Overcoming “stereotypes” is one of the main challenges faced bringing Eastern games like CrisisX to global audiences

Overcoming “stereotypes” is one of the main challenges faced bringing Eastern games like CrisisX to global audiences

As a long-time gaming enthusiast who has traversed through various cultures and genres, I find myself intrigued by Hero Games’ latest venture, CrisisX. Having delved into games from both Eastern and Western origins, I can appreciate the unique challenges that come with bridging cultural gaps in the gaming world.


As a gamer, I’m excited about the new game, CrisisX, from Hero Games – a top-tier Chinese developer and publisher. This time, we’re transported to the West Coast of the United States in the 90s. The official announcement teases a gripping tale where science takes a dark turn, with a once promising expedition leading us into chaos and peril.

Lately, we’ve had discussions with Hero Games about the hurdles they encounter when bringing Eastern games to a worldwide audience. This topic is particularly significant given the varied reactions to Black Myth: Wukong, both from critics and the public.

As a passionate advocate for diversity, I can attest that bridging cultural gaps is no small feat. The preconceived notions and assumptions that differentiate Western and Eastern societies make this task intricate, especially when it comes to CrisisX, a game immersed in the culture of the 1990s United States.

“Incorporating American history and culture into CrisisX presents a thrilling yet challenging task, providing us with a rare chance to expand our cultural knowledge. Conversely, our project, Black Myth: Wukong, deviates from this by striving to bring Eastern culture to the Western audience.”

Overcoming “stereotypes” is one of the main challenges faced bringing Eastern games like CrisisX to global audiences

In CrisisX, the storyline focuses heavily on exploring the Western United States during a zombie apocalypse. Unlike the rich cultural symbolism surrounding Wukong’s mythology, it’s crucial for developers to accurately portray the diverse characters within this setting, avoiding the pitfalls of stereotypes and caricatures that have led many other games astray.

In addition, we held discussions with Hero Games about the prospective benefits that a worldwide audience could offer. Previously, the creators of Honor of Kings successfully transferred their record-breaking mobile game from the East to the West; however, it didn’t garner nearly as much popularity in its new location as it did in its original one.

Expanding into new markets or platforms usually leads to an increase in revenue. But beyond that, we believe that strengthening our brand and gaining users’ trust will offer us long-term benefits. This fosters a dedicated fan base and facilitates wider, global partnerships. Consequently, our development teams can concentrate on improving the game without being preoccupied by sales figures or user acquisition concerns.

Hero Games gives us an intriguing glimpse into their plans with CrisisX. Unlike many mobile and live-service games that primarily focus on boosting player numbers, revenue, and user acquisition, CrisisX is centered on establishing a reliable, respected brand, with high-quality products being its key selling point. It’s quite refreshing to see such an approach, and we’re eager to observe if the company can maintain this promise effectively.

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2024-08-19 17:10