What changed
0 fixes2 additions6 changes0 removals
- Store
- UI and audio
- Gameplay
- Events
changedDear players: “the Initial” has been on sale for a year and there is no update for a long time. The five of us do the development and distribution all on ourselves, so we have been in high pressure, but, it is not enough. We have been spending a lot of time reading players’ comments, answering players’ questions and updating the game after the release. But we realized that we must look ahead, and the players who always support us is hoping that we could go forward instead of staying with a tiny indie game. So, after the game is basically stable, all of us working hard to create our next work. We read thousands of comments and strive to let players notice our improvements and progress. We have been developing until now and decide to bring our new craft, “Initial Ⅱ” back! “Initial Ⅱ”is currently in the final intense development and testing. We assure that she will be able to show herself soon enough. The store page is now open and the link is as follow: https://store.steampowered.com/app/904310/Initial_2__New_Stage/ Just Follow it and add it to your Wishlist. After reading 1000+ reviews, We chose some feasible ones and did some improvement:
addedCombatCombat has always been our core gameplay. In our last work(“the Initial”), many players have praised our combat experience, but there are also some players who have pointed out many problems. We have made many improvements to the combat, such as: Enhanced the feel, it is easier and accurate for timing now. Added more weapon types: Blade, GreatSword, Gauntlet and Bow. Each weapon has its own performance and can be dynamically switched during the combat. Enhanced the performance of “Execution”. We chose a animation performance producing method different from that in last work. There will be more impact and immersion. Adjusted the automatic enemy locking function, as far as possible to avoid the drawbacks caused by it in the ACT game. Added the manual enemy lock function. Removed the block and improved the performance of dodge, referring to a large number of the best action game in history. Added combat audio in both English and Japanese. Significantly modified the influence of Hit Recover in combat. Added 4 functional spells including Healing Spell.
changedEnemyThere is a lack of both enemy types and AI in our last work. But we increased the enemy types from 7 to 26 types, increased the number of BOSS from 4 to 13 with multiple phases, and designed the more complicate AI.
changedDifficultyOffer two difficulty level: story mode and challenge mode. Story mode aims to offer some help of 2 AI companions to the players who want to enjoy the story. In challenge mode, player must fight alone and face the more difficult enemies. After finish the game first time, a hidden difficulty will be unlocked. In this difficulty, the enemies are going insane. It is only recommended for the hard-core gamers who love high-difficulty combat experience.
addedControllerAdded Adaptation for a lot kinds of game controllers respectively, including PS4 dualshock4. Improve the feeling when use keyboard & mouse. Added key modification function.
changedStorytellingStorytelling plays a big part in a game, so we focused on improving it. A whole world concept and a suitable story. Totally 32 pages scripts with vocals and more textual and imagery description. 36 real-time rendering cutscenes with full audio in both Japanese and English. All the motion in cutscenes is captured by Mocap. Our old friends helped us invited 20+ professional voice actors to participate in dubbing. Japanese dubbing is led by Kugimiya Rie and Uchida Maaya. English dubbing is led by Kira Buckland (“Nier: Automata” 2B) and Christine marie Cabanos (“Dead or Alive” Marie Rose).
we increased the enemy types7→26↑we increased the enemy types increased, buffThe Initial changes
changedDear players: “the Initial” has been on sale for a year and there is no update for a long time. The five of us do the development and distribution all on ourselves, so we have been in high pressure, but, it is not enough. We have been spending a lot of time reading players’ comments, answering players’ questions and updating the game after the release. But we realized that we must look ahead, and the players who always support us is hoping that we could go forward instead of staying with a tiny indie game. So, after the game is basically stable, all of us working hard to create our next work. We read thousands of comments and strive to let players notice our improvements and progress. We have been developing until now and decide to bring our new craft, “Initial Ⅱ” back! “Initial Ⅱ”is currently in the final intense development and testing. We assure that she will be able to show herself soon enough. The store page is now open and the link is as follow: https://store.steampowered.com/app/904310/Initial_2__New_Stage/ Just Follow it and add it to your Wishlist. After reading 1000+ reviews, We chose some feasible ones and did some improvement:
addedCombat has always been our core gameplay. In our last work(“the Initial”), many players have praised our combat experience, but there are also some players who have pointed out many problems. We have made many improvements to the combat, such as: Enhanced the feel, it is easier and accurate for timing now. Added more weapon types: Blade, GreatSword, Gauntlet and Bow. Each weapon has its own performance and can be dynamically switched during the combat. Enhanced the performance of “Execution”. We chose a animation performance producing method different from that in last work. There will be more impact and immersion. Adjusted the automatic enemy locking function, as far as possible to avoid the drawbacks caused by it in the ACT game. Added the manual enemy lock function. Removed the block and improved the performance of dodge, referring to a large number of the best action game in history. Added combat audio in both English and Japanese. Significantly modified the influence of Hit Recover in combat. Added 4 functional spells including Healing Spell.
