Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

As a seasoned gamer who’s spent countless hours exploring various digital realms, I can wholeheartedly appreciate the unique approach that Starlight Re:Volver brings to the table. The game seems to strike a perfect balance between social interaction and personal mastery, which is a refreshing change from the norm.


In today’s world, anime has become a significant influence that cannot be ignored. Digital platforms like Crunchyroll make it easier than ever to access the genre, while games such as Genshin Impact draw millions of players with their vibrant and distinctive aesthetic. Now, Starlight Re:Volver aims to attract players by offering a colorful setting, MMO-style socialization features, and an art style that blends classic and contemporary anime elements along with various other influences.

Lately, we had a chat with Pahdo Labs, the team behind the game ‘Starlight Re:Volver’, discussing the inspirations of studio head Daniel Zou, creative director Alijah Ladd’s approach to character creation, and how they ensure the roguelike aspects cater to both regular and occasional players. This conversation has been condensed for conciseness and clarity.

What Fans Should Know About Starlight Re:Volver

Q: How did this project get started?

Initially, Zou embarked on this project approximately three and a half years ago with a strong desire to create a product that would foster a profound bond with consumers. Prior to this, he was a software engineer within the tech sector, thus brainstorming numerous concepts such as social networks and more. Reflecting on his upbringing as a gamer, many of his companions evolved into streamers or individuals involved in esports.>

During user research with my close friends, I found myself naturally gravitating towards an old passion that had been dormant since college. This interest resurfaced and has remained a significant part of my life ever since. However, it faded slightly during my college years as I broadened my horizons, but now, I’ve rekindled my love for it once more.

“The game is an anime style because I was searching for a type of game that I believed would resonate with me and my eclectic group of friends. We are a relatively youthful bunch compared to many modern studio heads, and we bonded over online games, using them as a means of connection. Our group was quite diverse, and not everyone shared the same passion for gaming.

Many individuals utilized games as a digital play area or gathering spot, such activities in mind. Our aim is to ensure these people feel welcome. I found that the games my friends were playing at the time, like League of Legends and others, weren’t particularly suitable for socializing.

It struck me that there’s a broad appeal for anime, even among those who wouldn’t typically identify as “nerds.” I believe its popularity has grown significantly and become more mainstream. This was about the time when Genshin Impact was launched, and it was fascinating to observe how many newcomers it attracted to gaming. While I’m not certain if this trend is widely documented, I personally noticed it in my anecdotal experiences.

Initially, we embarked on a journey, aiming to develop an online multiplayer game featuring an anime aesthetic, yet underestimating the complexity involved. Particularly daunting were terms like ‘anime’, as our studio is situated outside of Asia. Locating artists with the necessary skills proved challenging. We persevered for quite some time, but it wasn’t until Alijah came on board that things started to change significantly. I believe his direct involvement in the intellectual property provided us with a more genuine and hands-on connection that significantly enhanced our project.

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

In my previous roles, particularly as a leader, the opportunity to execute a creative vision of my own had been scarce, until Dan presented me with such an opening. With my background in gaming spanning many years and a lifelong aspiration to create games, I was ready with concepts in mind. Essentially, Starlight Re:Volver could be seen as something that had been dwelling in my heart for a considerable period, and this was our moment to bring it into reality.

Q: What anime and video games helped inspire you to make Starlight Re:Volver?

Zou: A lot of that stuff is Alijah’s childhood, so, he can talk about that.

When you examine the art and play the game, it’s evident that my past, which includes time spent in arcades and growing up with shonen anime, has left its mark. Similarly, the impact of our art director is clearly visible. Although we come from diverse backgrounds within the Pahdo team, many of us share common experiences, such as those related to arcade games and shonen anime. With Starlight Re:Volver, it would be dishonest to claim that we’re creating something entirely original, never attempted before in a creative sense.

Instead, our aim is to blend our cherished memories of childhood favorites with modern innovations, creating a sense of nostalgia and novelty. Ideally, we want players to feel the same emotions I experienced when encountering these elements for the first time as a child.

Today’s era is marked by a distinct shift, and the charm of late-90s and early 2000s anime continues to resonate with me, extending even up until now. There remains a wealth of captivating stories and visuals to be passed on to future generations, who will undoubtedly find it refreshing, while those of us from that time may find it nostalgic. In essence, our goal is to convey this very sentiment. I believe the core idea is straightforward, yet there’s a deeper intention hidden within.

