The 2D horizontal scroll action game “Rushing Beat X: Return of Brawl Brother” (hereinafter referred to as Rushing Beat X), invited by the publisher Yoshikawa Yoshiko, and Development Director of Development Director of Development Director, The Taipei video game shows the latest information of the game and shared the development story.
“Rushing Beat” (Criminal Criminal) was the launch of a horizontal scroll action series in Super Nintendo in the 1990s. Essence
The plot of this plot is connected to the second masterpiece “Rushing Beat Random” (ラ ッ シ ン グ ・ ビ ビ ビ ビ ビ ビ ビ 本) and the three generations of “Rushing Beat Shura” (ラ ッ シ ン グ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ ビ 本 本 本 本 本.
At present, there are 6 operating characters that are open, and it may be added in the form of DLC in the future. The game operation is simple but the attack method is diverse. It is equipped with an automatic combo system to connect with the skills. There are also counterattack, pursuit, throwing, weapons and other moves, or the enemy who is knocked to the ground. After accumulating full energy table, you will enter the anger mode, and you can launch the nirvana “Beat Rush”.
The game supports double -player cooperation, and has a variety of branches and levels for players to challenge. There are also dining cars and bridges in the middle of the two levels. You can combine the ingredients props picked up in the battle, and the special props with better effect are made.
In the stage event, the official invitation to the active main Moon Xi experienced “Rushing Beat X” on the spot. After the trial, he thought that the game was very good and the feeling of using weapons was very relaxed.
In addition, after the event, the two also accepted an interview with Taiwan media to share the game characteristics and development process from players.
Q: What are the characteristics and charm of “Rushing Beat”?
Nobuhiro Yoshikawa:The “Rushing Beat” series was born in the early 1990s. It was the pinnacle of horizontal scroll action games. At that time, there were Japanese masterpieces such as “Fast Fighting on the Street”, “Double Dragon”, and “Burning Tower”.
The latest “Rushing Beat X” has been developed with the European Hug Group since three years ago, and describes the story between the second masterpiece “Rushing Beat Rebellion” and the third “Rushing Beat Shura”. However, even if you don’t know the previous work at all, the story design can directly experience the series of fun from this game.
The characteristics of the game are the American comic style, which is very cool and attractive. This is not only presented in art, but also the same popular elements in music.
In the gameplay, we have specially added systems such as air continuous skills and action cancellation to allow players to experience the fighting process. There is also an automatic combo system in this game. Even if you are not good at operation, you can easily experience the game.
Q: The reason for deciding to invest in “Rushing Beat X”?
Nobuhiro Yoshikawa:As mentioned earlier, the series has been an old game 30 years ago. It was launched in the age when the leaders of the cross -rolled action. Therefore, we think that even in modern times, we can still create an opportunity to let players re -understand the fashion and excellent of “Rushing Beat”.
Q: Compared with other works of the same type, how is the new work unique?
Kei Watanabe:There is a design of cancellation skills in this system. Players can use the cancellation technique after the move, the interrupted move was launched and continued until the next action, and then developed the exclusive continuous technique of the player. Let you operate the role smoother and smoothly according to your own ideas during the play.
The second feature is weapons. After picking up weapons in the same type of game characters in the past, only a single weapon can attack. But in order to make the battle more free and can combine the moves at will, this game can be used or abandoned for weapons at any time.
The third point is that when the props are not picked up, they are consumed immediately, but they are stored on the character. Not only can you experience the fun of collecting materials, these props can also combine the effects of recovery and use it according to the timing. The timing and combination of the use of replies to the use of reply props is a part of the game strategy.
In addition, the game role also has a anger mode. Players can constantly accumulate anger value. When the collection is full, they can use the super kill technique “Beat Rush”.
Q: Why choose 3D instead of 2D dot matrix this time?
Kei Watanabe:Now 3D art is very mature, and can vividly show the dynamics of characters and scenes. For example, even if it is the same level, you can experience the more impactful animation and scene design under the lens swing.
Q:There are currently 6 operating characters in this game and supporting double play. Will there be more roles in the future? In addition to the PVE mode of the plot, is there any PVP mode where players fight?
Nobuhiro Yoshikawa:The possibility of adding characters is not zeroBut we are still thinking about how to do it. If you add it, it may be launched in a DLC.PVP has been considered. Because I want to give players a more comprehensive gaming experience, I hope to develop in the future if suitable.
Q: Why should the new story be set between the 2nd and 3rd generations instead of opening another world view or continuing the new plot?
Nobuhiro Yoshikawa:After all, it is an old game many years ago. We think we need to take care of the feelings of old fans, and then it is better to touch new fans. If a new plot is launched from the beginning, it will be difficult to work, and it will be more difficult to propagate from scratch. At the same time, “Rushing Beat” is a classic work. I hope that modern players can re -experience the charm of this classic game from a modern perspective and experience.
Q: In the past, horizontal scroll action games are more difficult. The difficulty of this game is probably close to the series? Or which kind of same work?
Kei Watanabe:We did not intend to make a game of frustrating all players, and it took a lot of thoughts in the difficulty design of the level.
There are many ways to attack in the game, but we do not want to stum the players, but we just want players to gradually become familiar with the game. They can try more attacks and combo changes to prevent the game from being monotonous. Therefore, the difficulty design will be in a delicate and just balance, neither will it stumped to players, nor will it make the game boring with just a few moves.
If you want to say similar difficulty games, it should be closer to the Warring States Period.
Q:Since this work emphasizes changes in movement, there are also double -person co -power mode. Is there a design combined?
Kei Watanabe:No, we deliberately do not make such a design.
Because the characteristics of each character in the game are different, for example, some characters are good at the air continuous section. When he shot down the enemy, another player can chase below. The characteristics of the character are the fun we want to create, not a one -click fit.
Q:Will this game automatically adjust the enemy’s strength based on the number of players? Or set it directly on the option?
Kei Watanabe:The game is still adjusted in detail, so there is no final decision in this regard.
We believe that the difficulty adjustment will be more appropriate when double -person cooperation. However, because of the characteristics of the game, if it does not change the difficulty, it can still experience other fun. Therefore, the two players will be relatively simple.
In addition, the game has different difficulty settings, such as difficulty or simple mode, can change the physical strength and attack power.
Q:The exact release date of the game?
Nobuhiro Yoshikawa:State this year. In addition to cooperating with Jehnson’s agent, I also want to launch “Rushing Beat X” on Nintendo’s new console.
Q:What do you want to say to the player?
Nobuhiro Yoshikawa:This work is a work that can respond to the needs of fond of fighting, horizontal action game players, hoping to give us a little more time, look forward to and support “Rushing Beat X”.
Kei Watanabe:I also like the horizontal scroll action game, but every time I encounter a strong enemy, I lose. Therefore, during the development process, he pays great attention to allowing players to explore a unique move, and then feel very happy because of the combination of combat.
I hope everyone will try this game after sale to experience and create their own combo.
2025 Taipei International Video Game Show TAIPEI Game Show
time:B2B Business District, January 23-24, every day from 10: 00-17: 00
B2C player area January 23-26, 9: 00-17: 00 every day
Place:The 4th floor of the Nangang Exhibition Hall (player area) and 5th floor (business district)
Jie Shideng 2025 Taipei International Video Game Exhibition Booth Information
Stall number: L518
(Tagstotranslate) TPGS2025 (T) Taipei International Game Show (T) Criminal