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“Global Testing Tour” Schedule Announcement

Hello, we are the developers of BLACK STIGMA.

[h2]BLACK STIGMA's new test service, Global Testing Tour, will begin soon.[/h2]

Starting in October, we will be conducting the Global Testing Tour.
Please refer to the following information to ensure smooth test participation.



[h3][ Global Testing Tour Region Schedules ][/h3]

For each region, testing will be conducted over a span of 2 weeks.
Please refer to the chart below for a detailed schedule for each region.



[h3]< Click here to check accessible countries by region >[/h3]


[h3][ How to Participate ][/h3]

1. Apply to participate and add to wishlist

Access Steam's BLACK STIGMA page through the link below,
then press the "Request Access" button below the "Add to your wishlist" button to participate in the test.

Also, please press the "Add to your wishlist" button to be notified when the game is released!




2. Confirming your participation status

Once you have requested access to the playtest, you will receive an email from Steam when the test begins.
You can also check your application status through the button on the store page.



Your application is complete if the "Request Access" button is not there.

Instructions for the game and authorization information will be provided in a separate announcement.



[h3][Official Channel][/h3]




Thank you.

[Solved Mysteries] ep.2 : NutCracker, the Ballerina

[h3]Black Stigma's Bombshell, Bestowed with the Art of Ballet[/h3]




Those who have played Black Stigma or have been in touch with the community will be familiar with this lady.

She is our one and only Ms. Nano.

Nano is praised as the most beautiful killer among the playable characters within the Black Stigma universe.
Born in Russia, she received strict assassination training from her father and professional hitman, Hardworker Zero.
The training between the two went on until Nano was 14 years of age.

The year Nano turned 14, Zero abandoned her and left under unknown circumstances. And for the first time in her life, Nano was free from her father's assassination training and indulged in a "normal life."

Ballet was the first thing that the youthful 14-year-old tried out in her attempt to live as an ordinary teenager.
She knew very well how beautiful she looked, so she would have wanted to erase her bloody past through hobbies that took advantage of her appearance.



[color]▲ Source: Russian State Ballet of Siberia performing "Swan Lake", 2022-[/color]

Frankly, ballet did not have a big influence on Nano's life and career as a contract killer after she reached adulthood.

It is rather that she was able to learn ballet with ease thanks to her physical abilities built from years of training.



[h3]Ballet from a Martial Arts Point of View[/h3]



[color]▲ Source: Masutatsu Oyama (Choi Bae-dal a.k.a Mas Oyama, 1923–1994), one of Japan's martial arts legends[/color]

Why would a photo of a karate master suddenly appear while discussing ballet?
It is because Mas Oyama is known as the first martial artist to argue that ballet is closely related to martial arts, which was quite a peculiar statement at the time.

Mas Oyama was a Korean martial artist who became and widely known as a karate master in Japan.
He was also famous for hosting bizarre events where he would take down a bull with just his bare hands, or battle masters from all around the world.
His reputation began to spread globally, attracting numerous martial artists from the western hemisphere to move to Japan and become his apprentices.

He was not only immensely powerful but also quirky in character, which later caused many movies, comic books, and media mix products to pay homage to him, including "Ryu" from the "Street Fighter" series.



[color]▲ Source: Various media mix characters influenced by Mas Oyama From left to right - (1) "Doppo Orochi" from "Baki the Grappler", (2) Mas Oyama as himself, (3) "Choi Bae-dal" from "Fighter in the Wind", (4) "Ryu" from the "Street Fighter" series[/color]

As a world-class fighter during the 1960s and 1970s, he would often argue that people who have pursued ballet hold a lot of potential for becoming martial artists.
Mas Oyama would stress the close connection between ballet and martial arts in various interviews and lectures, based on his experiences communicating with ballet dancers in the United States.

It is said that ballet not only requires muscles that can exert strength beyond one's weight restrictions but also flexibility and rhythm at all times.
These characteristics of ballet inspired Mas Oyama's way of training karate.
Mas Oyama once commented that one of his ballet-dancer friends was a very strong fighter, even though he did not receive any professional training.