Q: What benefits are you hoping to take from Starlight Re:Volver going early access next year?

As a novice studio, we’ve found that since there aren’t significant initial expectations from us, we’ve seized this opportunity to interact with potential players early on. We’ve given them sneak peeks of the game and encouraged them to playtest it before other studios might have been ready to reveal their work.

It seems to me that early access will prove beneficial for our debut game. To make it as captivating as we can, we’d like to seize the chance to collaborate closely with the community in its development during this initial phase. I guess it’s an exclusive window before we grow larger and face greater public scrutiny, which can add a layer of complexity to our work.

A: What aspirations do you have for Starlight Re:Volver regarding player interaction, and the game’s connection with its players?

In the development of “Starlight Re:Volver”, my aim is to create an interactive online community where participants can enjoy the cooperative gaming experience similar to popular Steam games today, combined with the continuous online engagement characteristic of classic MMOs or games like “World of Warcraft”. Growing up, I found that online games served not only as a means for social interaction but also as a valuable tool in personal growth and understanding more about our world and human nature.

In simpler terms, my financial situation limited me to mainly attending school and not participating in many outside activities. However, learning was enriched through playing games, which seemed like reality at the time due to their high stakes and profound meaning. This experience helped me grow up. I believe that games have a significant impact on people, especially when combined with social interaction, purpose, and status. This blend, in my opinion, is a key ingredient for creating meaningful connections too.

It seems that many multiplayer online games lack a crucial element, making them feel increasingly like solo experiences amidst other players. The true essence of interaction appears to be fading as these games lean towards a single-player dynamic, where cooperation is essential to bring players together and encourage meaningful engagement with each other.

Starlight Re:Volver’s Characters and World

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

Discussing the characters from the game that are magical girls, each equipped with unique weapons and distinct personalities. I’m curious if there were particular influences or sources of inspiration for creating each of these playable characters.

Ladd: Absolutely. We didn’t specifically label Effy as our main character, but among the first four characters we’re releasing early access for, she holds an equal role. Interestingly, Effy was the initial character we designed. In creating Starlight Re:Volver, a vibrant, lively, expansive, and bombastic world, we sought a protagonist who wouldn’t be the antithesis of that environment. We asked ourselves, “Who embodies this world we’ve built? Who is bold, vibrant, loud, and full of life?” That’s Effy, and that’s how we shaped her character.

Regarding the characters that may have inspired her character design, we drew significant inspiration from traditionally male, shonen-style personalities. You might notice traces of Monkey D. Luffy’s recklessness and Kagura from Gintama in her naivety, but she also exhibits a nonchalant exterior. However, beneath this facade lies a deep, thoughtful individual who is always there for her friends. Essentially, Effy embodies our take on the shonen protagonist.

A: I’m particularly drawn to Ren among the playable characters due to the fact that many magical girl series feature only female characters. Can you tell me why a magical boy character like Ren was included in the game’s cast?

Ladd: Internally, we actually just call Ren a magical girl, too [laughs].

Indeed, it turns out that our character Vivi also identifies as male. Initially, Vivi appears somewhat gender-neutral, but for the early access phase, we’ve got four characters – two males and two females represented.

It’s clear that characters like Kira embody the typical traits associated with femininity, aligning closely with the magical girl genre. On the other hand, Ren is a counterpart who embodies masculine qualities, similar to characters from series like Kamen Rider or Power Rangers. In essence, both genres share a common spirit: they involve transformation into a more powerful, unrestrained, or authentic self. This transformation often transports you to another dimension or world.

In our storyline, Ren takes on a persona reminiscent of a superhero, while Kira assumes a celestial, almost royal character akin to a princess. We incorporated Ren into the group to ensure balance and diversity, providing a character type everyone can identify with in the initial four characters.

Q: Was there anything else about Vivi and Kira you two wanted to talk about?

Ladd: Absolutely! Initially, we intend to introduce four main characters in the early access phase. To clarify, Effy can be seen as our version of a shonen hero protagonist. Next, there’s Kira, who embodies the lone wolf adversary persona. Then, Ren is more like the wise mentor or older brother figure, with life wisdom and responsibility for the team. Lastly, Vivi is considered the most intelligent among the four characters.

