Kingdom of Paradise Q&A

Get more info on Climax and Sony's action RPG than you ever thought you needed in this lengthy Q&A.
Published: November 3, 2005
Is the game based on any novels of other ideas, or is this a completely original IP?

Kingdom of Paradise is a completely original IP. We were inspired by traditional Japanese lore, mythical adventure, and classic samurai sword-fighting. I don’t know if there are specific games that influenced us, but by breaking down the traditional action-RPG gaming mold, we believe Kingdom of Paradise offers new action-RPG gaming style customized for the PSP. I would really like players to see how we’re trying to push the boundaries of traditional genres and game design with Kingdom of Paradise for the PSP. I want players to experience how deep and powerful the PSP hardware really is so I look forward to the future possibilities of PSP game development.



Would you describe Kingdom of Paradise as an action game with RPG elements, or as an RPG with action elements?

More like an action game with RPG elements. There are many RPG-like elements, like event scenes and talking to people in town, but there are more action elements to it. There is also a fighting game-like element where you combine skills of sword technique obtained by defeating enemies to create your own original combos.


What were some of the challenges faced in creating a portable RPG? With the PSP still relatively young, it seems there is room for innovation of the titles presented on the platform. What does Kingdom of Paradise bring that’s new to handheld in terms of gaming?

We paid very close attention to the tempo of gameplay. Since Kingdom of Paradise is for the PSP, and players may not be able to play for long hours like with console games, the flow of the story and tempo of the various battles are things we tracked thoroughly, so that playing for a short time can be fun, too. Especially during battles, we were meticulous about the timing of the action and balancing the enemy’s strengths to let players enjoy the game even in a short play period. Other challenges include some new play methods that were never possible in other portable players, such as AdHoc, versus mode, and action download using the wireless LAN function of the PSP.


How does the game handle leveling of the characters? Do players apply points to attributes and work up skill trees, or does Kingdom of Paradise offer new concepts?

Similar to classic RPGs, players will level up their character by defeating enemies and earning experience points, up to a maximum level of 20. Players will also need to talk to people along the way, gaining information and clues necessary to moving the story forward. Kingdom of Paradise is definitely considered more of an action game that contains RPG elements. There are many RPG-like moments, such as event scenes and talking to people in town, but there are way more action elements to this game than the typical RPG.


What has it been like working with Korean animator Ko Jinho? Has he had much input into the game's design?

Ko Jinho worked on the game’s character designs. As for the general game design, the Japanese production team handled that aspect of the game, but there are many parts that were influenced by the designs of Ko Jinho. Despite our languages being different everything went relatively smooth. One challenge was that our team’s image of Asia is different from the image Korean people have on Asia. Instead of viewing this as a problem, we took advantage of the situation. With two different visions of Asia, including clothes, environment, and character design, we were able to create an original world that consisted of parts from both perspectives that really brings a unique look to the game.


The game's environment has been described both as "active" and as "a living world". Please tell us a bit about the world of Kingdom of Paradise and what will bring it to life for players.

The game takes place on Ouka, a continent divided into five regions: East, West, South, North, and Central. Each region is ruled by a specific clan that utilizes a special set of martial arts. Each region is also very distinctive by the general scenery and culture. The residents of the various regions all think, act, and live differently than each other. Because of this, players will find new things as they arrive at new location. The story proceeds as you come in contact with people, gain information, and defeat enemies to develop fighting skills.


Players will be able to create their own moves and combos from the 150+ fighting styles available in the game. How will this system work? What will players need to do to customize their fighting style?

Combat is heavily influenced by various martial arts as well as traditional Japanese sword fighting. There are other forms of combat available in the form of magic spells. These can be collected throughout the various worlds and can be used for area of effect attacks.

The combat system is very unique. The biggest feature we introduced is our concept of Kenpu and Bugei Scrolls. Players will receive Kenpu as they defeat enemies and proceed through events in the story. In the game, Kenpu is part of a scroll that focuses on specific sword technique and style. Basically, Kenpu is a specific fighting move. By aligning multiple Kenpu, players can create what is known as a Bugei Scroll, or, a set combination of Kenpu moves. By equipping various Bugei Scrolls, players can begin implementing fighting combos in their attacks. The Bugei Scroll is a “continuous attack” which can be freely customized, and the players can decide which Kenpu to use and its order. The reason why this Bugei Scroll system is unique is because of its variation on fighting mechanics and that we’re utilizing this as a feature on the PSP. Since there are more than 150 kinds of Kenpu throughout the game, the total number of combos is almost limitless! Each Bugei Scroll is inevitably your own personal combo. In a typical action-RPG, you fight by changing weapons in accordance with the enemy. In Kingdom of Paradise, however, you are able to switch the Bugei Scrolls instead of the weapons.

You can equip up to six Bugei Scrolls at the same time, and you can also switch them to more effective Scrolls depending on the enemy. Using the right trigger, exchanging Bugei Scrolls can be done very quickly during battles so it is possible to switch Scrolls every time an enemy appears. When multiple enemies surround you, pick the Bugei Scroll that lets you attack enemies close by. When you fight against one enemy, you can pick the Bugei Scroll that makes you get close to the enemy right away. Depending on each situation, the Bugei Scrolls can be switched just like you switch your weapons.

After players beat the game, gamers can play through again to try and collect additional Kenpu (specific moves) that they may not have acquired during the first play through. Players can take these additional Kenpu and add to their Bugei scrolls, creating even more sword fighting combos.

Terrain and weather generally will not affect elements of combat in the game and no, there is no real stealth aspect.


How many levels are there, and how much overall gameplay should one expect to see? Will there be any classic boss battles?

There are 20 levels in total. I think it takes around 20 hours (varies between individuals) to clear the game. By taking over the cleared Bugei Scroll data, players can play the 2nd round; therefore, you can try collecting Kenpu that you didn’t collect on the 1st round. On the 2nd round, enemies are stronger overall, so you can enjoy more challenging play.

There are also many boss battles with many variations such as one-on-one battle with enemy boss and battle against huge monster from myth of the East.


Does the game support multiplayer Wi-Fi gaming? What kind of downloadable content should we expect to see? What type of play will be available via Ad Hoc? How does the Ad Hoc skill exchange feature work? How will the different fighting styles affect a player's experience with the game? Will they enhance the game's replayability?

The network service using the wireless LAN function is one of the features that became possible because of the PSP. Kingdom of Paradise provides three different modes using the wireless LAN:

--Two-player Versus Mode (in Ad Hoc)
Players can fight in a versus mode against a friend using original Bugei Scroll combos. In addition to a versus battle, players can show off their originally created combos to a friend in Ad Hoc as well. Players can simply focus on beating an opponent but since the fighting system is so deep, we hope that players will come up with unique ways to go through battle, considering things like what kind of combo to use to defeat the opponent.

--Kenpu Exchange(in Ad Hoc)
This is a function in which you can exchange Kenpu with your opponent’s Kenpu. If you play and finish the game, you will only collect about 70% of the total available Kenpu. The remaining Kenpu has to be collected on the second play through with cleared save data. But if players use the Kenpu Exchange, they can obtain Kenpu from your friends that you may not have. One thing we like to do here in the dev offices is to face off with an opponent and the winner gets a Kenpu reward.

--Download Service (in Infrastructure Mode)
Players can get rare Kenpu, items, and weapons that are not available in the normal gameplay. The power in the rare Kenpu is very strong, and as a result players can create some really crazy combos with unusual character attack motions. Use this type of Kenpu in a versus match and you will be so strong that the other player may think you’re cheating!

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