[color]▲ Source: Japanese magazine "Power Karate Illustrated", December 1985, Excerpts remade from Mas Oyama's lecture held in Japan, May 1978[/color]



[h3]Ballet Training: Blood, Sweat, and Tears[/h3]



[color]▲ Source: Professional(?) ballerinas from "Scary Movie 5"[/color]

It is extremely hard to pursue ballet as a lifetime career.
One must first meet the physical measurement requirements of prestigious ballet academies in order to follow an elite course.



[color]▲ Source: Photo of the famous "Vaganova Academy of Russian Ballet" and their admission criteria, Female dancers of 170cm must be under 47.2kg to pass.[/color]


[color]▲ Source: Students who failed the admissions for a prestigious ballet academy, The slender, if not skinny, girl on the right failed to enroll because she weighed 5kg more than the required weight.[/color]

Once they pass the harsh body measurement requirements, what lies ahead of them is a training even worse than the admission.



[color]▲ Source: A ballet student who got injured during an exam, He cries in pain but the coach yells at him to die backstage.[/color]

As seen in the documentary footage above, professional ballet training is an endless road of pain and endurance.
Those who make it past the agonizing training and exams are reborn as professional dancers, who not only bear extreme power but also delicate acting skills.



[color]▲ Source: The leg muscles of ballet dancers; It is hard to notice how muscular they are, as the legs are usually covered in tights or tutus during performances.[/color]



[h3]Modern Fighters in Pursuit of the Power of Ballet [/h3]



[color]▲ Source: WSOF (PFL) champion David Branch in ballet training[/color]

Sometimes we can see martial artists practicing ballet as part of their training.
David Branch, the PFL (mixed martial arts league; previously named WSOF) champion, is a good example.

Branch is an MMA champion who reigned over the middle to light heavyweight class from 2014 to 2015.
After conquering the WSOF, he began to develop an interest in ballet and its merits while studying various training methods.
He eventually launched a ballet training project with the famous ballet producer and former Bolshoi Ballet dancer, Dmitri Roudnev, where the entire process was made public through social media.



[color]▲ Source: Actor Jean-Claude Van Damme's signature "360 spinning kick"[/color]

Renowned actor Jean-Claude Van Damme is also a martial artist who is closely affiliated with ballet.
The climax of his action sequence is usually finished with a spinning kick that resembles a jump in a ballet performance.



[color]▲ Source: The Grand Jete, assumed to be the origin of Van Damme's 360 spinning kick[/color]

Van Damme has been a martial artist since his youth, when he started his career with karate.
His passion for karate was so deep that he won the European Karate Championship even before coming of age.

While pursuing karate, he also practiced Muay Thai, bodybuilding, and ballet to master his martial arts skills.
It is presumed that traces of ballet can be seen in his flashy mid-air kicks because he took ballet lessons for a total of 5 years, starting when he was 16 years old.



[h3]The Dev Team's Love for Nano, and Conclusion[/h3]


Since we've mostly talked about buff martial artists in this column, let's go back to our bombshell killer, Ms. Nano, and wrap up the story.



[color]▲ Source: Cases of attractive female spies/assassins, (Left) Scenes referring to the "Red Room" and "Natasha Romanov" from "Black Widow", (Right) "Yor Forger" from "Spy x Family"[/color]

- "Beautiful woman" + "Killer / Spy" + "Trained from an early age" etc...

These are the keywords that make up many attractive yet powerful female characters throughout various media and content in 2023.

As we continued writing the story for Black Stigma, we wanted to put as many "popular elements" as we could in Nano's character background.
Ballet was the last piece of her story that we pondered over until the end.
To sum up Nano's early life, it goes as follows:

* Mother goes missing right after Nano is born 😢
* Hitman father trains his only daughter to be a killer 😧
* Homeschooled (where the lessons were only about killing) until 14 😨
* (Perhaps we should put in "Ballet lessons as part of training," which resembles the "Red Room" from "Black Widow"... 🤔 )


At this point, we just wanted to give Nano happy memories that she could treasure.
We wanted her to enjoy ballet as the art form it is instead of as a method for killing or fighting.

