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We even added a frame data display to the training mode. "Now we carefully tailor each move while doing balance changes and releasing updates. "When we did the first GBA game, I barely knew about frame data and how utmost importance it had on gameplay."
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"Negative feedback really helped me to understand fighting games more and what makes them really fun," Kartoğlu tells us. The Turkish project ended in commercial failure for Vivid Image and Metro3D with only 13,000 copies in North America and Japan, but Kartoğlu would come to agree with the negative reviews as time passed and try to learn from the past mistakes. When Dual Blades released in 2002, the game received mixed reviews with some praising its core mechanics and others knocking it for poor hit detection and input controls.
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We had the opportunity to speak with Galip Kartoğlu, a designer on Dual Blades and lead developer on Dual Souls, about the games and lessons learned over the past two decades.ĭual Souls brings back the characters and world of Blades while modernizing and expanding what the original did well and improving its rougher areas.
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