Asura's Wrath

Platform(s): PlayStation 3, Xbox 360
Genre: Action
Publisher: Capcom
Developer: CyberConnect2
Release Date: Feb. 21, 2012 (US), Feb. 24, 2012 (EU)

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'Asura's Wrath' (X360) Powered By Unreal Engine 3

by Rainier on Sept. 21, 2010 @ 1:15 p.m. PDT

Once a revered deity, Asura was betrayed by his fellow gods and stripped of all his powers. Consumed by anger at the injustice he has suffered and swearing vengeance, Asura discovers he can use this fury to his advantage and turn it against his enemies.

Inspired by Asian mythology and fused with science fiction, Asura's Wrath will redefine the action genre by delivering unprecedented levels of dynamism, drama and interaction.

Once a revered deity, Asura was betrayed by his fellow gods and stripped of all his powers. Consumed by anger at the injustice he has suffered and swearing vengeance, Asura discovers he can use this fury to his advantage and turn it against his enemies. By channelling his inner rage, Asura is now able to unleash devastating attacks and wreak havoc as he battles against the deities who have wronged him and their earthly forces. Inspired by episodic dramas, Asura's Wrath will be split into distinct sections with gameplay and narrative unfolding as one and building to a final climatic conclusion.

"Unreal Engine 3 was a huge factor in making 'ASURA'S WRATH' a visually stunning and exciting game," said Kazuhiro Tsuchiya, producer at CAPCOM. "Unreal Engine 3's integrated development environment helped us ramp up production speed and create a clear vision for the game at the initial development stage. From there, it was easy to share the game's concept among a large development team, making Unreal Engine 3 an essential collaborative tool with the teams at CAPCOM and at CyberConnect2."

Seiji Shimoda, game director of CyberConnect2 Co., Ltd., known for its ".hack" series and multiple "Naruto" games, used Unreal Engine 3 to overcome challenges in the development and creative processes.

"At CyberConnect2, we have our own development process and know-how gained from years of development. But this time we decided to reconsider our process to achieve higher quality and efficiency. We tried a lot of different options and determined that Unreal Engine 3 was a perfect solution. Our developers were able to review the game in real time, and they continue to be productive throughout the process. I know we will deliver something amazing to the gaming world, and along the way, we will provide a showcase that will help show Japanese developers how to master the powerful functionality built into Unreal."

Taka Kawasaki, territory manager for Epic Games Japan, said that the game is a triumph for the Japanese game industry and solidifies CAPCOM's motivation for using Unreal Engine 3.

"CAPCOM and CyberConnect2 are two companies that are employing the very best of Japan's creative minds today," said Kawasaki. "It's rewarding to support their creative development through the use of our technology. I have no doubt in my mind that they will create titles like nothing we've seen built with Unreal to date."


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