We hope our little post provided you with a chance to see ballet from a new perspective.
We will be back with more interesting backstories about Black Stigma.
Thank you!



The Climax of Killer Action
BLACK STIGMA Team

DEV Notes Part-3

Greetings.
I'm Lee Jin Seo, an AD (Art Director) with over 10 years of experience in military shooting game concept art.


The world of Black Stigma and its concepts are being built by all of us, and I'm in charge of the overall design.

Have you seen the backstory, concept art, and 3D models we've been uploading to the community page?
I would like to share the story of how this world and these characters were created and the incidents that happened in the process.



[h3][Joining the Black Stigma Project][/h3]

"Come visit some time, we're making a new game!"

That's how I met the Producer, and when they showed me their ideas for the game, it seemed like a new shooting/action game like never before, not to mention I was personally interested in the story as well.
It inspired countless ideas in my head, and it looked like I could try anything.
I thought that I could be imaginative and implement different ideas in the game, which led me to join the team.

And that game became Black Stigma.



[h3][Struggles of the AD: "We want the graphic style to be changed within a year"][/h3]

When I joined the Black Stigma Project as an AD, the game development was focused on the game's core system and enjoyment.

The artwork they had before was a very simple rough draft, so I had conflicting feelings of both comfort and pressure, from "Whatever I do, it'll definitely be an improvement from this" to "When am I ever going to revise all this?"

However, there is no doubt that it was quite a weight on my shoulders to have to redefine the art style within 3 months.

[color]< Early character design of Mr. TEN >[/color]


In shooting games with PvP modes,
there should be a fixed set of rules for each character's proportions in order to make the game fair and balanced.
Furthermore, the design must have a serious and realistic tone to match the realism and ambience that shooting games strive to generate.

However, Black Stigma is a shooting action game with many different killers.
so we had to put a lot of effort into making characters with different silhouettes and emphasizing their unique traits.
We had to overcome the limits of creating new character designs while abiding by the restrictions on creativity.

Therefore, rather than following the existing pattern of FPS characters doing melee combat, we've decided to have characters in the style of Street Fighter or Marvel Comics using firearms.
Considering the given deadline, current artwork, and resources from in and outside the team, we came to the conclusion of using "Toon Shaders."

[color]※ Shading: One of the processes of surface-treating a manufactured 3D model (≒frame or surface structure) according to the situation and setting (=Rendering), which refers to the process of processing lighting/light source/chromaticity/light/reflection/blur, etc.[/color]

[color]< Lecture on the use of Toon Shader in Unreal Engine (YouTuber 'underscore00') >[/color]


However, I fell into despair as I got feedback after suggesting it to the team.

"It's going to be difficult to make an FPS game immersive with the toon shaders."
"Toon style? I'm afraid it might miss the mark on evoking a deep, breathtaking vibe in a killer action game."
"The downside of the toon shading is that it's going to look too simple and messy."

Even an acquaintance who worked on countless graphic design projects discouraged me by saying,
"I've seen a lot of developers try toon shading and fail."



[h3][We just wanted to do something unique.][/h3]

While it is not difficult to see games with toon shaders, FPS and TPS games rarely use them.
This is because shooting games prioritize realism, and also because the players' fatigue level rises if the toon shaders are not applied neatly.
In addition, toon shaders might make it difficult to distinguish characters from backgrounds, which would be an issue in a game where the contrast between friend and foe is important for fair competition.
"There were so many reasons not to do it, but I still wanted to try."
I thought it would be perfect for establishing unique visuals if we could blend the art style of Marvel Comics with the creativity-inspiring world lore of our game.

Just like everyone knows what game the image below is from, we were hoping that players would recognize the art style and say, "Is that a new Black Stigma character?"


[color]< The art of 'League of Legends' featuring a unique fantasy style >[/color]


Additionally, we've combined the PD and the team members' ideas to come to the following conclusion for our game's character design:

"A sharp, noir art style that fits the contract killer world"
"The base of a North American art style with the clean look of Japanese animation art"
"Unique and trendy characters"



[h3][Graphics unique to Black Stigma][/h3]

We applied different shaders to the background while maintaining the existing work as much as we could, but the characters' visuals had to be reworked from the ground up.


