{"id":72880,"date":"2026-09-24T18:41:04","date_gmt":"2026-09-24T09:41:04","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=72880"},"modified":"2026-09-24T18:41:06","modified_gmt":"2026-09-24T09:41:06","slug":"wo-long-2-wings-of-ember-developers-on-switching-to-an-open-field-design-making-combat-more-acrobatic-and-lessons-learned-from-the-first-game","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/game-development\/wo-long-2-wings-of-ember-developers-on-switching-to-an-open-field-design-making-combat-more-acrobatic-and-lessons-learned-from-the-first-game\/","title":{"rendered":"Wo Long 2: Wings of Ember developers on switching to an open-field design, making combat more acrobatic, and lessons learned from the first game"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Wo Long 2: Wings of Ember<\/strong>, a standalone sequel to Team NINJA\u2019s dark fantasy action game Wo Long: Fallen Dynasty, is set to launch on March 4, 2027, with an alpha demo available until September 30.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">During Tokyo Game Show 2026, we sat down with Wo Long 2 producer Masakazu Hirayama and development producer Masaaki Yamagiwa, who talked to as length about the various evolutions this sequel brings when it comes combat, level design, and eliminating grinding.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Wo Long 2: Wings of Ember - Release Date Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/Y1VsiOc-yu0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014What has the response to the recent demo been like?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>We released the demo in tandem with the release date announcement trailer, so I think it created quite a surprise. Since then, we\u2019ve been watching players&#8217; reactions, and I feel that they\u2019re having a good time with it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>Players have been noticing the improvements and adjustments we\u2019ve made a lot more than I expected. They\u2019ve also been having fun sharing tips and strategies with each other on social media and the like, which I was really happy to see. They\u2019ve even discovered some of the things we were trying to keep hidden.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>For example, we were keeping Lu Bu\u2019s presence under wraps. But during a stage event at Tokyo Game Show 2026, a fan asked us, \u201cDoes Lu Bu appear in the full version too?\u201d And we were like, \u201cWait, you already figured it o ut?\u201d<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Have there been any prominent differences in feedback between Japanese and overseas players?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>We conducted a player survey alongside the demo release, but we haven\u2019t been able to check the results yet beyond the preliminary data. However, judging from what we\u2019ve seen on social media and gameplay streams, I think players in Japan, North America, Europe, and Asia have a shared assessment that the action mechanics feel better now.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">When it comes to Japan and Asia specifically, there are many fans of the Romance of the Three Kingdoms, so we\u2019ve seen a lot of people getting excited about the Battle of Red Cliffs, which is featured prominently in the game. Players are having fun guessing which historical figure a certain enemy may be, so it\u2019s a kind of specific excitement you only get from Romance of the Three Kingdoms fans.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/29d3bc99193cb0b837fb8cc53f050ae5.webp\" alt=\"\" class=\"wp-image-72883\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/29d3bc99193cb0b837fb8cc53f050ae5.webp 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/29d3bc99193cb0b837fb8cc53f050ae5-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/29d3bc99193cb0b837fb8cc53f050ae5-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I\u2019d like to talk about the game design. One of the most obvious changes with Wo Long 2 is that the map has become much larger. Why did you decide to go for such an expansive field?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>In the first Wo Long, we designed each stage as a single battlefield. We felt that we had achieved sufficient \u201cdensity\u201d in terms of exploration and the stages themselves, but we also received feedback that the exploration elements centered around Morale Rank sometimes felt like a chore for progressing through the game. In other words, players felt like something was being imposed on them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Coming back to your question, at the time, we\u2019d been developing open-field titles such as Rise of the Ronin and Nioh 3, so we had that expertise available to us. When we considered what we could accomplish by making Wo Long 2 an open-field game, we realized it would allow us to address that sense of being overly imposing by giving players more freedom in how they approach the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We also wanted to preserve the series\u2019 core concept of \u201cthe experience of reshaping the battlefield.\u201d By expanding individual stages into a single battlefield through an open-field design, we thought players would be able to more strongly experience the sensation of \u201cif I do something here, something else changes elsewhere\u201d as they roamed the battlefield themselves. That is why we adopted this approach.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Specifically, what kinds of mechanics have you introduced to encourage players to roam around the map?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>For example, there are several strongholds scattered throughout the field, where you can defeat enemy generals waiting for you. In Romance of the Three Kingdoms manga and movies, there are often scenes where someone defeats an enemy and brings that person into their own ranks. Taking that as inspiration, we made it so you can defeat enemy generals, recruit them as allies, and take them with you as you travel around the field.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There\u2019s also a new system in this game that lets you deploy generals, so you can treat bases you have conquered as your own territory and station generals there. In a way, it\u2019s similar to the internal-affairs systems found in the Romance of the Three Kingdoms strategy games. By assigning generals to bases, you can enhance the effects of the area, strengthen yourself, and then move on to the next area.