The martial arts themed MMORPG is quite new to audiences in the West. A scant few games have made the transition from overseas. This is naturally relative to how many are currently available there. Fewer still have done it with any resounding success. That’s only one of the reasons Swordsman, from Perfect World Entertainment, stands tall. It’s not only the latest such import, but, according to our reviewer, one that keeps her heading back to hone her wax on, wax off skills. It’s unique – again, to us in the West – angle and game design even has her thinking a little outside the review box. Hence why Pherephassa reached out to PWE for our first interview.
Lore Hound: Who are you and what are your duties in regards to Swordsman?
Gabe: I’m Gabrielle (Gabe) Heiland, the Product Manager for Swordsman. I oversee our version of the game and serve as the main point of communication between our audience and our developers.
How would you describe Swordsman? How does it stand out from other martial arts themed games?
I’d describe Swordsman as an epic playable martial arts movie. The movement and combat is very fluid, giving you a sense of the power of a martial artist from the comfort of your computer chair, while also delivering a great story, told through cut scenes, of love, loss, and betrayal.
What excites you the most about the game?
For me the appeal is mainly in the movement. Swordsman is a very responsive game. Your combat effectiveness is tied directly to your skill as a player and knowledge of the game, rather than set skill rotations or gear. You can triple jump, glide, air dodge, and block at the press of a button, making your reactions an integral part of gameplay. It’s very satisfying to pull out a win in our arena because you blocked at the correct time, dodged under your enemy’s attack, then came crashing down on them in a vertical charge. Read more…