Sanzaru Games' Asgard's Wrath 2 is a highly ambitious game that offers a 60-hour campaign set in a massive open world. It features numerous side quests and activities, all designed for Meta Quest's standalone VR headsets. This game sets a new standard for VR gaming, with its extensive gameplay features and expansive virtual environment. Sanzaru hopes that Asgard's Wrath 2 will pave the way for more immersive VR experiences, addressing the limitations that the platform has faced in the past.
We recently had the opportunity to try out Asgard's Wrath 2 on our website. Following our hands-on experience, we interviewed Sanzaru Games Studio Creative Director Mat Kraemer and Technical Director Evan Arnold to discuss our impressions and the studio's vision for the game. During the interview, they shared insights into how Asgard's Wrath 2 surpasses its predecessor, their plans for the game after its release, and the various ways players can customize their characters and companions to suit their preferred playstyles. The interview has been edited for clarity and conciseness.
Q: What lessons did Asgard's Wrath 2 learn from the first game? Were there any specific areas that received special attention for improvement or revamping in the sequel?
Kraemer: The combat in the first game was based on a lock-and-key mechanic. When encountering enemies, players had to follow specific instructions to defeat them, such as blocking a certain number of attacks to create an opportunity to defeat the enemy. This was the only way to defeat those particular enemies.
In Asgard’s Wrath 2, players have the freedom to choose their preferred playstyle when it comes to taking down enemies. Whether it's using long-range attacks and weapons or engaging up close for precise parries and exploiting weak spots, the choice is yours. Each hero in the game has their own unique playstyle, so you might find yourself drawn to a particular character and their specific abilities. It's fascinating to observe players employing unexpected strategies during playtesting, showcasing a wide range of inventive combinations and playstyles. This element is something we carried over from the first game but have completely transformed in the sequel.
Kraemer mentioned another aspect we previously discussed: the followers. In the initial game, players would encounter a shark and convert it, as well as finding a turtle and converting it. These characters lacked any context or backstory; players simply converted them to progress in the game, viewing them as a lock and key mechanism.
In Asgard’s Wrath 2, each character has a rich backstory. One of these characters is Sabira the Panther, who initially finds herself in a troubling situation. As you meet her, you become curious about how she ended up in that situation and why she is there. Your purpose becomes helping her out. Once you establish a connection with these characters and gain their loyalty, their stories continue to evolve. A strong bond forms between you and your follower.
In this game, we have introduced a friendship system that develops as you engage with your follower throughout the gameplay. By actively interacting with them, you can enhance your friendship, earning various benefits such as skill points. These additions are entirely new to Asgard’s Wrath 2 and have addressed a significant demand from the players, as we often receive inquiries about this feature.
During the E3 presentation of Asgard's Wrath 1, there was a notable response from the audience regarding the shark character and our "Teenage Mutant Mutant Ninja Turtle" friend. The enthusiasm and interest shown by the audience made us realize that these characters held a strong appeal. The high fives and fist bumps were particularly appreciated. When we witness such reactions, we understand the importance of devoting more time in developing a comprehensive narrative and story surrounding these characters. This is just one of the many examples we observed while analyzing the first game.
Q: Speaking of the companions, they also have skill points and unlocks. How do these affect their capabilities and how players will interact with them in gameplay?
Kraemer: Companions on the follower side can unlock new moves to perform. They possess specific lethal moves, and each companion is equipped with a distinct set of moves based on their weapon tree. The skill points further enhance their abilities. Now, let's consider the heroes, such as Abraxas, who has a skill tree divided into shield, whip, sword, and axe. If you have a preference for the axe and it's your favorite weapon, you can allocate all your skill points in that specific tree.
Additionally, the relics in the game are really fascinating. As you upgrade weapons, they acquire relic slots that allow you to place relics as desired. These relics have various effects, such as increasing external damage or buffing characters. Mixing and matching these relics adds an enjoyable element to the game.
Again, carrying over from the initial game to its sequel, there was a demand for enhanced intricacy in the weaponry. Players desired a deeper understanding of attack styles and techniques. Presently, we have an extensive elemental system incorporated, which permits encounters with formidable fire-based adversaries. Realizing the importance of adaptation, players will equip themselves with water relics in such instances, employing a strategic approach to combat. This addition introduces an entirely new level of complexity to both the arsenal and the battles, a valuable lesson learned from the previous game in which combat often felt limited and lacking variety.
Arnold confirmed that Asgard's Wrath 2 will support the 64-gig version of Quest 2. While the file size is still being finalized, efforts are being made to reduce it. Arnold emphasized the team's collaboration with Oculus to ensure an optimal experience for Quest 2 players. The inclusion of those using the 64-gig version was important to the developers, as they value player accessibility.
Kraemer: In terms of our goals for Wrath 1 and Wrath 2, we aim to demonstrate that games of this nature can thrive and be developed on the VR platform. The credit for this vision goes to Meta as a whole and our incredible production crew, particularly our exceptional producers Mike Doran and Mari Kyle. Without the support and collaboration of this production crew, I honestly don't know where we would be. They have been with us since VR Sports Challenge and have consistently proven to be the best production crew we've ever worked with. The aligned vision between our development team, the rest of the company, and the production side has truly been a blessing.
Q: Aside from side quests, I've noticed that there are also event-type activities in the game. Could you provide more information on how these events unfold?
Kraemer: Upon your return each month, a plethora of new objectives awaits you. These objectives, known as "cosmic objectives," are intricately tied to the endgame. What sets them apart are the anomalies that manifest throughout the game, appearing unexpectedly in various locations. The intriguing aspect is that the content within these anomalies alters every month. For instance, a new anomaly may emerge, housing an entirely different enemy type. Your task becomes finding and eliminating this enemy within the anomaly. By successfully accomplishing these objectives, you not only acquire exclusive cosmetic items but also gain access to diverse weaponry and an array of other exciting rewards. The best part? All of this content is absolutely free, evolving as you progress through the game.
Q: When interacting with NPCs, I have observed that there are varying dialogue choices available. Will the game feature branching paths or moral choices in these dialogues, or are they primarily meant to reflect the player's personality?
Kraemer: Indeed, it is primarily intended for role-playing purposes.
Q: Did you have any specific gameplay elements that you wanted to avoid? Are there any common themes or features from other games that you wanted to avoid?
Kraemer: The main thing we wanted to steer clear of, as I mentioned earlier, was the rigid structure of combat. We didn't want to dictate to players how they should play or solve puzzles. In this game, there are multiple options and approaches. You can solve things and engage in combat in various ways. Our goal is to keep it as flexible and open-ended as we can.
The recruitment process for NPCs in the hideout is different here. I dislike games where it's simply, "Complete quest X, and voila! This guy is now in your hideout, running a store." I mean, who is this person?
In our game, it's a whole different story. The person who shows up in your hideout is someone you encountered while exploring the world. You completed a quest for them, went through a story, and actually met them. They appear and say, "Hey, you're a skilled god. I'm willing to join you and lend a hand." Then they make their way back to the hideout, and the narrative unfolds from there. This is another aspect I always consider, avoiding common tropes.
Q: In the long term, do you have a vision for how Asgard’s Wrath 2 will be expanded on? Can players expect expansions or additional cosmetics later on?
Kraemer: Right now we're just focused on some DLC down the line and then the free post-release content with a mix of free and paid DLC.
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Asgard's Wrath 2 releases December 15 on Meta Quest 2, Meta Quest 3, and Meta Quest Pro.