Ten Ton Hammer has been eagerly anticipating the action-orientated Vindictus
with its promise of combat mayhem for quite some time. To learn more
about this free-to-play game, we tracked down Chris Gyselinck,
Assistant Producer from Nexon. He agreed to give us our answers after
we showed him some of our patented fighting moves!
Ton Hammer: For those who are saying to themselves, “What is Vindictus,” give us a
little rundown. What is this game about?
is all about what we like to call ‘brutal
elegance.” It’s very fast-paced, action-orientated
online MMOG. You have some very brutal attacks and some of the best
looking graphics that you’ve ever seen, definitely within the
MMOG space. Really, it’s all about the action involved in all
of this. A lot of MMOGs and online games have auto-attacking or
pointing-and-clicking, push button and wait for it to recharge; this is
not that kind of activity at all. You’re controlling every
move your character does onscreen and it’s pretty brutal in
there. Everything in the environment can be destroyed or picked up and
used as a weapon, and that includes the bodies of your enemies after
they’ve fallen. You can pick them up and use them to beat up
their buddies. I think that those of you who haven’t seen the
game are going to be really shocked at how intense and fast-paced a
game this is. Also, it’s fun, which is the number one thing.
It’s a lot of fun to play, whether you’re trying to
solo through a dungeon or getting together with a group of friends.
It’s a blast.
Let’s focus on this combat aspect. Right away, it’s
what stands out the most. The combat is very fast and very furious. The
combat that I’ve seen from videos is pretty amazing. In most
MMOGs, you are given the time to consider what to do next, or at least,
you have stuff mapped out in your head what you’re going to
do. How does that thought process and planning out your attacks relate
to this world of Vindictus? How do you manage your
combat in this game?
you’re still going to be thinking about it, but
it’s not going to be as methodical a thought process.
You’re not going to be given the time to sit and make these
long decisions about what you’re going to do.
You’re going to have to take it as it comes, which I think is
a much more realistic approach. I haven’t been in a lot of
swordfights, but I have the feeling that you don’t have the
time to stop and think when you’re in one. But you still are
making a lot of decisions. There are a lot of combos in the game, there
are secondary weapons that can be used like the environment I mentioned
earlier, and there’s a lot of different strategies in
attacking your opponents. The real trick is being able to think on your
feet and make those things happen on the fly without the benefit of
waiting for a cooldown period or waiting for your enemy to start their
How does this relate to the UI? How big is it and what can you do with
it? Is there a lot of junk thrown in there or is it very minimalist?
We made it
extremely minimalist, and that was a conscious decision. It’s
a very small section of the screen on the top and bottom, and
that’s pretty much your UI. We did that because the game
looks beautiful and we wanted players to see all of that artwork and
immerse themselves into the game as opposed to immersing themselves
into menus and submenus, which I think a lot of MMOGs have. In a lot of
MMOGs, it’s in the center of their games; all of these
windows open and each window has stuff in them. For myself, if I
don’t normally play that game, I don’t even notice
where the graphics are. If you are playing, you’re probably
spending more time looking at your UI than the actual game itself, and
it becomes more a game of management of buttons rather than immersing
yourself into the world that has been created. I think that by getting
rid of a lot of the UI, we still have a UI and still have the important
things there; it’s not the center of the focus. You actually
focus your attention on what is happening in the game.
I smiled when you mentioned focusing and managing the buttons. I think
that you’re absolutely correct when you say most games are
about managing your buttons, focusing on what buttons you need to push
to heal your party and such and how it detracts from enjoying the game
that is being played on your screen.