As a gamer, I find that when my character, Effy, undergoes transformation, it truly reveals her authentic self. You’ll notice this in her unique theme – an imaginative blend of bunnies crafting mochi on the moon, a concept borrowed from Japanese folklore. That’s why she wields a hammer and carries a bow reminiscent of giant rabbit ears. Many of her moves are infused with bunny motifs, aiming to evoke a sense of merriment and festivity – much like the spirit of Tanabata, a significant Japanese festival. Interestingly enough, one of the character design influences for Effy was none other than Jirachi, the Pokemon.

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

Kira appears regal or like royalty at first glance, but upon closer inspection, her image is somewhat deceitful. Beneath the surface, she’s a Diver who has often felt overshadowed by her sister, who was an extraordinary star and celebrity. No matter how hard Kira strived for perfection, it seemed insufficient. Though she may possess the grace of a queen or princess, her sister is revered like a goddess.

In that setting, we’ve developed a relationship similar to certain characters from shows like Kamen Rider and Power Rangers. Ren, I mentioned him briefly, but his character is primarily influenced by these series. However, it’s essential to note that this is somewhat of a disguise because he’s made errors leading to harm for others, which he deeply regrets. He yearns for a chance to correct the past, but time doesn’t allow it. Despite doubting his heroic nature, he dons the role because someone needs to, and if he can motivate one child or provide comfort to another in their endeavors, then for him, that justification is worthwhile.

Next, we introduce Vivi, named after Vivi from “Final Fantasy,” a nod to one of the game’s original powerful mages. In our game, Vivi is our long-range, high-damage, graphics card-straining character, capable of explosive spells. We’ll discuss more about her and future characters in the pipeline soon.

A: What’s intriguing about Starlight Re:Volver being set in two distinct worlds within the roguelike genre, and featuring multiplayer, is how you approached that aspect of the game. Could you tell us more about your approach to implementing multiplayer in Starlight Re:Volver?

Zou: Are you more interested in that from a design standpoint or from a technical standpoint?

I’d say design standpoint, in terms of difficulty balancing and stuff like that.

Ladd: Essentially, Starlight Re:Volver is a unique blend, offering a social area that resembles early-2000s MMOs, where people gather, chat, and forge connections in a familiar, comforting environment. However, when you venture into the dungeons, it becomes quite challenging, proving to be a more demanding game than its visuals might suggest.

In part, it could be due to our roots in design philosophy and tastes that we aim for our characters to have a sense of richness and complexity. We strive to create an experience where players can continuously uncover new aspects and enhance their mastery, while also benefiting from the replayability offered by roguelike games.

In a nutshell, the experience we offer invites players to reflect on their dungeon runs and ponder ways they could have improved their performance: “What if I had honed my skills with this character more effectively? What if I had selected a different set of Charms instead? Perhaps a change in strategies would have led to better results.” This type of replay value, which leans more towards arcade-style gameplay compared to the typical progression found in MMOs, is heavily influenced by the player’s actions and decisions. In essence, it’s all about the gameplay.

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

In essence, we aim for the game’s advancement to primarily favor player skills, ensuring that those who excel will consistently outperform less experienced players, even if they have better gear. However, there will still be some level of balance to prevent an extreme advantage. Essentially, mastery of the game contributes significantly to progression.

Absolutely, here’s my take: As a fan, I can’t help but notice the stark contrast between our game world and reality. It’s a unique blend that I believe will make it stand out. We aim to attract a diverse audience, from thrill-seekers eager for dungeon exploration, to those who prefer a more laid-back, social hub experience. I’m intrigued to see how these two groups intertwine, but I have faith in our recipe for success.

Zou: Let me connect some aspects of our original inspirational objectives from establishing the studio, which have indeed shaped this… I’d say unconventional blend? It’s not your typical game design, and we’re merging quite costly elements to create a comprehensive package.

We aimed to develop a game that represents a varied group of friends gathering to play. This means creating an engaging experience that appeals to two types of players: those who enjoy games with deep mastery elements, similar to Valorant or League of Legends, and social gamers who are more interested in collecting, decorating, or customizing their game environment. Nishi Island Metropolis delivers just that.

I’m thrilled at the prospect of a game that combines elements from both Minecraft and Valorant. This way, we won’t have to pick one over the other, eliminating dilemmas like, “Shall we play Minecraft or Valorant today?” Some people might express their relief because they can now enjoy games like Minecraft or Dress to Impress without the constant criticism from friends that often comes with Valorant, even though many of them seem to be fond of it.