[color]< Before making changes to the background >[/color]


[color]< After making changes to the background >[/color]


We used many different shooting and fighting games, such as Street Fighter and Tekken, as references and were inspired by the animated Spider-Man film while working on the shaders.

[color]< The case that inspired the Toon shading challenge, Spider-Man’s Spider-verse animations >[/color]


It was a casual art style, but I believed it could work with the game, so I modified some of the elements and added it to the shaders. It looked decent when the characters and background were viewed together. I thought it had potential.

After discussing the work in progress with our new Technical Artist, we created a final "Black Stigma Style Shader."




In terms of character design, we were heavily inspired by the movie "John Wick," which gamers who are interested in killer action genres would have seen before.

"Mr. Parabellum" is an homage to the character "John Wick."




Thus, were born the three Masters: Mr. Parabellum, Mr. Ten, and Mr. Hollowpoint.

The idea was that all three of them wore classic suits, but the more classic they were, the harder it was to make each character stand out.




After overcoming a big hurdle, we finalized the three female characters from M.A.I.D. as well: Ms. Nano, Ms. One, Ms. Twin.
These were the six Masters we were able to reveal so far.





[h3][The first alpha test where the characters were revealed to the public][/h3]

We were short on time, and we had to make decisions on the spot and push through.
I tried harder, knowing that everyone discouraged me from working with this style.

Time passed, and the first alpha test was scheduled. I couldn't sleep the night before the test.
Even within the team, I'd heard no comments such as "this looks good" or "this looks cool" before the game's release.
I was only hoping to avoid extremely negative feedback.

Thankfully, there were no mentions of the graphics disrupting the gameplay, and most of the players who participated in the test gave the graphics a passing grade.

It seems like they were satisfied with the characters themselves as well.

This was when I started feeling confident about the graphics.



[h3][Mass production][/h3]

Thanks to the positive feedback we received regarding the graphics of Black Stigma, we have settled on the art style and are now in the process of creating various unique characters.

There are already 18 different drafts for the world and Masters of Black Stigma, and there will be 24 more characters in the future, including the ones already released.

From a rough draft, like the one shown in the image, it takes 2 weeks to add details and settle on the design, skills, and equipment. Afterwards, the 3D modeling and animating team starts working on it, making the whole process take about 3 to 4 months total.




Recently, we've been doing a better job of dividing the responsibility, which has resulted in a faster work process.
If only the concept art could be finished sooner...

But, coming up with new characters is causing creative block...😔




There are six characters that have been finalized and are waiting to be released.

We are planning to showcase three characters each from the two unrevealed contract killing organizations: AB: Gray Crows and AB: Hardworkers.

We've prepared trendy, stylish characters who have various traits and use rare weapons to perform action moves.


[color]< Part of the rough draft for Hardworker Zero, a member of AB: Hardworkers >[/color]


[color]< Part of the rough draft for Gray Paper, a member of AB: Gray Crows >[/color]



[h3][Collaborating with an artist][/h3]

This is the first reveal of our collaboration with a very famous artist who is active in both the U.S. and Korea.
I'm putting extra effort in because I'm a huge fan of this artist and I'm excited to be collaborating with them.

In some games, you see a character or costume based on a celebrity that only feels like the shell of the model.
In Black Stigma's artist collaboration, even the artist's personality and history were taken into account when creating this unique character that seamlessly blends in with the world and whose costumes and concepts will also be implemented in the game.

We can't reveal it now, but be sure to keep your eyes peeled!

[color]< Our business manager told us not to reveal who it was, so here's just a little silhouette of the character >[/color]



[h3][Lastly][/h3]

As a start-up company, we are going through many issues and attempts in development, but we have a hunger to make Black Stigma a great game.
We hope for your support and honest feedback.
We are ready to hear any kind of opinion from the playerbase.

Even today, I pressed our business manager to set a date.
I heard that there's a test scheduled not too far in the future, so if you haven't played Black Stigma yet, we hope you participate in the test and give us feedback.


Thank you for reading. If you have any questions, feel free to leave a comment or upload a post on the community page.
We will make sure to get back to you.

