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Solon CEO: "Wuthering Waves 2.0 will show surprises that meet user expectations."
On January 2nd, 2025, '명조' will release version 2.0 and the PS5 version. '명조', which was globally released on May 23rd, is an open-world game that captures Kuro Games' unique color palette, and has been praised for its beautiful characters and fast-paced action. In version 2.0, a new European-style region '리나시타', completely different from 금주, will be added, and a new story will unfold.
From '퍼니싱: 그레이 레이븐' to '명조', Kuro Games has steadily refined its own style and become an indispensable name in the subculture game scene. We had the opportunity to hear more about what kind of surprises Kuro Games wants to deliver with 명조 2.0 and beyond from Kuro Games CEO Solon.

"리나시타, A choice to provide a new experience to meet expectations"
Q. It's already been half a year since 명조 was released. What are your thoughts?
솔론 =I think it was a process of going from uncertainty to certainty. After ‘명조’ was released, I kept wondering if it would be loved by users, and I hoped it would survive. But I was surprised that more users loved it than I thought, and with that, I was constantly thinking about what kind of content I could provide in the long term to repay that love.
Looking back, I think we lacked a little confidence in the beginning that we would be recognized when we showed something. But through ‘명조’, we gradually realized that we were growing, and we became more confident that we would be recognized for what we were showing, and we were able to move to higher places.
Q. It feels like version 1. was a bit short and went straight to 2.0, I'm curious if this was the intended direction.
솔론 =The world of 명조, ‘솔라리스’, has various regions besides 황룡. The reason why we showed the 금주성 area of 황룡 first and then immediately showed the new region of ‘리나시타’ is because we wanted to show our change through a new aspect that we had not shown before. As I said before, I thought that if we wanted to be loved for a long time, we had to show something worthy of it, and we wanted to prove it.
Although I am still cautious, I want to show users more content every half year or so. We have been working hard for this, and in that sense, we have prepared and want to show ‘리나시타’.

Q. The pistol characters have been a bit disappointing, but I think the introduction of Carlotta in 2.0 will alleviate this a bit. Can we expect more attractive pistol characters in the future? Also, the 4-star pistol characters have the disadvantage of weak parrying performance, I'm curious if this will be improved.
솔론 =I'm glad that users are paying attention to Carlotta and giving her good reviews. First of all, we are considering the story about pistol characters from various perspectives. In fact, we are generally considering the balance of weapons and characters.
Q. You are also releasing the PS5 version with 2.0, what was the most difficult part of development?
솔론 =It was optimization. It was the first time we released a game on PS, and since we had no experience, we were really worried about how to optimize it. In particular, optimization is a factor that is directly related to a smooth gaming experience, so I think we prepared with a lot of focus.


Q. Echoes used to appear as enemies, but it was impressive that they are used in everyday life in 리나시타. I think a clearer explanation of what Echoes are is needed. Will Echoes appear as gimmicks or various in-game elements in other regions as well?
솔론 =We had a lot of concerns about Echoes. There were various ideas in terms of the worldview and the content using it. So we have been researching this use, and we introduced it in 리나시타. There will be various uses for it in the future.
Q. The story and direction are improving with each update, and the stories and direction of 장리나 파수인 and Camellia were especially impressive. Can we expect more than that in ‘리나시타’? I'm also curious if there are any plans to supplement the early story.
솔론 =I am grateful that the users' reactions are getting better and better as the version changes. However, the basic grammar itself has not changed. Basically, we built it according to the region that the Wanderer will go to and the personality and theme of the characters they will meet there, and we have been thinking about how to make users feel affection and empathy as they gradually get to know that personality.
This direction is no different in 리나시타. ‘리나시타’, which will be introduced in 2.0, is a city of carnivals different from 금주 and a place where other secrets are hidden. We have been designing it to naturally build affection and empathy by placing characters accordingly and unfolding stories with them. That is the direction we have always envisioned, and we are preparing a new story this time as well, so please look forward to it.


