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Wuthering Waves landed on the wrong foot.
There was demonstrablysomethingthere, but it wasn’t always easy or fun to find.
Responses edited for clarity and length.
Are you more comfortable now than a few months ago?
Wuthering Waves lead producer Solon:Definitely.
We are indeed continuously moving in a positive direction.
From our perspective, the key change lies in the mutual understanding weve started to build with our players.
In the early days, we saw negative feedback in our global communities.
Now, four updates later, players have gained a clearer understanding of our approach to operating Wuthering Waves.
On the contrary, theyre crucial for us.
This feedback informs and drives our team as we work on future updates.
Looking at player feedback, what are the biggest lessons youve learned since launch?
This gives us confidence that we are gradually figuring out how to create a long-term open-world service-oriented game.
Of course, the industry changes rapidly, and user demands are constantly evolving.
Overall, how will update 2.0 compare to previous updates?
The planet is reborn because of them.
Of course, there will also be many new characters that will completely surprise everyone.
And this is just the beginning.
When we launched, we received a lot of feedback pointing out that our early storyline was dragging.
In response, we added a feature to skip dialogue in the story, which was well-received.
We believe this will be a much more convenient feature for returning players.
After some issues at launch, does update 2.0 represent a soft relaunch for Wuthering Waves?
A fresh jumping-on point for new players?
I might not consider this a soft relaunch.
Many players will always remember Wuthering Waves from that period it will always be a part of its journey.
The goal is to bring meaningful changes and surprises to everyone.
Now, Wuthering Waves is increasingly being recognized as “a game that is constantly evolving.”
Whether they are new or old players, we hope to move them through this process of continuous effort.
Theres no excuse for this, and we take full responsibility.
This is the only solution.
Agility is a part of our teams DNA.
So we chose to let users continuously experience the games strength in subsequent versions.
Fortunately, most of our corrections have been effective.
In every version, the changes made are backed up by player feedback and data.
Overall, were moving in the right direction, but we still need to continue improving.
Were actually well-suited to the task of creating “a game that is constantly evolving.”
First of all, we deeply regret that we didnt have the ability to launch on consoles initially.
However, version 2.0 is a great point for players to enter Wuthering Waves.
As long as the player is interested, they can experience it right away.
So, in terms of experiencing the latest content, I think its relatively consistent.
Do you see Wuthering Waves coming to additional consoles in the future?
We will consider it, but it will require more time.
The platforms we are currently operating and plan to release are already quite a few.
The teams capacity is always limited, so we need to ensure we can properly maintain these platforms first.
I still believe that game stability and quality are the top priorities.
What are the ambitions for future Resonators?
How will new characters and fighting styles push Wuthering Waves combat system forward?
We have very clear plans for the future of Resonators:
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