In the ever-evolving world of gaming, few things are as exciting as the launch of a new title. We had the pleasure of interviewing NCSOFT about their recently launched title, BATTLE CRUSH, and what the developers have lined up for the game's future.
Described as a fast-paced, multiplayer title that incorporates aspects of multiplayer online battle arena (MOBA), Battle Royale, and the Brawler genre, BATTLE CRUSH is a 30-player action game developed by South Korean developers, NCSOFT. In it, players choose from a selection of characters inspired by Greek and Roman mythology, known as Calixers, before they enter a crumbling terrain where they battle it out against others to be the last player or team standing.
Having been released in late June on mobile, PC, and the Nintendo Switch, BATTLE CRUSH has gone on to carve out a niche spot for itself in the gaming landscape. Its blend of popular genre elements, paired with an interactive world and engaging characters, has resulted in a unique, strategic gameplay experience.
We had the opportunity to interview NCSOFT and gain behind-the-scenes insights into the development of BATTLE CRUSH. We questioned the developers about what went into creating the game concept, where they drew inspiration for their art style, and ultimately, their plans for the game.
MobileMatters: NCSOFT has a long history of developing exciting, narrative-driven RPG titles such as the Lineage series. With BATTLE CRUSH, you've followed a different direction with a self-described "action brawler" format. Why did you pursue this gameplay style and how much did your experience developing other games help create BATTLE CRUSH?
NCSOFT: The game that had the biggest influence on us was Super Smash Bros. We wanted to build on its elements to fit the current context. By incorporating the battle royale PvP format, we aimed to amplify the element of randomness, and to showcase many characters effectively, we adopted a MOBA-style camera. As a result, the game evolved into a blend of various genre elements.
We previously had an AoS project in development, and the experience from this project development guided us away from creating BATTLE CRUSH as another AoS, steering it in a unique direction from the beginning.
MobileMatters: Speaking about the game concept, how has the game evolved from its initial concept to the final product?
NCSOFT: The original concept was a top-down view shooting game. One of the most fundamental changes came when we decided to add features like demolishing terrain, ring-outs, blowing away enemies, and a jumping system to the prototype.
Another key milestone was transitioning to a combat-focused approach, as the shooting-based mechanics didn’t fully support the dynamic balance of offense and defense we wanted. This shift proved beneficial, and we continued to refine and develop the game from there.
MobileMatters: Having played through BATTLE CRUSH prior to this interview, the game strikes me as a title that aims to be different in its own special way. From the Calixers inspired by Greek Mythology to game modes with interesting twists, how important was it to you to develop a game that was unique from others in the genre?
NCSOFT: Our experience developing an AoS game before BATTLE CRUSH motivated us to differentiate it in various aspects. However, the unique artistic elements of BATTLE CRUSH emerged organically and became an enjoyable part of the process in itself. We didn't intentionally seek visual differentiation; it naturally evolved as the game developed.
MobileMatters: I want to take this moment to appreciate the art style in BATTLE CRUSH. The world is both engaging and inviting. What was the inspiration behind this particular design?
NCSOFT: The Greek and Roman mythology, which served as the backdrop for our main characters, is one of the most popular IPs that spans both Eastern and Western cultures. To appeal to a wide range of ages, we focused on creating a look that balances casual and mid-core aesthetics. This effort led to the development of a “kidult” style. Our goal was for the characters to feel like designer figures, which is why our art team refers to this look as the "Art Toy Style."
MobileMatters: BATTLE CRUSH is available across various platforms such as mobile and PC. You've implemented features such as cross-progression and cross-play which is useful for many players. What challenges did you face in creating a game that is widely accessible for players, no matter the platform they choose?
NCSOFT: Developing UX that spans mobile, PC, and the Nintendo Switch was the most challenging aspect of our project. We dedicated a significant amount of time and effort to creating a UX that could work seamlessly across these three platforms. The most complex part was ensuring that keyboard/mouse controls were balanced with controls on other platforms. As it was first a Nintendo Switch title for us at NCSOFT, the process itself was another valuable experience for us.
MobileMatters: While we're on this topic, are there any plans to bring the game to consoles such as the PlayStation or Xbox?
NCSOFT: We plan to support additional console versions beyond the Nintendo Switch in 2025.
MobileMatters: With BATTLE CRUSH having been released worldwide and given a positive reception, what can players expect from the game in the future?
NCSOFT: As we continued to create more characters for BATTLE CRUSH, I felt that the recent additions have become increasingly appealing. While the launch characters were unique and fun, I am confident that those introduced after the release will be even more distinctive and impressive. Stay tuned for the exciting characters we will unveil at and beyond Season 2!