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014How did you balance the buffs gained from strengthening bases against players improving their own skills? For example, how did you address the possibility of bosses becoming too easy as players both gain buffs and improve at the game?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>By making the game an open field, we wanted to provide players with various approaches when attacking bases with low or high Morale Ranks. Assigning generals is one example, but players can also complete events throughout the field to set traps. If you rescue someone who has been taken prisoner, for instance, they may come rushing to your aid at some point. By making use of these events and mechanics, we\u2019ve made it easier to take on bases with high Morale Ranks as well.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/cbf5b9f60da99bf791c0aa12a770f429.webp\" alt=\"\" class=\"wp-image-72884\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/cbf5b9f60da99bf791c0aa12a770f429.webp 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/cbf5b9f60da99bf791c0aa12a770f429-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/cbf5b9f60da99bf791c0aa12a770f429-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The game is set during the end of the Eastern Han dynasty. What did you pay special attention to when it comes to the locations and environment design?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>As with the previous game, we have staff from China on the team whom we rely on when it comes to historical research. There are inevitably limits to the literature and information we can research in Japanese, so we have those staff members gather information for us. We dig deeply into Chinese artistic styles and anecdotes surrounding historical generals, identify aspects we feel we can develop further, and incorporate them into the designs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Dynasty Warriors: Origins, which was released in 2025 by another dev team within your company, shares the same historical period as its setting. In terms of art direction, how does Team NINJA\u2019s take on the era differ?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>This is another aspect that carries over from the original Wo Long. Since we\u2019re part of the same company, there are naturally certain elements we want to keep consistent, such as the colors associated with the Wei, Wu, and Shu factions, Lu Bu\u2019s helmet design, and Cao Cao\u2019s character design.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On the other hand, we want players to feel the \u201cgrittiness\u201d through the visuals, including the fact that this is a dark fantasy game where you charge and conquer battlefields. Whereas Dynasty Warriors: Origins has that flashy sense of spectacle, we want Wo Long 2: Wings of Ember to have a more weathered, gritty tone.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/5e4896966c9944fcf00890f4502605bf.webp\" alt=\"\" class=\"wp-image-72885\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/5e4896966c9944fcf00890f4502605bf.webp 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/5e4896966c9944fcf00890f4502605bf-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/5e4896966c9944fcf00890f4502605bf-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Let\u2019s talk about the combat. Wo Long 2 comes with a greater variety of deflects, while the kung fu action has become more acrobatic. Why did you decide on this direction?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>With the previous game, we aimed for an action system inspired by Chinese martial arts, where offense and defense seamlessly shift within the flow of combat. This time, we wanted to evolve that system, and the idea we came up with was introducing verticality \u2013 making the action more three-dimensional and allowing players to move freely through space while performing acrobatic actions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The system we introduced to make that possible is called Insight Skills. Insight enhances the game\u2019s base actions. For example, enhancing a standard deflect turns it into an Insight Deflect. A dash can likewise be upgraded into an Insight Dash. While a standard deflect simply allows you to parry and nullify an enemy attack, an Insight Deflect lets you blast the enemy away and deal heavy damage. With an Insight Jump, you can get behind an enemy\u2019s charging attack and send them flying.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014With enhanced deflects, is there a risk that combat could become repetitive, with players simply cycling between \u201cdeflect\u201d and \u201cattack\u201d? How did you approach that?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>One of the combat concepts we\u2019ve carried over from the previous game is having offense and defense switch seamlessly within the flow of battle. In the first Wo Long, however, you couldn\u2019t immediately cancel an attack animation and use a deflect.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In this game, even when you\u2019re attacking aggressively, you can immediately transition into a deflect when you see the enemy counterattacking. By adding cancels both before and after attacks, we\u2019ve been adjusting the system to make offense and defense switch more naturally as part of a continuous flow.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Were the new weapon types added specifically to take advantage of this more acrobatic direction?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>Yes. One of the new weapon types is the dual-section-staff (unofficial translation), essentially a nunchaku-like weapon. It\u2019s a fast weapon capable of unleashing a high volume of attacks. One of its defining features is a transformation mechanic. You attack rapidly like you would with nunchaku, and landing the final hit triggers the transformation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The tricky part is figuring out how to land that final hit. If you simply attack normally, it can be quite difficult to keep the combo going. However, we\u2019ve introduced actions such as strong attacks that bring out the unique appeal of each weapon type.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">With the dual-section-staff, for example, you can use invincibility frames to keep the flow of your attacks going and maintain its powerful transformed state. The transformed state only lasts for a limited time, so figuring out how to maintain it makes the weapon fairly technical and, in my opinion, fun to use.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Do Wizardry Spells also accommodate the sequel\u2019s more acrobatic action?