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Stairway Games
MMORPG | Setting:Fantasy | Status:Cancelled  (est.rel 09/20/11)  | Pub:Perfect World Entertainment
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:n/a
System Req: PC | Out of date info? Let us know!

Exclusive Trailer & Open Beta Q&A

By William Murphy on September 12, 2011 | Media | Comments

Exclusive Trailer & Open Beta Q&A

Rusty Hearts Open Beta Launch Day Trailer

From an earlier Rusty Hearts preview by Managing Editor Bill Murphy:

For a game that’s pretty much all about kicking the ever-loving crap out of creepy crawlies, Rusty Hearts is surprisingly addictive. If you’ve ever had a love for games like Castlevania, or if you’re just looking for a new fix akin to Dungeon Fighters, PWE’s Rusty Hearts may be absolutely perfect for you. It’s light on the required specs, runs extremely smooth, and plays really well with both the traditional keyboard and a console controller. The skills and hotkeys are mapped to the buttons on the controller in a convenient and straightforward way, and you’ll find yourself mixing and matching the spells and attacks in no time. I sat down on more than one occasion expecting to play for 10 or 15 minutes, and wound up at my desk for over an hour, just because it feels good to juggle skeletons and zombies in the air as a teleporting vampire. This one is definitely shaping up to be a good time.


Can you start by telling us a bit about who you are, what your background is, and what you do on Rusty Hearts?

Mark Hill:

Absolutely! My name is Mark Hill, and I'm the Producer of Rusty Hearts for Perfect World Entertainment. I am responsible for preparing Rusty Hearts for the North American and European audiences, which includes overseeing localization, bug fixing, community, and many other aspects that go in to releasing the game.

Rusty Hearts is interesting to me, because it seems to be directly going after the type of gamer that falls head over heels for Nexon's Dungeon Fighters Online, but it also has this distinct Castlevania feel to the whole thing. Where exactly did the idea for the setting, story and all that come from?

Mark Hill:

You're absolutely right when you mention Castlevania, because that series was one of the biggest influences in the development of Rusty Hearts. We wanted to make a game that had the darker, gothic setting because it allows us to explore a wide range of character and story elements with the only restriction being our imaginations.

The concept of Rusty Hearts is based in the eternal war between vampires, humans, and other creatures of the night. Although it is something that most of us are familiar with, Rusty Hearts includes a completely original and unique storyline that at times can be very intense, yet also has moments that can be quite funny and entertaining.

Rusty Hearts has a very gothic feel with a hint of fantasy and steampunk thrown in for good measure. But for a lot of people on our site, the anime art-style might turn them off a bit. What would you say to make sure those players gave RH a shot to hook them?

Mark Hill:

I have actually seen a number of players in our forums and people at events like E3 and PAX comment that at first they weren't into the anime style of the game, but the gameplay itself is so fun that it overcame their hesitations about the art style.

That is the main advice I would give to anyone that may not be huge anime fans - give Rusty Hearts a try and see what it has to offer in terms of gameplay before you make any judgments. After all, it's free to play. I think you will be pleasantly surprised.

The launch trailer shows us that giant monster players first meet during the game's intro. To put it bluntly... what the hell is it and how do we kill it?

Mark Hill:

Without giving up too much of the story, I will tell you that that creature is the largest, most powerful, and without a doubt the most dangerous creature currently in the Rusty Hearts universe named Fluffy.

Once players reach a certain part of the story, Fluffy is one of the final bosses in a later dungeon that they will face off. By then, they should definitely have the skills they need to deal with the beast, but proceed with caution because he's definitely not an easy kill.

Franz's back-story is a personal favorite to me... yes, I'm the type to think Vampires (REAL Vampires, not sparkly ones) are tragically cool. Will the game be focused mainly around him, or are the other characters just as important to the central narrative?

Mark Hill:

There will be three playable characters at the launch of the game, each having their own back story and motivations. While all the characters have integral parts in the storyline, I would say that Frantz is the main storytelling engine of the game. On the other hand, Angela and Tude are still major characters and the Rusty Hearts universe would not be the same without them.

Open Beta for the F2P games is often seen to be "as good as launch" in a way. How did the closed beta go, what did you learn from the tests about how players play, and what sorts of changes can we expect in the OB client?

Mark Hill:

Overall, the closed beta went extremely well and we learned A TON from it. It was Perfect World's most successful closed beta to date in terms of how many players participated. It taught us a great deal about how players like to play the game, what we should direct our focus, and what need to change or improve.

Most notably, the players were loud and clear in their dislike of the game's Stamina system. The Stamina system is a feature that limited the amount of progression a player could achieve in a day. The thing is that people don't like to have their playtime limited, especially if they have jobs or school that only allow them to play maybe a couple days a week. We completely removed the system, and now players are free to play as much as they want.

The game's dungeons start off fairly simple in terms of layout and the like. But as you dig deeper they get more and more complex. Still, you never feel very lost in them, which could be a good thing, but some folks like that feeling of exploration too. Are there any plans to add in a dungeon whose specific design randomized with perhaps some puzzles to overcome?

Mark Hill:

We are constantly looking for new ways to challenge players. There is a plethora of new content, including new dungeons in the works and we plan to discuss them in the near future.

The later dungeons that will be available to players when Rusty Hearts launches actually do contain some puzzle elements. For example, the aforementioned "Fluffy" boss, can ony be found figuring out the right way to get to a specific room, which will give you the necessary tool to reach him in a hidden section. This is just one of many more like it.

Going forward, what sort of direction is Rusty Hearts going to take for new content? I assume there will be a lot of new dungeons and items to be collected and the like. But what about different game mechanics (such as PVP options)?

Mark Hill:

Yes, there will be an abundance of new dungeons, items, gear, weapons, and more coming in the future, along with increased level caps, new quests, and brand new skills for your character to learn. Besides focusing heavily on expanding the storyline and giving players more insight into the heroes and the enemies within the game, there will be additional expansive areas for players to explore.

PvP has turned out to be extremely popular and we will definitely be doing more with that system. One of the new things we added to the game during the closed beta was 10 v 10 PvP matches for certain modes, which makes for some really intense and frantic action.

As we work on more updates and new features for Rusty Hearts, we want to say thanks to all our fans for playing and stay tune by often visiting the official website: Also join the community on Facebook here:

William Murphy / Bill is the Managing Editor of, and lover of all things gaming. He's been playing and writing about MMOs and geekery since 2002. Be sure to follow him on Twitter for all of his pointless rambling.