Stellar Blade director Kim Hyung Tae has admitted that the game was a little lacking in the story department, citing costs and a lack of developers in Korea who are familiar with more narrative-driven games.
In a machine-translated interview with ThisIsGame, Kim admitted that crafting the story proved to be pretty challenging for Shift Up. "The core gameplay system was completed relatively early on, but the thing that held us back the most was the cutscenes," he said, agreeing that "the narrative was lacking."
Curiously, Kim also cites the Korean game development talent pool as another reason behind a weak story, saying that the country isn't exactly plush with folk who are well versed in narrative-driven games right now.
I do find that reason interesting, as Shift Up's other game, Nikke: Goddess of Victory, has a pretty solid story going on. Granted it doesn't have to go balls to the wall with cinematic cutscenes since most of the narrative is fed through 2D sprites and text boxes, but the stuff that's there has kept me almost entirely enthralled across its almost 40 chapters. Think Nier: Automata's "come for the thighs, stay for the cries" energy.
I would have to agree with Kim, though, that Stellar Blade's story is pretty weak. It doesn't have u31 com เข้าสู่ระบบ the level of worldbuilding I've come to expect from Shift Up, and even the multitude of text-based lore drops throughout the world ultimately all boil down to some variant of 'I'm going to die' or something related to the ever-looming Mother Sphere.
Kim says he doesn't want to do any tampering with it for now, saying "I'm cautious about trying to make up for it now because it might conflict with the story that users have already accepted. However, if we are given the opportunity to make the next one, I think we will be able to present it with a rich enough narrative."