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>Yes, both Wizardry Spells and Martial Arts have been adapted to match the direction we\u2019ve taken of expanding the action vertically and making it more acrobatic. Martial Arts that could only be performed on the ground in the previous game can generally now also be performed in midair. For example, you can deflect an enemy\u2019s attack in midair, and once it\u2019s your turn, follow up with a Martial Art or Wizardry. Movement has also been designed to make it easier to switch between offense and defense. You can cast spells while moving, for instance.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Techniques that appear to be the same as in the first game may behave differently, or there may be more situations where you can use them, so I hope players will take a look. A technique that launches an enemy into the air when used on the ground, for example, can become a technique that knocks an enemy back down to the ground when used in midair. We\u2019ve designed the game to make it easier to move back and forth between the ground and the air.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/1efad1b5aa917a846fa5b3fc11367269.webp\" alt=\"\" class=\"wp-image-72886\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/1efad1b5aa917a846fa5b3fc11367269.webp 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/1efad1b5aa917a846fa5b3fc11367269-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/1efad1b5aa917a846fa5b3fc11367269-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I imagine there have also been changes to enemy designs to complement this. Compared to the previous game, how have enemy movements changed?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>In the first Wo Long, there were only a limited number of airborne actions that could be used against enemies. For example, you could deflect ranged attacks and shoot enemies down, but there were relatively few ways to approach airborne enemies with melee actions. I consider that one of the weaknesses of the previous game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In Wo Long 2, you can perform a deflect midair. You can use it against enemies that attack from a distance to close the gap and attack them, for example. We\u2019ve also made it possible to deal with airborne enemies more proactively through the Insight Aerial Skill, which lets you stomp and springboard off an airborne enemy and knock them down.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As a result, we\u2019ve been able to reduce the restrictions when it comes to enemy attack patterns and characteristics compared to the previous game, which I feel has made it easier to give each enemy more individuality. For example, in the previous game, it was difficult to create enemies whose primary focus was aerial combat.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>There\u2019s one more point regarding the changes to enemies and combat. This time, as we\u2019re depicting the battlefield through an open field design, we wanted to convey the atmosphere of a realistic battlefield. To that end, we deliberately introduced group battles.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That being said, we\u2019re aware that there\u2019s a notion that overwhelming players with sheer numbers is something you generally shouldn\u2019t do in a die-and-retry action game like this. With Wo Long 2, however, we wanted to make it possible to deal with groups of enemies in a satisfying way.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For example, you can use an Insight Deflect to send an enemy flying, then hit another enemy with the one you just launched and take out multiple enemies at once. If several enemies attack you simultaneously, you can also deflect them all together. We think this allows players to actively experience group battles as something badass and satisfying. I wouldn\u2019t go as far as to say it\u2019s \u201cone warrior against a thousand\u201d (laughs), but I think you\u2019ll get a similar sense of satisfaction.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014This time, I get the impression that the generals speak more often and actively approach you to talk. Could you tell us about any changes to the narrative and character presentation of NPCs?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>While this game focuses on depicting famous battlefields from the Romance of the Three Kingdoms, we also want people who aren\u2019t particularly familiar with the historical context to enjoy it. We\u2019ve adopted two main approaches to achieve that.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The first is focusing on Pang Tong, known as the Fledgling Phoenix, and emphasizing the sense that he\u2019s your partner or buddy. I believe players will enjoy the human drama that unfolds with him. The protagonist and Pang Tong are childhood friends, and the story begins when they are attacked by Cao Cao\u2019s forces one day, setting them on a path of revenge. Cao Cao will also become involved with the player in some way as the story unfolds, and I think players will enjoy seeing how that develops.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The second is the \u201crevenge story\u201d itself, which I just mentioned. By giving the player a clear personal goal and motivation, we think even people who aren\u2019t familiar with Romance of the Three Kingdoms will find it easier to empathize with and become emotionally invested in the story. That\u2019s something we particularly wanted to challenge ourselves with this time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014How large do you expect the game to be in terms of overall volume?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>We\u2019d like to share more information about the number of stages at a later date. At the moment, we\u2019ve revealed information about two fields, the Battle of Changban and the Battle of Red Cliffs, but the game doesn\u2019t end there. The battlefields will continue beyond them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There are also various elements for players to engage with after completing the main campaign, and the overall scope will vary depending on how thoroughly you choose to explore the open fields.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Is the demo field different in size from the full game? And are there any weapons or actions that haven\u2019t been announced yet? If so, could you give us a hint?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>The field in the demo we released, the Battle of Changban, is only part of the full game\u2019s field, roughly a little under half of it. In the full game, you\u2019ll be able to play through a larger version of the Battle of Changban than the area you experienced in the demo.