Thank you.



Sincerely, Art Director Lee Jin Seo

[Solved Mysteries] ep.1 : Why she learned JUDO?

[h3]Greetings, everyone! Do you like MMA?[/h3]


If so, can you find a commonality among the athletes below?


[color]Starting from the left: Yoshihiro Akiyama, Vitor Belfort, Dong Hyun Kim, Ronda Rousey[/color]


What all these fighters have in common is that they are famous MMA fighters who learned Judo.




Judo, as many of you are aware, is one of Japan's signature martial arts.
Since its inception in 1882, Judo has been an internationally recognized martial art that has been an official Olympic sport since 1964.
It is estimated that more than 40 million people practice this sport due to its popularity.




[color]▲Martial arts derived from Judo. Starting from the left: Jiu-Jitsu, Sambo[/color]

Judo focuses on throwing and grappling techniques in close matches, and its effectiveness and popularity have inspired the development of martial arts such as Jiu-Jitsu and Sambo.

Judo was regarded as the foundation for the ground techniques of mixed martial arts (MMA), which eschews the rules of individual combat sports in pursuit of realistic combat. MMA is about realistic situations, and throwing techniques that employ gravity to inflict heavy damage, or grappling techniques that subdue the enemy by targeting joints or vital points, are highly dangerous and threatening.


When it comes to dealing with dangerous situations where guns aren't an option, the characters of BLACK STIGMA rely on their own unique styles of martial arts.

Ms. One, the leader of the all-female organization M.A.I.D., favors tactical and strategic combat. Her interest in chess, another charming quality of hers, also demonstrates her intelligence.
She has been using the close-quarters fighting skills she learned in Judo to protect herself and assassinate enemies. In most people's minds, the word "Judo" conjures up images of bulky, built figures. Therefore, it may be challenging for people to associate Ms. One, who is the brains of AS, and her average figure with this image of Judo.

Then, let's take a look at Ms. One's choice of martial arts: Judo.




[h3][color]< Active Skill 1 : (EN) Hip-Sweep, (JP) 払腰[Harai-goshi] >[/color][/h3]



This is Ms. One sweeping her opponent up on her back and throwing them to the ground.
This skill is a recreation of a real Judo move called "Harai-goshi," or "Sweeping hip throw."



[color]▲ Source : Japan KODOKAN Official YouTube[/color]

Leverage is the foundation of this technique, allowing for even the heaviest of foes to be slammed to the floor with relative ease. To easily flip her opponent over, she uses her waist and hips as a lever to pull their upper body with two arms, and lift their lower body with one leg.



Although Ms. One has honed her skills over many years and is considered a veteran Master, there are definitely physical limitations to her slender physique.
As a result, she employs these techniques when pursuing male targets at least twice her size.




[h3][color]< Active Skill 2 : (EN) Foot-Sweep, (JP) 送足払[Okuriashi harai or Okuri ashi barai] >[/color][/h3]



This is Ms. One's skill, where she runs up to her opponent, grabs their collar, then trips them using her foot.
This skill is a recreation of a real Judo move called "Okuri ashi barai," or "Foot sweep."



[color]▲ Source : Japan KODOKAN Official YouTube[/color]

It is also a clever skill that Ms. One utilizes to overcome her physical limitations.

Falling to the ground during a fight will almost certainly result in defeat. As you fall, you are vulnerable to both your opponent's attack and gravity's, which could result in a disastrous situation.




For this reason, most martial arts masters tend to keep their center of gravity low, both to avoid being caught off guard and to maximize the impact of their attacks when pushing down with their feet.

However, due to the fact that foot sweeps tackle opponents at their feet as their center of gravity is raised, it is easy to knock them down with less force.



When you grab an opponent's collar and lift or sway their upper body, their center of gravity rises momentarily.
If you sweep the victim's legs immediately after, the victim may appear helpless to onlookers.



[color]▲ Source : Olympic medalists Jo Joon-ho and Jo Joon-hyun on 'Hanpan TV'[/color]

Similar uses of this principle have been observed in actual street fighting, where one fighter shifts their opponent's center of mass while sweeping their legs.