In our plans, we aim to combine various game features to introduce cooperative advancement elements. This way, progress in different aspects of the game will be interconnected, benefiting players who excel at puzzle-based mini-games (which may be more casual) as well as those who are mechanically skilled and can support their teammates effectively. Essentially, we want everyone to have a unique role and contribution within the game.

A: I must admit, you’ve piqued my interest. Could you explain to me the significance of Nishi Island Metropolis in the narrative and the equilibrium between these realms? Is it a place for discovering additional details or is it more about providing a pause from the action?

As a passionate gamer, I must say that my expectations for NIM are sky-high! We’ve got big plans for it, and even after its release, we aim to keep growing and evolving it into a vibrant, ever-changing environment. It’s not just about crafting new gear or satisfying core gameplay needs – though that’s definitely part of the appeal. It’s also about immersing yourself in our world, learning about its history, culture, and secrets as you explore its towns and landscapes. In essence, NIM is shaping up to be a living, breathing game world where every corner holds a new discovery.

In Sakino Park, you’ll find a statue dedicated to Kira’s sibling. Each character will offer their unique perspective on this, providing insights into the world when interacted with. Additionally, there are various mini-games to engage with, including one named “Pop Pop Bunny“. While not widely known, Pahdo Labs has developed a game called “Pop Pop Bunny“, and we’ve made it accessible in an arcade cabinet located within NIM.

In NIM, there are numerous engaging activities for everyone, and our aim was to make it a place where shared experiences are more enjoyable. We envision NIM as an evolving space that reflects the changing seasons, offering fresh discoveries with each visit. Additionally, we plan to extend our reach beyond NIM, expanding into the vast expanse of Nishi Island Metropolis, which encompasses mountain ranges, a volcano, hot springs, and much more, providing ample opportunities for future growth.

As an avid gamer, I couldn’t contain my excitement when I learned about NIM. The idea of merging over-the-top gameplay with a grounded fantasy was incredibly appealing to me. We wanted to create a game where players could embody powerful heroes, feeling cool and explosive as they battled enemies in fantastical dream worlds, and explore these realms together. However, simply offering this kind of party-like experience might have resulted in a rather superficial fantasy.

In a city much like our own, there exist peculiar gadgets known as Re:Volvers. These devices enable extraordinary teenagers to enter dream realms where they transform into superheroes and magical characters. This feature seems to make the game more personal, allowing players to discover their true selves and express their unique identities.

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

Question: Could any of you name a preferred character among those playable, and is your preference due to their abilities or their appearance?

Zou: I like Vivi because of the design. I think I see myself in him.

Ladd: I appreciate various characteristics of all our characters, but I don’t want to provide a monotonous response by stating that I like them all equally. Instead, I find Effy’s transformation into So Mi to be my favorite among our characters because it reveals not only her nature and essence, but also sheds light on Starlight Re:Volver. Specifically, her transformation holds significant meaning for the series, showcasing some of its most endearing aspects through the character design.

In terms of gameplay, I’m particularly fond of Kira as she embodies a ranged character, which suits my playstyle. Unlike her comrades who prefer close combat, Kira prefers to keep her distance. She’s agile and can perform various acrobatic maneuvers for evasion, adding an exciting element to the game. Different players may find different aspects appealing; Effy is all about explosive, close-range action, Kira offers a more strategic, long-range approach, Vivi brings a delightful chaos, and Ren possesses unique mechanics that allow him to switch between melee and ranged engagements.

Ren possesses a variety of unique skills encompassing utility, assistance, and damage output – quite a versatile character he is. What makes Ren stand out is his distinct role within the game’s dynamics, as we intentionally designed characters that emphasize the support aspect. In most games, the support archetype often faces challenges in terms of being engaging to play due to its non-central role, usually not being the one who scores the points directly. However, with Ren, we aimed to change that and make the support experience truly enjoyable.

One method for highlighting a secondary character is by providing them unique and engaging movement options, such as what we’ve done with Ren. To briefly address your query, I admire the visual aesthetics of Effy and appreciate the gameplay experience with Kira.

How the Mechanics of Starlight Re:Volver Balance Each Other

Interview: Pahdo Labs Devs Discuss Starlight Re:Volver, a Multiplayer Anime RPG

A: One point Ladd made earlier caught my attention—he spoke about the Nishi Island Metropolis where you need to create fresh gear, and naturally, the Charms in Starlight Re:Volver are randomized for each playthrough. How does the balance between crafting new equipment and the game’s more unpredictable elements work out?

