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Home » Interviews » The Publishing Director of ‘Mecha Break’ Talks About Bots on the Battlefield

The Publishing Director of ‘Mecha Break’ Talks About Bots on the Battlefield

Jason RodriguezBy Jason Rodriguez10/17/20245 Mins Read
Mecha Break
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W3Schools.com

On September 28, one of the Tokyo Game Show’s “public days” where anyone, not just media members, can attend, I chanced upon Amazing Seasun Games’ booth. It was already packed with countless attendees—the reason: Mecha Break. The studio’s upcoming title promises exhilarating action as players zip around large environments while controlling giant robots decked in weaponry.

I had a chance to play the Mecha Break demo, which was not in English. Nevertheless, I understood what was going on, as I chose a pilot character and their mech and was whisked away to a battlefield. The match pitted our team of six players against a rival squad, where the goal was to capture control points and take out opponents to increase our score.

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My mech of choice was lithe and mobile, allowing me to glide and dash mid-air while shooting foes from a distance with my cannons. I also noticed that I had a secondary loadout, which was more attuned for melee engagements. With sword in hand, I closed the distance whenever I saw heavily damaged hostiles, viciously striking them until they were eliminated. After winning the match with a score of 1,000 points to 600, our team members clapped our hands and waved at each other, surprised by the fact that we were all in distant areas of the booth, and yet we all knew how to tackle team-based objectives.

Later that day, I chatted with Julius Li, Mecha Break’s Publishing Director. We discussed how the game was conceptualized, what players can expect from various modes, and his favorite mechs in games and anime.


BUT WHY THO: When first envisioning Mecha Break, what was the direction that the team had in mind for it?

JULIUS LI: Our team members are all die-hard mecha fans–whether it’s anime shows, movies, manga, or games. Since we’re all like-minded individuals [when it comes to our shared fandom], we decided to make our own mecha title.

BUT WHY THO: When designing mechs, were there anime shows like Gundam that inspired the team? How about specific types of games?

JULIUS LI: Our design philosophy looked at both Eastern and Western styles, so the mechs in the game have unique themes and qualities. When looking at combat mechanics, though, we primarily looked into tactical shooting games and extraction games to see what we really enjoyed. This allowed us to conceptualize roles for players, so they can try ranged shooters or melee-oriented options.

Mecha Break

BUT WHY THO: When I played earlier, the only mode that was available was akin to “Control” where our team captured points and racked up a score. Can you tell me more about the other game modes?

JULIUS LI: The game mode that you played is what we call 6-versus-6, which is more technical and mission objective-based. We’ll also have 3-versus-3, which is more fast-paced, since combat begins almost right from the start. We will also have a battle royale mode which has a means of gradual progression and PvPvE gameplay. This is where you can collect new equipment and upgrades, eliminate other players, and look for extraction points.

BUT WHY THO: Will there be larger mechs that act as elites or bosses?

JULIUS LI: The mechs that are selectable by players mostly have the same size, but the PvPvE battle royale mode will have larger elites and bosses.

BUT WHY THO: Given the competitive game modes, was Mecha Break designed with esports in mind or pick-up-and-play PvP?

JULIUS LI: We thought primarily of general PvP, though, ultimately, we’re hoping that the game will manage to entice esports players, too. This is also why we’ve designed three game modes to appeal to a broader subset of players.

Mecha Break

BUT WHY THO: Is Mecha Break a free-to-play game or is it a paid/premium game?

JULIUS LI: We have not made a decision yet. We’re still collecting feedback from our players.

BUT WHY THO: Can you tell me more about the customization options? Are we looking at something that’s a bit like building your own Gundam?

JULIUS LI: *laughs–So, for customization in general, these are mostly for paint job/part colors, decals, watermarks, logos. We will also have special edition versions for mechs and pilots. These are all purely cosmetic–these will neither affect mech stats and abilities, nor create pay-to-win scenarios.

BUT WHY THO: Since you mentioned that the members of the team are huge fans of mecha and sci-fi, which particular mech from an anime or game is your favorite?

JULIUS LI: *laughs–Oh, that’s tough, and you’re putting me on the spot. I grew up with these shows and games, and I’ve been part of the fandom for so long, so it’s hard to name just one. Personally, I’ve been a huge fan of Gundam, so of course I have to go with the Wing Gundam/Zero-One (Mobile Suit Gundam Wing) and also Freedom Gundam (Mobile Suit Gundam SEED). For games, I love the mechs from Titanfall and Zone of the Enders.


At the end of our chat, I shook hands with Julius Li and wished the Mecha Break team all the best. From what I’ve played briefly at the Tokyo Game Show, it certainly has the tools to attract not just mecha and sci-fi fans but also those who like team-based multiplayer games.

Mecha Break is set to be released in 2025 for the PC, PlayStation 5, and Xbox Series X/S.

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Previous ArticleTokyo Game Show: The Development Team Leader of ‘Phantom Brave: The Lost Hero’ Explains Why A Sequel Took So Long
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Jason Rodriguez

Jason Rodriguez is a freelance writer from the Philippines. He started covering games in 2018 and, since then, he's written for various outlets, including GameSpot, the Epic Games Store, Digital Trends, Polygon, PCGamesN, and, now, But Why Tho? as well. He has around 6,000 published articles, most of which are guides, though he also does the occasional game review and preview. You can follow him on X (formerly Twitter): @JasonR_EG

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