Ms. One is aware that it is difficult for her to lift a larger and heavier opponent with only her strength. Since she is too weak and lightweight to make her opponents stumble, her strategy consists of sprinting towards her opponents to push them back, thereby creating an opening to sweep their legs while their center of gravity is momentarily elevated.

Although she chose Judo to overcome her weight class with intelligence, she is hesitant to use certain skills on missions. Those are "grappling techniques," which include pins, chokes, and joint locks.




Successful grappling techniques can overcome a weight class difference to some extent.
However, Ms. One uses them sparingly. This is due to the fact that they typically do not work against opponents who are significantly heavier or more muscular than her, and can result in counterattacks.




After accumulating a vast amount of combat experience, she had reached one conclusion.
Her formula for winning is to use Judo techniques to quickly take down her opponents, then finish them off with a gun.



Did you enjoy reading about Ms. One?
As one of the most intelligent members of AS, you can't help but notice how methodical she is, even in close combat.

Likewise, each of our characters has a theme that draws inspiration from or pays homage to real fighting techniques.
Stay tuned for more martial arts stories from our other characters following Ms. One!



The Climax of Killer Action
BLACK STIGMA Team

DEV Notes Part-2

Hello, Masters. I'm Kwon Dae Ho, the Producer of BLACK STIGMA.

As I promised in the first Dev Note, I would like to share the development progress and the ideas that we considered important in the process of creating this game.



[h3][BLACK STIGMA's Development Progress][/h3]

We are in the process of completing the milestone set for July 30.
After we reach that milestone, we are planning to proceed with QA in August, and if there are no big issues, we will announce the dates for the testing.

There will be multiple changes in this update.
There will be 6 additional Master characters and 10 additional handguns, where each handgun will have 4 variations with a different combination of compensators, silencers, scopes, and magazines.
Additionally, as mentioned in the previous Dev Note, we are planning to showcase new, stage-based PvE content, “Challenge Mode,” apart from Training Mode.
A “Spectator Mode” for content creators (streamers) has also been developed and is scheduled for QA.
The overall UI is being renewed as well. From the Lobby to actual gameplay, we are preparing neater, higher quality visuals.

We aim to complete the build soon and announce the testing dates and changes to the game through Dev Notes.



[h3][Changing the BLACK STIGMA Logo][/h3]

Along with the changes being made to the game, we are also in the process of re-designing the logo, which serves as a visual representation of our game.

Our AD went through quite a bit of trouble as they joined the team, but as the current B.I. (Brand Identity) was rushed during the development of the alpha version, the logo wasn't a perfect representation of our game.
Therefore, we are in the process of creating a logo that will better represent our game, and the AD is putting a lot of effort into designing a unique, memorable logo that reflects the theme and atmosphere of the game.


[color]< Rough concept artwork for BLACK STIGMA BI >[/color]

We expect to showcase the new logo in the next Dev Note.



[h3][The Origin of the Name "BLACK STIGMA][/h3]

We didn't have a chance to explain the origin of the name "BLACK STIGMA" yet.
During the last test, we noticed the definition of “Stigma” had caused some misunderstandings for some of the players.

BLACK STIGMA's name has to do with the world-building of the game.
The Killers in this world are given “Stigmas,” which represent their organization and themselves. “Stigmas” are flat, golden plates that can be used like stamps.
Killers get tattoos of their Stigmas or carry accessories based on them, and sometimes they leave their “Stigma” symbol on the crime scene after successfully killing their target. The purpose of this action is to enhance the reputation of their organization and themselves.
From time to time, Killers are tasked with eliminating another Killer or a tough opponent. In this case, they would send a letter marked with the seal of their Stigma, using black ink, to their target as a warning. This comes from the act of throwing down the gauntlet, which is how medieval European nobles challenged.
Someone to a duel. Killers started calling these seals a stigma of death (black), which led to the name “BLACK STIGMA.”
However, the true meaning of “BLACK STIGMA” is disclosed to only a select few individuals within the world, and the secret will gradually be unveiled as the story progresses.

With this backstory in mind, players might also find joy in looking for BLACK STIGMAs on different body parts of Killers in-game.