Exactly. You want
immersion, where you feel like you’re doing the things that
the character does. We made the game so that it’s not button
management. If fact, you can play it with a controller as well as a
mouse and keyboard. While there is a lot of nuances to the gameplay,
it’s also very easy to pick it up and just play it. If
you’ve ever played any action game at all, you’ll
be to just pick up Vindictus
and get into battle and have a good time. Of course, it’s
difficult to master and it takes a lot of work to learn all the things
that you’re able to do, but as I said, if you’ve
ever touched an action game in the last decade, you’ll be
able to have some fun with this and get in there right away and enjoy
Can you go into a little detail on that it’s difficult to
master comment? What are you referring to? What aspects would be
difficult to master?
First of all, like
any good game, it becomes more challenging as your progress through the
story. As you get stronger, so do your enemies. That, of course, brings
a level of difficulty into it. There’s also learning what
play style works right for you, what combos work right for you, what
secondary weapon works really well for you, and especially what
characters work well for you. We’re going to have different
characters which, essentially, are the different classes. Of course, as
with any game, different players are going to have preferences of which
character works best for them.
Let’s talk about the characters then. How many characters
will be in the game at launch?
Okay. During our
beta phase, which is coming up soon, we will be having two characters,
Lann and Fiona. Lann is a dual sword wielding speedster kind of
character. He’s got a lot of very fast moves with dodges and
rollouts, all while utilizing those swords to take down as many enemies
as quickly as possible. Fiona is closer to being a tank sort of
character. She has a sword and a shield. She’s a little bit
slower than Lann, but she’s definitely more powerful than
him. We’re going against stereotype in this because you
don’t usually see the female character being the stronger
one, but I think that it’s cool that this is the case here.
Fiona’s play style is more different; she has the shield that
is used for blocking, which she does a lot more than Lann does. She
also has some really powerful shield bash attacks. There’s
definitely a different style of play for those two characters. Those
two are what we’re just starting off with. Soon after that,
we’ll be adding a third character that a lot of people have
already seen at E3. Her character is called Evie, and she’s
our mage character. She can do some really cool things; firebolts,
magic arrows, and a golem that she can actually create using the entire
environment around her. As I mentioned, everything in the environment
can be picked up. When she summons a golem, it is actually created
using the stones and pillars and things that have fallen to the ground
during your battles. It’s a very dynamic, cool feature.
We’re very excited about her, and we have other characters
that we’ll talk about more in the future. We’re
starting with the two, and then adding Evie.
With Evie, her golem ability is one of the coolest things that
I’ve ever seen. I was watching a video and was thinking, "How
dynamic is this process?" Are there about a dozen models of golems or
are there literally hundreds of variations of golems that you can build
based on what’s around you?
pretty much no limit to the variation of how the golem looks. It is
totally built from what is on the ground when it is summoned. While it
has a skeleton, if you will, that is always the same; the meat of the
golem is different every time. Especially in dungeons where you have
totally different backgrounds and types of objects. Even if you create
a golem twice in the same room, it won’t be exactly the same
because there’s so much for it to pick up and create itself
with. It’s pretty cool. We have this one dungeon that is set
in this cave where all the monsters have been what I call a
“monster barbecue” because they have all this raw
meat hanging around on the ground, and sometimes the golem will be made
out of that meat as well as tinder from the fire and a piece from a hut
that I just smashed. Other times in different dungeons, it might just
be boulders or a piece of a pillar. It’s a lot of fun in that
you never know exactly what you’re going to get from the
Sounds awesome. Right now, I can easily imagine players taking
screenshots and having contests on who can create the coolest golem.
reminds me of a feature in the game that deals with screenshots. We
have it built into the game so you can easily take and manage
screenshots and videos of the game. They’re features built
right into the client. We really think there’s going to be a
lot of that player-generated fan art stuff out there once people get
their hands on it. There’s so much action going on that every
time you play, you’re going to have different things happen,
and sometimes you’re going to get this really cool looking
things captured with the screenshot. I think players are going to have
a lot of fun doing that and having little mini-competitions like who
can take the best golem screenshot or maybe the best shot of a gnoll
flying off a cliff. I think it’s very cool that the players
will have the chance to very easily create their own art from the game.