
Until now, FPS games set during World War II have primarily focused on the Western Front. Before Call of Duty, there was Medal of Honor, and going back even further, there was Wolfenstein. That is what makes 'The Defiant' such a unique title: it is a FPS that sheds light on the war in China and the Northeast Anti-Japanese United Army—a theater of conflict rarely explored in gaming.
Born from the developer's own frustration as a FPS fan—asking, "Why are there no WWII games set in China?"—the game is being developed with a focus on immersive combat, unique period-accurate Chinese weaponry, and the themes of resistance and sacrifice.
We met with Producer Kong (Kong Yuheng), who is overseeing the game's development, to discuss the background, direction, combat systems, and future plans for the project.

First, I’m curious about what led to the development of 'The Defiant.' Why did you choose the Northeast Anti-Japanese United Army as your subject.
" Personally, I’m a huge fan of the FPS genre. I’ve enjoyed many WWII games over the years, but I could barely find any that covered the war in China. China was a major participant and a key battlefield on the Eastern Front of WWII. I started this project because I wanted to share that history through a game.
Could you introduce your development studio and current progress.
" The studio was founded in August 2023, and we currently have about 70 developers on board. Core framework development is proceeding smoothly, and content production is also in full swing.
What is the meaning behind the title 'The Defiant'.
" There is an old Chinese expression that means 'where there is oppression, there is resistance.' We took the title 'The Defiant' from that sentiment. We wanted to highlight a part of history that many people aren't familiar with and convey the spirit of resistance shown by the people of that time.

The Steam page currently doesn't list Korean language support. Do you have plans to include it at launch.
" Absolutely. We are planning to support subtitles in various languages, including Korean.
It seems you’ve put a lot of effort into weapon implementation, such as the weapon inspection system. What was your top priority when designing the firearms.
" In a FPS, weapons are a crucial element. Our top priority was ensuring that players feel as immersed as possible while using them.
In particular, the developer in charge of weapon design has a military background and was actually responsible for weapon maintenance during their service. We were able to implement the in-game firearms based on that personal experience.

What sets 'The Defiant' apart from other FPS games.
" There are already many excellent FPS games on the market, like 'Call of Duty' or 'Battlefield.' We don't expect to create a sensation that surpasses those titles.
Instead, 'The Defiant' focuses on storytelling and immersion. Our goal is to make players not just experience combat, but to personally live through the story we want to tell.
Another feature is that players can encounter firearms that were actually used in China at the time—weapons that aren't easily found in other FPS games.
I felt the demo was quite difficult. Enemies attacked from multiple directions, and it was hard to pinpoint their locations. Was this intentional.
" Certain sections of the demo are set in situations where the protagonist and their group are surrounded and constantly pursued by enemies. That’s why we designed it so that enemies approach from all sides.
However, we plan to add various difficulty levels in the full version. We want players to be able to choose a difficulty that suits them and provide a different experience for each scenario.

Is there a special reason for dividing the chapters into four seasons.
" The four seasons are a device to represent different battlefields and situations. Four different armies face different enemies, and each experiences a unique scenario.
We also wanted to show how the battlefield environment changes with the seasons. Each chapter has its own objectives, while the core themes of 'resistance' and 'sacrifice' run through the entire story.
What emotions do you hope players will feel through the game.
" Emotion is a very important element in storytelling. We aim to convey different atmospheres and feelings in each chapter.
For example, the first chapter is set in winter. The environment in Northeast China at the time was brutal, with temperatures dropping to minus 30 degrees Celsius. We want players to feel the protagonist's situation as they struggle to survive and fight enemies in such extreme conditions.

Will there be dynamic action sequences like vehicle chases or stealth missions.
" Yes. We are preparing various action sequences, including vehicle chases. We are also focusing on espionage in the second chapter, where players will experience plenty of stealth elements.
The shooting system felt more like hitscan than ballistics-based. I was able to hit distant targets with a pistol—why did you choose this approach.
" We are still debating whether to implement a ballistics system. Since there is a lot of close-quarters combat in the game, we are reviewing whether ballistics is the right fit.
Currently, we are using factors like bullet spread, recoil, and damage drop-off to differentiate the weapons.
Historically, Koreans also participated in the Northeast Anti-Japanese United Army. Are there any plans to include Korean-related elements or characters.
" Our current plans do not include the direct appearance of Korean soldiers or related elements.
However, we are aware that Koreans fought against the Japanese military at the time, and we are keeping the door open to representing that through future content like DLC. Given the game's current timeline and narrative structure, it is difficult to include it immediately.

How long does it take to clear the story mode, and is there content outside of the single-player campaign.
" The demo only covers a very small part of the first chapter. In the full version, we are aiming for about 3 hours of playtime per chapter, with the entire campaign lasting about 12 to 15 hours.
In addition to the single-player campaign, we are also preparing a co-op mode and additional maps.
I understand you are planning to participate in ChinaJoy 2026. What do you hope to verify on-site.
" At ChinaJoy, visitors will be able to play the demo themselves. Getting player feedback at an early stage is very important.
Understanding what players like and what needs improvement is a huge help in determining our development direction.
Are you planning more tactical action elements like a cover system or crawling.
" We are currently designing those features. We are considering ways to allow additional tactical actions while in cover, and we are also reviewing the implementation of features like crawling.

Do you have plans for a public demo or online test.
" We are preparing to participate in other exhibitions after ChinaJoy. There are schedules we haven't announced yet, and we will soon be participating in events for Western players as well.
Lastly, a word for the players waiting for the game.
" I hope we can live up to the players' expectations. We want to make a game that conveys the story we want to tell as effectively as possible.

Sort by:
Comments :0
