy. In what other ways will this game set itself apart from the DW series?

Thank you for comparing our title with a great title like Dynasty Warriors. At first, I had to contemplate on how to make an RTS game more approachable for the console gamers. I concluded that a realistic battle action where the players have to face a huge group of enemies will attract the players toward trying our game out. If KUF looked similar to DW to you, my strategy worked.

But, not long after you start playing the actual game, you'll realize that this is a completely different game. Player assumes a total control over about 6 legions of various soldier types, not just one warrior. You will form a front line with the sturdiest legion, support it with archer units, flank the enemy with cavalry units, heal with paladins, and request aerial support from flying units. At the same time, you have to take strategic advantages over the environment, such as: the direction of sun and wind, water, forest, castle walls, etc.

Xbox Live support for The Crusaders has grown from a bevy of download contents to the recent announcement of online multiplayer death-matches! Can you explain how the online modes will work?

When it comes to death-match, players will have the option of 1vs1, 2vs2, 2vs1, free-for-all, etc. They will have a full control of one general and up to three groups of soldiers each. Players can pick and choose what type of soldiers they want to use and will plan out their battle strategy accordingly. Of course, they can plan things out in advance with their friend so that one player will compliment the other player. Once in the battle, they can communicate through voice-chat option, to collaborate more effectively. Once the battle ends, the resulting gold and experience points will be saved so that the players' soldiers can be upgraded and trained further for the next battle. This obviously gives advantage over experienced players, and beginners can use match-making service to find someone of their own level to compete against.

Other than the death-match, real-time ladder ranking updates, and downloadable contents will be serviced.

Will downloaded content be playable both during online and single-player games? I ask as the focus of downloadable content so far seems to focus on multiplayer.

For single-player mode, entirely new campaigns and missions will be available for download. Of course, there will be new maps to be downloaded for multi-player mode, too.

When can we expect to see KUF on game store shelves?

Kingdom Under Fire: The Crusaders will be released in August for US, September/October for the rest of the world.

Thank you very much Henry and Jay for taking time out of your busy development schedule to answer our questions. You can rest assured that fervent fans in Australia are gearing up right now in anticipation of the fierce online and offline battles to 'digital death' to come!


Interview by Karter Yu & Shane Bryan