![]() ![]() Taro joins the underground resistance, the Daybreak resistance, after being recruited by Hans, who is the older man who is talking to you on the comm. And that’s where he got the scar on his head from-escaping that purge as a child. He orders a government purge of everyone who opposed his rule, and Taro’s parents were among those officials. So in the ashes, this dictator, Magnus Pierce, has taken over. The backstory of the game is that there was another world war between the US and China, and the US lost…pretty badly. Can you tell us a little more about the main character, and Steel Assault's story?Ī: Sure! The main character is Taro Takahashi. ![]() Q: The game's Steam page describes Taro Takahashi's journey as a mission of revenge. Also, don’t be afraid to use the zipline in creative ways, to gain altitude or get the drop on an enemy. So if you can’t figure out how to get past a certain enemy, or navigate a certain bullet pattern, or what have you: try sliding. When you use the slide, you are invulnerable for a certain amount of time. Q: Do you have any pro-tips for new players?Ī: I would say: use the slide. Each level has anywhere between four and five sub stages, at least one or two mini bosses, and one boss. Q: How many levels are there in a normal playthrough of Steel Assault?Ī: There are five total. In terms of settings, we weren’t inspired by games, as much as post-apocalyptic movies like I Am Legend and Children of Men. What are some other influences - games or otherwise - that shaped the title?Ī: I would say those are the main games that inspired us in terms of structure and mechanics. You’ve also mentioned Castlevania as a key influence. Q: Steel Assault's trailers show off shades of Bionic Commando, Contra, Metal Slug, and other classic run 'n guns. People all over the world have been playing it, and that’s very gratifying. We were shooting for arcade-standard length, and the game is about as long as the first Metal Slug. The only complaint that we’ve gotten is that the game is too short, but that’s basically by design. Are you pleased with the response from audiences so far?Ī: Yeah! We’ve gotten a really good response. email 5 different people who've written articles on "retro-style" games for Destructoid? (And can I use one of those email tracking apps which embeds a really small image to tell me if they read the email or not, or will it reflect badly if the person sees it?) The press aspect of this just seems really overwhelming to me.Q: Steel Assault launched on September 28th. How do I find 100-300 game journalists that I think will be interested in my game, AND cyberstalk them enough to "personalize" my emails to them? Are there even 100 prominent English gaming sites? Or should I be emailing more than one writer per site, e.g. all the guides I've read advise something like sending out 100-300+ personalized press emails. Should I be putting more detail into the Greenlight, or is that much okay? Can I expect Greenlight users to convert to Kickstarter backers at a reasonable rate?įinally, regarding marketing. ![]()
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