A brand new title scheduled for release on the Xbox 360 and PlayStation 3, ASURA’S WRATH sees Capcom join forces with Japanese developer CyberConnect2. Inspired by Asian mythology and fused with science fiction, ASURA’S WRATH will redefine the action genre by delivering unprecedented levels of dynamism, drama and interaction.
Once a revered deity, Asura was betrayed by his fellow gods and stripped of all his powers. Consumed by anger at the injustice he has suffered and swearing vengeance, Asura discovers he can use this fury to his advantage and turn it against his enemies. By channelling his inner rage, Asura is now able to unleash devastating attacks and wreak havoc as he battles against the deities who have wronged him and their earthly forces. Inspired by episodic dramas, ASURA’S WRATH will be split into distinct sections with gameplay and narrative unfolding as one and building to a final climatic conclusion.
It’s not your typical action game where you start out with a small sword and work up to a huge weapon; it doesn’t have that style of progression. However there are various stages where Asura can power up – you have already seen here that he started out with two arms and then he has six, and there will be quite a few transformations along those lines. The character you see here is not all there is.
We’ve tried to make the camera feel part of the game, not just a lens to view it though, so that the action and the drama feel grander, if you will. So to take today’s example, we’ve placed the camera in a position that makes the boss seem huge. In the fighting sequences, you want the camera really close up so that each punch is at its most visceral. We keep going through this internal self-critique over camera placement and you’re going to see that it’s not there for the sake of being there, but it almost feels like another character.