Q. What are the points that you would especially like users to enjoy in 2.0 and ‘리나시타’?
솔론 =There are too many (laughs). If I had to pick one, I would like you to see the 모습 that 명조 is developing and the infinite possibilities that we want to give to users. From version 1.0 to 승소산, 검은 해안, and 리나시타, we have continued to challenge ourselves with each version and have been constantly trying something that would surprise users. We have been whipping ourselves to achieve that goal. I hope you experience 2.0, which has improved in almost every aspect. Nothing is more important to the development team than user feedback.
Q. It's a bit early to say, but in the beginning of ‘명조’, 7 regions of 황룡 including 금주 were mentioned, but we went to a completely different place called 리나시타. I'm looking forward to seeing what other worldviews you will show in ‘명조’ in the future, can you explain more about that direction?
솔론 =Like you said, 황룡 alone has other regions besides 금주, and 리나시타 also has other cities. There is a vast storyline in any of those places. We are thinking about how to fully unfold it.
Also, another thing to add is how to meet the expectations of users. The experience we provide must be satisfactory to users. We think that we have to show something worthy of it, as they have been playing with so much affection for what we have shown so far and are looking forward to the next stage. One of the directions is to provide new and diverse experiences that they have not enjoyed before, and in that sense, we have been thinking and refining various ideas.
Kuro Games, which has honed its individuality to meet expectations without settling down

Q. 명조 has achieved great success globally, did you expect this success? Also, I'm curious how much the company has grown compared to before.
솔론 =We have received a lot of love and attention around the world, and frankly, it was a success that exceeded our expectations. This has given us a strong sense of mission to create better content and meet the expectations of users around the world.
In the 6 months since the service started, our team has grown remarkably in many ways. We have made great progress in all aspects, including development pipeline, talent development, and technology, and we will continue to make continuous progress in the future.
Q. I know that you have achieved great success especially in Korea, what do you think is the secret to that? Also, you met Korean users at G-Star last year, and you have held various offline events after the release of 명조. I'm curious if you have any plans to meet Korean users again.
솔론 =Of course, we are receiving a lot of love not only in Korea but also globally, but I am aware of the popularity in Korea. I was very surprised, and I am grateful that we are receiving more love than I expected. I am also touched that we have been recognized for showing what we have been thinking about and what we liked. We are still lacking, but we will try to repay the love we have received.
I often go to Korea for travel. But I always have a desire to have a meeting with users, not just a trip like that. In fact, I want to go and see users who enjoy 명조 anywhere in the world, not just in Korea. But right now, I think it is a priority to provide a more quality experience that users can be satisfied with, so I am focusing on that. In particular, the development of 리나시타 is the top priority right now, so I am focusing on this, and I am looking for the right time.
Q. Personally, I was impressed by the high-quality action and the graphic style with its unique sensibility from 퍼니싱: 그레이 레이븐. What was the driving force that allowed you to bring that unique personality and complete it?
솔론 =I think the key is the passion of the developers and the desire to express themselves creatively. To do that, you must have a constant will to take on new challenges. In that sense, Kuro Games is still continuing to come up with various ideas and take on challenges to realize them.


Q. Kuro Games has now become an indispensable presence when discussing subculture game companies, I'm curious about the philosophy and vision that leads Kuro Games in that way. Also, what is the ultimate experience you want to provide to users in 명조?
솔론 =Our Kuro Games has established our core vision for this year as "Challenge is greatness." The idea is to realize one's greatness by challenging the seemingly impossible, and we want to convey this spirit through games. We also want to create valuable and challenging new games that are not bound by specific genres or existing game formats, and provide users with a special experience.
Q. A word to Korean users.
솔론 ="Korean Wanderers, fighting! Thank you always. Please continue to show a lot of interest in 명조."

웹진 인벤윤서호 기자
2024-12-27