Stellar Blade’s director admits ‘the narrative was lacking’, but wants to make up for it in the sequel

Kim Hyung Tae, the director of Stellar Blade, openly acknowledged that the game’s story could have been stronger. He attributed this to financial constraints and a limited pool of developers in Korea experienced in creating narrative-focused games.

In an interview with ThisIsGame, Kim acknowledged that creating the story for Shift Up’s game was quite tough. He explained, “Although we finished the main gameplay system fairly quickly, it was the cutscenes that caused us the most difficulty.” Kim admitted that the game’s narrative could have been stronger.

In games that combine action with storytelling, scenes (or sequences) are crucial for story development. Telling an entire story only through action can be challenging, so the narrative is often advanced using these scenes, especially during the initial stages where much setup and desired actions take place.

It appears that budget constraints for creating cutscenes may have limited the development of Shift Up, resulting in some worldbuilding and story elements being discarded. You might be curious about what specific details were left out? Although Kim doesn’t provide much insight, he did mention one of the plot points was meant to reveal why Eve possesses an extensive collection of instant-change outfits.

As someone who adores lore and is quite fond of silly stories, I would have thoroughly enjoyed discovering a canonical explanation for each of Eve’s diverse Nano Suits. Although I comprehend why this idea was abandoned in favor of releasing the game, I can’t help but feel a pang of disappointment at missing out on the unique world-building logic it would have undoubtedly provided.

As a fervent admirer, I too find myself pondering about Kim’s observations. He mentions that one contributing factor to a less impactful story could be the current state of Korean game development talent, specifically in terms of individuals who are proficient in narrative-driven games. Unfortunately, it appears that Korea isn’t brimming with such skilled professionals at this moment.

I must admit, I find that argument intriguing since Shift Up’s other title, Nikke: Goddess of Victory, boasts a compelling narrative. Admittedly, it doesn’t need to go over-the-top with cinematic scenes given that most of the story unfolds via 2D sprites and text boxes. However, the elements that are presented have kept me captivated throughout its nearly 40 chapters, much like Nier: Automata where you might initially be drawn in by its intriguing premise, but find yourself deeply invested due to its emotional resonance.

I find myself in agreement with Kim, as Stellar Blade’s narrative appears somewhat lacking compared to my usual expectations from Shift Up. The worldbuilding seems sparse, and despite the numerous text fragments scattered throughout the game, they generally revolve around themes of impending doom or references to the Mother Sphere.

Kim mentions that he’s reluctant to alter it at this time, explaining that modifying it now could clash with the storyline users have already accepted. But if granted the chance to work on the next project, he believes they can deliver an engaging narrative.

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2025-06-23 19:32