Ladd: We’re still working on making Charms feel powerful during this development phase. It’s similar to deckbuilding in a way, but let me explain it differently: The items or gear you create outside the game serve as permanent progress. This is your long-term reward for investing time into the game, something that stays with you throughout your journey.

In my opinion, the primary factors that contribute significantly to your victory in this game are your personal skills as a player, combined with your comprehension of the game’s mechanics, the character you control, the opponents you face, and their interactions. This is crucial. Following that, I believe the importance lies in your choice of Charm loadout, and lastly, although it does offer some assistance, your long-term progression has a less significant impact compared to the first two factors.

Zou: Regarding a multiplayer game suitable for our group, I’d like to point out that we deliberately balanced the power of these different systems. In many conventional RPGs, there’s a significant focus on time investment and advancement, which often means following a lengthy, linear path. To play with friends, you typically need to be at similar stages of progression, which can take up a lot of time. This approach isn’t something we particularly enjoyed, I suppose?

In simpler terms, our choices for playing games with friends were mostly restricted to Massively Multiplayer Online (MMO) games where we could only play simultaneously, which isn’t fun, or Competitive Player vs Player (PVP) games that allowed for some flexibility but were still competitive in nature. However, by incorporating elements similar to roguelikes, we discovered ways to minimize the heavy time commitment required by players, potentially enabling those within a 20-30 hour playtime window to play together more easily, and ensuring that their equipment remains relatively comparable for cooperative gameplay.

Making the game easier for friend groups to play ensures its longevity within those groups, since people tend to spend varying amounts of time on it. Avoiding division among players was our primary goal.

Another point to note is that the ability to use Charms in the game offers an exciting advantage, especially for those who may not have the time to dedicate eight hours a day like some dedicated players. By being strategic or thoughtful with your charm choices and benefiting from a certain level of randomness, you can potentially make significant contributions to the game, perhaps even surpassing teammates who have invested more time in acquiring equipment. We believe this balance is crucial for creating a satisfying team experience.

Q: Are there any solo or single-player aspects to Starlight Re:Volver?

Ladd: This question is quite intriguing. You can certainly attempt to play the game Starlight Re:Volver solo, but let me clarify that it’s primarily challenging. Historically, single-player gaming enthusiasts are often categorized as either novices or experts. In the case of Starlight Re:Volver, playing alone makes it harder. However, for the optimal experience and easier gameplay, it’s advisable to play with a full team. We made this choice deliberately when we started developing the game, understanding that working together would make you stronger, while playing alone might be more difficult.

Our fundamental belief lies in the importance of social interaction, which makes us eager to collaborate with Starlight Re:Volver. To clarify a previous point, this is one of the key objectives of NIM. We aim to equip players with the necessary tools to connect with others and facilitate these connections effortlessly, thus another motivation behind NIM.

A: How might Starlight Re:Volver be designed to enable a gamer playing for about 15 hours per week to join a game with a friend who plays infrequently, without encountering any difficulties?

Many online games follow a similar pattern, which is more akin to an arcade style, where players progress at roughly the same pace from the start. This is observed in games that are entirely open and fair like Fall Guys or Rocket League.

In some games like “League of Legends”, you start each match with a clean slate, but there are additional features such as runes that contribute to your long-term advancement. These games can be considered hybrids, but the actions you take during gameplay generally have the most significant impact. On the other hand, games like many classic MMOs heavily rely on character progression.

Unfortunately, such games need artificial methods for players to cooperate, such as adjusting a player’s level or modifying the distribution of stats. We aim to be somewhere between these methods and one where player skill plays a more significant role, accounting for over half of the gameplay experience. In other words, we want the skill of the player to outweigh other factors, allowing different players with varying levels and progressions to enjoy the game together.

Q: For fans who may not be sold on Re:Volver yet, how would you pitch the game to them?

User: I believe there are two groups of players this game caters to: those who enjoy Action Role-Playing Games (ARPGs) or roguelikes but prefer a less dark fantasy setting; instead, it offers a lively and uplifting environment that fosters a positive feeling about the world and its characters. On the other hand, if you’re into brighter fantasy games with a wholesome atmosphere, such as Kenshi or Breath of the Wild, this game presents an excellent chance to delve into more intricate combat mechanics and advance further along the path to mastery. Particularly, in my opinion, it excels in team play aspects, which are often overlooked in game design.

Ladd: I think that captured it perfectly, honestly.

[END]

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2024-09-19 16:25