We present an interview with Chris Kwok, CEO and producer of Amazing Seasun Games, the developer of “  Mecha BREAK’ ‘.

“Mecha BREAK” is a near-future sci-fi mecha action movie that attracted attention from all over the world after it was officially unveiled at the end of last year (2023). Set on Earth after a major disaster, you can enjoy intense battles between beautiful mechs on a vast battlefield. This work is irresistible for mecha fans, with its commitment to mecha and its profound worldview.

 “Mecha BREAK” has been a project for nearly 10 years (!) and has a very interesting history, being heavily influenced by Japanese robot anime and games. What kind of game is “Mecha BREAK”? I was curious and asked producer Chris Kwok a question, and the comments poured out one after another! We asked Chris Kwok to tell us as much about the appeal of “Mecha BREAK” as he can at the moment.

 ”Mecha BREAK” is scheduled to be released for PC and home game consoles (release date to be determined).

Chris Amazing Seasun Games’ vision has always been to “become a sacred place for game players,” and our goal is to create works that players truly love, and to use our ideals and abilities to create beautiful and shocking games. It’s about making people realize that they can create art. A prerequisite for realizing this goal is that we need something new, we need the ability to create something new, we need to create what we like. The focus finally settled on a “seed” that the entire team had buried in their hearts for years: sci-fi mechs.

 In fact, this game has been “steadily” built over a long period of time. Although production will officially begin in November 2021, we actually started developing the idea for a mecha game in 2015, making a series of attempts, and even restarting the project multiple times. Having to abandon and restart the project each time was a huge challenge for the entire team. We had never been into the science fiction mech space before, and there was a huge lack of awareness and resources in this area.

 Still, with our passion for mecha in our hearts, if we don’t have experience, we learn from experts, if we don’t have the resources, we try joint development, and if we don’t reach our ideal form, we invest even more time and resources. I kept polishing it. “Mecha BREAK” was born against this background.

Chris I grew up in Guangzhou and had Hong Kong channels on my TV at home. When I was in elementary school, I was able to watch the “ Mobile Suit Gundam ” anime every day after school . At that time, the things that made the most impression on me were “Z”, “ ZZ ”, and “ UC ”. I am very aware of the evolutionary history of Gundam and have never given up on this hobby over the years. I’ve been following anime and models for a long time. For example, I didn’t buy these models in my office because I had the money; they were collected over a long period of time.

 When I got a little older, I started getting into mecha games. The first mecha game I played was “ Super Robot Wars, ” and I was introduced to “ Super Robot Wars 2′ ‘ when I was in junior high school . This was the era of Game Boy and Famicom. I played almost every generation of the Super Robot Wars series, and continued playing until the 30th anniversary game , Super Robot Wars 30 .

 On the other hand, when I was in college, I got a PS2 and started playing Armored Core . This was the first competitive PvE mecha game I ever encountered, and ever since then, the dream of making a mecha game has been buried deep in my heart. These passions and love were later poured into the development of “Mecha BREAK”.

 Most of the team members have similar experiences to me. Influenced by these famous works, we have a deep appreciation and obsession with mechanical precision, movement, and design. When creating a new mecha, we fully extract and embody our own understanding of the appeal of mecha. From the big conceptual design to the arrangement of the number of joints in the armor, the entire process goes through a continuous collision of inspiration and careful polishing within the team before finally being reflected in the game.

 Personally, I think the three most attractive elements of mecha works are “the sense of speed as they fly freely in the sky,” “the sense of firepower” covered by various beam cannons, and “the sound of lightsabers colliding.” We believe that this is the “power” that comes with “Mecha BREAK.” These are also some of the charms we want to convey to players with “Mecha BREAK.”

Chris In 2014 we invested in a team producing a British space shooter. The games released at that time sold hundreds of thousands of copies on the PS2 platform. After speaking with this team, I was deeply impressed and impressed by their strategy and details. Among these details, I invested in this company because I had a very realistic sci-fi feel and felt that this might be the trigger for me to connect with sci-fi or sci-fi related works.

 However, if you think about it calmly, you will realize that there is no one among us who even understands the most basic mecha production process, and furthermore, there are almost no examples of successful science fiction works in the Chinese game industry as a whole. Since then, the seeds of this dream have stopped at a budding stage and we have only invested in this team at a business level. After that, the cooperation with the team did not go smoothly due to production capacity issues.