changedThere is a lack of both enemy types and AI in our last work. But we increased the enemy types from 7 to 26 types, increased the number of BOSS from 4 to 13 with multiple phases, and designed the more complicate AI.
changedOffer two difficulty level: story mode and challenge mode. Story mode aims to offer some help of 2 AI companions to the players who want to enjoy the story. In challenge mode, player must fight alone and face the more difficult enemies. After finish the game first time, a hidden difficulty will be unlocked. In this difficulty, the enemies are going insane. It is only recommended for the hard-core gamers who love high-difficulty combat experience.
addedAdded Adaptation for a lot kinds of game controllers respectively, including PS4 dualshock4. Improve the feeling when use keyboard & mouse. Added key modification function.
Dear players: “the Initial” has been on sale for a year and there is no update for a long time. The five of us do the development and distribution all on ourselves, so we have been in high pressure, but, it is not enough. We have been spending a lot of time reading players’ comments, answering players’ questions and updating the game after the release. But we realized that we must look ahead, and the players who always support us is hoping that we could go forward instead of staying with a tiny indie game. So, after the game is basically stable, all of us working hard to create our next work. We read thousands of comments and strive to let players notice our improvements and progress. We have been developing until now and decide to bring our new craft, “Initial Ⅱ” back! “Initial Ⅱ”is currently in the final intense development and testing. We assure that she will be able to show herself soon enough. The store page is now open and the link is as follow: https://store.steampowered.com/app/904310/Initial_2__New_Stage/ Just Follow it and add it to your Wishlist. After reading 1000+ reviews, We chose some feasible ones and did some improvement:
Combat
Combat has always been our core gameplay. In our last work(“the Initial”), many players have praised our combat experience, but there are also some players who have pointed out many problems. We have made many improvements to the combat, such as: Enhanced the feel, it is easier and accurate for timing now. Added more weapon types: Blade, GreatSword, Gauntlet and Bow. Each weapon has its own performance and can be dynamically switched during the combat. Enhanced the performance of “Execution”. We chose a animation performance producing method different from that in last work. There will be more impact and immersion. Adjusted the automatic enemy locking function, as far as possible to avoid the drawbacks caused by it in the ACT game. Added the manual enemy lock function. Removed the block and improved the performance of dodge, referring to a large number of the best action game in history. Added combat audio in both English and Japanese. Significantly modified the influence of Hit Recover in combat. Added 4 functional spells including Healing Spell.
Enemy
There is a lack of both enemy types and AI in our last work. But we increased the enemy types from 7 to 26 types, increased the number of BOSS from 4 to 13 with multiple phases, and designed the more complicate AI.
Difficulty
Offer two difficulty level: story mode and challenge mode. Story mode aims to offer some help of 2 AI companions to the players who want to enjoy the story. In challenge mode, player must fight alone and face the more difficult enemies. After finish the game first time, a hidden difficulty will be unlocked. In this difficulty, the enemies are going insane. It is only recommended for the hard-core gamers who love high-difficulty combat experience.
Controller
Added Adaptation for a lot kinds of game controllers respectively, including PS4 dualshock4. Improve the feeling when use keyboard & mouse. Added key modification function.
Storytelling
Storytelling plays a big part in a game, so we focused on improving it. A whole world concept and a suitable story. Totally 32 pages scripts with vocals and more textual and imagery description. 36 real-time rendering cutscenes with full audio in both Japanese and English. All the motion in cutscenes is captured by Mocap. Our old friends helped us invited 20+ professional voice actors to participate in dubbing. Japanese dubbing is led by Kugimiya Rie and Uchida Maaya. English dubbing is led by Kira Buckland (“Nier: Automata” 2B) and Christine marie Cabanos (“Dead or Alive” Marie Rose).
Characters
Improved the fineness of character models in nearly ten times. Improved the performance of hair. Improved the design of faces. Improve the feeling of skin with Sub-Surface Scattering. Captured the motion with Motion capture.
Music
All the in-game music is crafted by our old friends, CyberJoker (Japan) and StrawberryHilMusic (United States). They co-operate to bring us dozens of BGM. Hope to bring our players the more delicate visual-audio experience. We will continue to listen to opinions of our players, to find our shortcomings and understand the need of players. We are a 9-developer team now, and still need a lot of learning and growing. Please follow us and add our new craft to your Wishlist if you are interested! Finally, we must thank all our players of “the Initial” for the support, without which, we can not make it this far. Thank you!