Original Link:
https://m.inven.co.kr/webzine/wznews.php?idx=301847&iskin=webzine
On January 2, 2025, “Wuthering Waves” Will Launch Version 2.0 and Its PS5 Edition
Released globally on May 23,
Wuthering Waves is an open-world game that showcases Kuro Games’ signature aesthetic, with stunning characters and fast-paced action that has received widespread acclaim. In its upcoming 2.0 version, the game will introduce “Rinascita,” a brand-new European-inspired region distinct from Huanglong, and a new chapter in its narrative.
From
Punishing: Gray Raven to
Wuthering Waves, Kuro Games has steadily honed its unique identity, becoming an indispensable name in the subculture gaming scene. With
Wuthering Waves 2.0, what new surprises does Kuro Games aim to deliver? We spoke with Kuro Games CEO Solon to delve deeper into their vision.
https://preview.redd.it/7qfvyuoxud9...bp&s=0b25be5e9f1015e45f373fa85d76489afe1e3995
▲ Solon, CEO of Kuro Games
“Rinascita: A New Experience to Meet Expectations”
Q: Wuthering Waves has reached its half-year anniversary since launch. How do you feel?
Solon: It has been a journey from uncertainty to confidence. When
Wuthering Waves was released, I often wondered if it would be loved by players and hoped it could survive. But the amount of love it received exceeded our expectations and motivated us to consider long-term content that could repay that love.
Looking back, I feel we initially lacked confidence that our work would be recognized. Through
Wuthering Waves, we realized we were growing, and that realization reinforced our determination to aim higher, knowing our creations would be acknowledged.
Q: The transition from version 1.0 to 2.0 feels quick. Was this a deliberate decision?
Solon: The world of
Wuthering Waves,
Solaris, contains various regions beyond Huanglong. After introducing Jinzhou in Huanglong, we immediately presented “Rinascita” to showcase aspects we hadn’t revealed before and to demonstrate our evolution. As I mentioned, long-lasting love from our players requires us to continually prove ourselves, and this was part of that effort.
While we’re cautious, we aim to
deliver significant new content roughly every half year. With this in mind, we’ve worked hard to bring “Rinascita” to life for our players.
Q: Gun-focused characters have felt somewhat underwhelming until now, but Carlotta in 2.0 seems to address this. Can we expect more engaging gun characters in the future? Additionally, will the weak parry performance of 4-star gun characters be improved?
Solon: I’m glad players are taking notice of Carlotta and giving her positive feedback. We’re considering multiple aspects when it comes to gun characters. In fact, we are closely examining overall weapon and character balance.
Q: Alongside 2.0, the PS5 version is also launching. What was the most challenging part of its development?
Solon: Optimization, without a doubt. This is our first release on PlayStation, so there was a lot of uncertainty about how to optimize the game for it. Since optimization directly impacts the gaming experience, we devoted significant attention to this aspect.
Q: In Rinascita, Echoes—previously seen as enemies—are now integrated into daily life, which is intriguing. Could you clarify what Echoes are? Will they appear similarly in other regions as game mechanics or interactive elements?
Solon: Echoes have been a complex aspect, both in terms of world-building and content integration. We’ve explored many possibilities, and their usage in Rinascita is the result of ongoing research. Players can expect further applications in future content.
Q: Story and direction seem to be improving with each update. Characters like Chang Li, Shorekeeper, and Camellya left a strong impression. Will “Rinascita” exceed those expectations? Are there plans to refine the early story?
Solon: It’s heartening to see the positive response to each new update. However, our core storytelling approach hasn’t changed. We design characters and themes that align with the unique identity of each region the Rover visits. By letting players gradually discover and connect with these elements, we aim to foster emotional engagement.
This approach remains consistent in Rinascita. The new region is a carnival city filled with secrets, distinct from Jinzhou. With its characters and storylines, we aim to deepen player connection. We’ve crafted something special, and I hope players look forward to the new story.
Q: What key aspects of 2.0 and Rinascita would you like players to enjoy most?
Solon: There are so many! (Laughs) If I had to choose, I’d say I hope players appreciate how
Wuthering Waves continues to evolve, showcasing endless possibilities. From 1.0 with Mt. Firmament and Black Shores to Rinascita, each version has been a step forward, aiming to surprise players. Our team has been relentless in its efforts to improve, and 2.0 reflects this progress. Player feedback is one of the most important things for our development team.
Q: It might be a bit early to ask, but in the beginning, Wuthering Waves mentioned the seven regions of Huanglong, including Jinzhou. Now, you’ve moved to Rinascita, a completely different setting. What can we expect next in the world of Wuthering Waves?
Solon: As you mentioned, Huanglong alone has regions beyond Jinzhou, and Rinascita itself has additional cities. Wherever we go next, there are expansive storylines ready to unfold. Our challenge is determining how to present them fully and effectively.
Another major consideration is meeting player expectations. The experiences we provide must satisfy our audience. Knowing how much players have cherished what we’ve shown so far and their anticipation for what’s next motivates us to rise to the occasion. One of our key directions is delivering fresh and diverse experiences players haven’t had before, and we’re constantly refining ideas to achieve this.
Never Settling: Kuro Games Refines Its Unique Identity
Q: Wuthering Waves has achieved significant global success. Did you anticipate this level of achievement? How much has the company grown since?
Solon: The overwhelming love and interest we’ve received globally have far exceeded our expectations. This has instilled in us a strong sense of duty to create even better content to meet the expectations of players worldwide.
In the six months since launch, our team has grown significantly in many areas, including development pipelines, talent cultivation, and technical capabilities. We’ve achieved remarkable progress compared to our pre-launch state and remain committed to continual growth.
Q: Wuthering Waves has been especially successful in South Korea. What do you think contributed to this success? Also, you’ve engaged with Korean players through events like G-Star last year and other offline gatherings. Do you have any plans to meet with Korean players again?
Solon: While we’ve received incredible support globally, we’re particularly aware of our success in South Korea. It’s surprising and deeply gratifying to see how much love we’ve garnered there. It feels as though our vision and efforts have been acknowledged, which is incredibly moving. Although we still have room for improvement, we’re determined to repay that love through our work.
I often visit Korea for personal travel, but I’ve always hoped to have more direct opportunities to meet players. In fact, we’d love to meet players wherever they enjoy
Wuthering Waves. However, our current focus is on ensuring the highest-quality content and experiences for players, especially with Rinascita in development. Once the timing feels right, we’ll definitely explore ways to meet players face-to-face.
Q: Personally, I’ve been impressed by the high-quality action and unique art style from Punishing: Gray Raven to Wuthering Waves. How has Kuro Games managed to maintain and refine this distinct identity?
Solon: The key lies in the passion of our developers and their desire for creative expression. It’s driven by a relentless commitment to innovation and a willingness to embrace challenges. At Kuro Games, we constantly pursue new ideas and strive to bring them to life through continuous exploration.
Q: Kuro Games has become a prominent name in the subculture gaming scene. What is the guiding philosophy and vision behind the studio’s success? What kind of experience do you ultimately aim to offer players through Wuthering Waves?
Solon: This year, Kuro Games established our core vision as "Challenge Is Greatness." The idea is to pursue seemingly impossible challenges and realize greatness through them. We aim to embody this spirit in our games.
Additionally, we strive to create valuable and innovative gaming experiences that aren’t confined by specific genres or conventional game formats. Our goal is to deliver something truly unique and meaningful to players.
Q: Lastly, do you have a message for Korean players?
Solon: “Korean Rovers, fighting! Thank you so much for your continued support. Please keep looking forward to what’s next in Wuthering Waves.”