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>We plan to announce more new weapon types in the future. As for a hint, I actually think some of the information we\u2019ve already revealed contains hints to them (laughs).<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/7d6fddc4d5f4457e598413974089fe73.webp\" alt=\"\" class=\"wp-image-72887\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/7d6fddc4d5f4457e598413974089fe73.webp 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/7d6fddc4d5f4457e598413974089fe73-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/7d6fddc4d5f4457e598413974089fe73-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014To what extent have you reflected player feedback from the previous game in the sequel?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>The first area is the action. We received feedback that deflecting in the previous game was an enjoyable, satisfying mechanic, and it had become something of a defining feature of the series. At the same time, skilled players could handle virtually everything with deflects, while players who weren\u2019t as experienced with action games found mastering the deflect itself difficult, which we recognized as a limitation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So, while retaining the satisfying feel of the deflect, we wanted to broaden the ways players could approach the game. That led to the introduction of the aforementioned Insight Skills, as well as greater freedom in how players tackle challenges through the open field.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The second area is PC optimization. We had trouble properly optimizing the PC version of the previous game, and we caused players a great deal of inconvenience as a result. We felt that we absolutely had to improve that this time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Even with the alpha version currently available, we\u2019ve made a PC version available from an early stage \u2013 something we didn\u2019t do with the previous game \u2013 and are gathering feedback from players so that we can address any issues before launch.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>I\u2019d also like to explain how we\u2019ve revised the way the Morale Rank works to accommodate the open-field structure. In the previous game, your Morale Rank started at zero, and you aimed to raise it through exploration and combat until it matched the boss\u2019s rank. However, because the number would return to zero every time you started a new run, it felt as though your efforts were being reset, and we couldn\u2019t completely eliminate the sense that the system was \u201cforcing\u201d players to explore.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In Wo Long 2, we wanted players\u2019 efforts over the long term to be properly reflected as they play. That\u2019s why Morale Rank is now treated as an additional level on top of your normal level progression through experience points. As a result, even if you fall in battle, your level will never drop below the level you\u2019ve already reached. If you\u2019ve raised your level, you can fight enemies on an even footing without having to explore for things like battle flags. Making sure that the effort players have accumulated is properly reflected in their rank is one of the major changes we\u2019ve made this time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Finally, do you have a message for our readers?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Hirayama:<\/strong><br>First of all, thank you as always to everyone who has played the Wo Long series. The alpha demo will be available until September 30, so I hope you\u2019ll take the opportunity to play it and experience how the game has evolved.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We\u2019re also conducting a survey, so we\u2019d really appreciate hearing your feedback. We want to use everyone\u2019s opinions to properly polish the game during the remaining time before release. We hope you\u2019ll continue to support us.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Yamagiwa:<\/strong><br>We\u2019ve announced that the game will launch on March 4, and the entire development team is currently working hard toward the final round of polishing.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As Hirayama mentioned, we\u2019re making the alpha demo available and conducting a survey, so your feedback will help us with the development going forward. If you have the time, we\u2019d really appreciate it if you could take part.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At the same time, we\u2019re also holding a character creation contest. We plan to include characters created by participants as presets in the full game, giving players around the world an opportunity to play with characters that other players have created. We\u2019d be very happy if you took part in that as well.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Thank you very much.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Wo Long 2: Wings of Ember launches March 4, 2027 for PS5, Xbox Series X|S, Nintendo Switch 2, and PC (<a href=\"https:\/\/store.steampowered.com\/app\/4507990\/Wo_Long_2_Wings_of_Ember\/?utm_source=automaton-media.com_en&amp;utm_medium=referral&amp;utm_campaign=article-72525\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>\/Microsoft Store).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Wo Long 2: Wings of Ember producer Masakazu Hirayama and development producer Masaaki Yamagiwa.<\/p>\n","protected":false},"author":12,"featured_media":72882,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":true,"autoblue_custom_message":"","autoblue_shares":[{"did":"did:plc:uzrrhkfyjrfdsynj2voztcf2","date":"2026-09-24T09:41:11+00:00","uri":"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mwaxn7yhg62u","response":"{\"uri\":\"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mwaxn7yhg62u\",\"cid\":\"bafyreictpssrlovrovhh72xqjempkbrsx6vfbltgsdsranpghfvwffbnoe\",\"commit\":{\"cid\":\"bafyreifj5tuistvrg2mnmsksdvr2qout6kmyo6zvua4zr6ivurzbx644by\",\"rev\":\"3mwaxn7ymcg2u\"},\"validationStatus\":\"valid\"}"}],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[64,10],"tags":[],"class_list":["post-72880","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews"],"blocksy_meta":{"styles_descriptor":{"styles":{"desktop":"","tablet":"","mobile":""},"google_fonts":[],"version":8}},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.4 - 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