Players need to be able to choose their favorite characters, not the most powerful ones

Oct 5, 2012 21:21 GMT  ·  By

PlayStation All-Stars Battle Royale, the upcoming fighting game from SuperBot Entertainment, promises to emphasize balance when it comes to its wide array of characters, as players should be able to choose heroes based purely on their favorite games, not on how powerful they are.

PlayStation All-Stars Battle Royale promises to deliver a pretty intriguing experience next month, allowing players to control a wide array of characters and fight against up to three other people in hectic matches.

Seeing as how among the roster there are characters like Kratos or Nathan Drake, as well as Parappa the Rapper or the Fat Princess, the game’s Director, Omar Kendall, told CVG that it was crucial to make sure that all of them had just the right amount of advantages and disadvantages, in order to keep everything balanced.

“Our goal is really to create something viable. We know that the game will be appreciated in different ways by different players, but there's a large part of the team at SuperBot that approaches this very much as a serious fighting game, and character balance is a big part of that. Being able to select a character because you like them, not because you think they're strong, that's important for us.”

According to Kendall, it was quite a challenge to develop attacks for all the characters in the game, but some were easier than others.

“The first thing that we tried to do was capture the essence of the characters. What that means for me is, you've got characters like Kratos or Heihachi who have appeared, maybe not in a game quite like this before, but there are enough similarities that if you just draw almost one-for-one the different techniques they have, you go a long way in accurately representing that character.”

“Then you've got characters like PaRappa the Rapper, Fat Princess, or even Sweet Tooth, who appear in an incarnation in PlayStation All-Stars unlike anything they've ever appeared in before. What you have to do with those characters is look at how the players feel about those characters, their strong personality traits, and look for ways to realize that essence into a combat moveset.”

Players will be able to judge for themselves just how balanced the game is this November, when it’s out for the PlayStation 3 and PlayStation Vita.