[h3][Various combat moves by the Killers in BLACK STIGMA][/h3]

Following the name of the company, "BoldPlay Games," our objective was to create a killer action game that was intensive and daring.
It is a crucial aspect of the game that the Masters (Killers) you will be playing have realistic combat skills based on real-life martial arts.

As the action is the core identity of the game, we collaborated with the most brilliant stunt coordinator team in Korea, "BEST STUNT TEAM," as soon as the project began.
BEST STUNT TEAM is a group of very talented stunt performers, and they promote their dynamic performances through various movies and TV shows.

[color]< Motion capture progress stills of the Best Stunts >[/color]

Being the professionals that they are, BEST STUNT TEAM gave us the advice that we needed, and acted out outstanding stunts.

First, we had a meeting with the martial arts director and went through the process of explaining and understanding the synopsis, game style, and the characters (Killers) of the game. Based on that information,
BEST STUNT TEAM created some preview action videos, and through a meeting with both parties involved, we were able to decide on a list of necessary martial arts moves.
We prepared a list of actions for the game, attached the appropriate motion capture equipment to the actors from BEST STUNT TEAM, and started recording the various martial arts moves we were planning to implement in the game.
Not only did we acquire outstanding martial arts moves through the collaboration with BEST STUNT TEAM, but we also received recommendations for more types of martial arts and skills. It is thanks to the team that we were able to elevate the Killers' action moves to a more impressive and realistic level.


[color]-How Mr. Parabellum's " Throwdown Kick" was created-[/color]


[color]< Real martial arts motion capture scene >[/color]


[color]< Extracting motion capture animations >[/color]


[color]< Applied Game Screen >[/color]

The unique martial arts moves that were implemented for each Master will allow the players to experience diverse gameplay and will give them the opportunity to discover a character that fits their playstyle.
We suggest all players experience the different martial arts moves each Master has in the upcoming testing.


[color]< Main melee techniques that are available in the current version of the game >[/color]



[h3][Movie-like Action][/h3]

Melee combat techniques aside, we also focused on making our game more realistic compared to other games. One aspect of it is the difficulty of handgun shooting.


In the case of a handgun, it becomes very difficult to hit the target from a distance.
This is because many elements necessary for precise aiming were sacrificed for the handgun's portability.

A prime example would be the fact that it is very difficult to shoot in quick succession due to the lack of parts to shoulder the gun.
Even so, could a martial artist charge into a crowd of handgun-armed individuals, dodging bullets, and take them down using close-quarters combat?
That seems very unlikely.



The recent development of bulletproof vests has made it more difficult for armed individuals, even skilled ones, to quickly subdue the enemy.
Hence, shooting techniques that subdue the opponent with a handgun, like the “Double Tap” and the “Mozambique Drill,” have been developed.

We believe that BLACK STIGMA has found a good balance between the pros and cons of “handgun shooting” and made it entertaining in the game.


However, we believe that the way we implemented handgun shooting in the game felt uncanny to players who were more accustomed to typical FPS shooting games.
We observed that the recreation of semi-automatic pistols was executed well, but it appeared strange to players who were used to the rapid-firing of automatic guns.
This strangeness was amplified because the close-quarters combat animation did not meet expectations at the time.

After going through four alpha tests, we have come to the following conclusion.
“Aim for movie-like action with the addition of realistic details.”

As of now, we've discovered a point where one can experience the fun of killer action games.
We are balancing out the game for more synergy between shooting and close-quarters combat so that players will be able to play as if they were the protagonists of an action movie.


[color]< A still from the John Wick movie series >[/color]



[h3][Lastly...][/h3]

When a game is revealed to the public, that game is no longer the sole property of the developers.
It becomes the players' game.
Since the game has not been fully released yet, we believe this to be a crucial time where we can share our development concerns with the community and go through numerous trials and errors.


We are putting everything we have into making a killer action shooting game that you've never experienced before.
We value the playerbase's feedback in the development of this game.
We hope this will be an open game that we create with the community. And we aim to keep improving the game with your feedback.

We eagerly await your interest and participation.
Thank you.



Sincerely, Producer Kwon Dae Ho