
'A.N.R.S - Heroes Assemble,' currently under development by the Taiwanese creative team A.N.R.Sproject, is an ambitious media franchise project that spans beyond games to include comics, illustrations, and merchandise. The action of the heroes, who showcase their unique combat styles and support skills within meticulously crafted retro 2D pixel art, perfectly recreates the romance of classic arcade games. We met with the A.N.R.Sproject development team, who are quietly crafting this vision with a 2027 release in mind, to discuss the vast mecha hero universe they dream of.

Could you introduce the A.N.R.Sproject team and the game you are currently developing, 'A.N.R.S - Heroes Assemble'.
" A.N.R.Sproject is a long-standing creative group, and all our members have a deep affection for robots and mecha works. We have been designing our own robots and heroes for a long time, and many people have often asked us, "What kind of stories do you plan to tell with these robots."
We started developing this game to properly tell the stories of these characters and to allow people to go beyond just watching them—to actually control them and experience the combat and encounters firsthand. That is how we came to prepare 'A.N.R.S - Heroes Assemble.
A.N.R.S - Heroes Assemble' is a 2D side-scrolling action game featuring various mecha heroes. Players control units with different combat styles and abilities to fight against diverse enemies and powerful bosses.
We also place great importance on the relationships between the heroes. As the story progresses, you can see the process of heroes with different backgrounds and personalities meeting, clashing, understanding each other, and eventually forming their own 'alliance.'
I heard that in Taiwan, you are expanding the IP through various media such as comics, illustrations, and merchandise in addition to the game. What was the motivation behind this diversification strategy, and what are its advantages?
"Since we started as a team producing fanzines and original publications, we have accumulated a long history of experience in illustration, graphic design, and merchandise production.
As the 'A.N.R.S - Heroes Assemble' project has evolved, we have recently been challenging ourselves with physical model production as well. As fans who truly love robots, we believe there is nothing more exciting than seeing a robot that only existed in concept art or on a game screen being turned into a model you can actually hold in your hands.
We view A.N.R.S not just as a single game, but as an IP that can grow in the long term. We believe that through various media such as illustrations, publications, and models, we can meet new people in different ways.
Some might encounter our game for the first time at a gaming event, while others might become interested after seeing the units at a model exhibition. Or, they might have already known the characters through our previous publications or illustrations.
However, the most important thing right now is the development of the game itself. The purpose of our multi-media expansion is not to distract from our development focus, but to promote these characters and their world in more diverse ways. Our most important goal right now is to complete 'A.N.R.S - Heroes Assemble' as a great game and provide the best experience to players.
The retro pixel art and dot animation quality are outstanding. What did you focus on most when expressing the unique weight and weapon effects of mecha in pixels?
"For our visual style, we initially used the 'Super Robot Wars' series from the PS2 era as one of our key references. We really love the charm of the pixel art and dynamic direction from that time.
The part that takes the most time in the production process is the frame-by-frame animation of the mecha. Since the pose, movement, and timing of each frame directly affect the overall sense of smoothness and power, we are repeatedly and meticulously adjusting them.
Also, the most difficult part of expressing the unique weight of mecha is the impact. The short pause when an attack hits, the sound, the effect, and the screen feedback must all mesh naturally so that the player can truly feel that "this attack landed properly." We are still continuing to refine this part.

Each hero has a differentiated combat style, support skill, and ultimate skill. What systems did you introduce to design character balance or maximize the thrill of action?
" In 'A.N.R.S - Heroes Assemble,' we plan to introduce a total of 5 playable heroes, each with their own skills and combat styles.
Some mecha are specialized for ranged attacks, while others fight based on defense and counterattacks. Our most important task is how to express the unique personality of each mecha through the control scheme.
The game features various styles, from real-robot style mecha to cool transformation heroes and hot-blooded super robots. We hope that every time a player switches characters, they can feel a distinctly different combat rhythm and fun.

There is a strong sense of nostalgia for classic arcade side-scrolling action. I am curious about what inspiration the development team received from past masterpiece arcade games.
" Among classic arcade games, we were heavily influenced by 'Warriors of Fate' (Tenchi wo Kurau 2) and 'Powered Gear.' I especially love the weight of the mecha and the part-destruction system in Powered Gear. I am also a huge fan of these types of arcade games.
I believe CAPCOM is a great pioneer in the side-scrolling belt scroller action genre, and they have had a huge influence on us as developers following in their footsteps.
How does the story dealing with the cooperation of mecha and heroes progress? Are there elements that cover each character's narrative besides the main mission?
" In the story, one central character plays the role of connecting heroes from different backgrounds.
They don't just fight enemies together; they also face their own worries and difficulties, understand each other, and grow together.
In addition to the main story, we plan to show the stories and relationships of each character more deeply through sub-missions and interactions at the base.
You are aiming for a Q4 2027 release. What content do you plan to add during the remaining development period?
"In the official version, along with the 5 playable heroes, various villains and bosses closely connected to each hero's story will appear.
We plan to continue developing new characters, bosses, and story content, and we plan to introduce new content to players sequentially starting at the end of this year.

How do you feel about being at BIC? Also, how was the reaction of Korean users on-site?
"This is my first time participating in BIC, and I felt it was a very vibrant event. Not only the players on-site but also the other developers were all very passionate.
At this event, I was able to meet many fans and developers who love robots, and it was a truly valuable experience to see Korean players playing our game and to hear their opinions.
I sincerely thank BIC and the Taipei Game Show for providing this opportunity for exchange, allowing me to come to Korea and meet players and developers in person.
Could you say a word to the Korean users.
"I sincerely thank everyone who played our game at the BIC venue, and I also thank the Korean players who are cheering for us online.
We are a team made up of people who truly love robots. I hope that our passionate enthusiasm for robots will be conveyed to you through 'A.N.R.S - Heroes Assemble.
I hope to meet you all in Korea again in the future. Thank you.
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