At Tokyo Game Show 2022, we got a chance to catch up with kickstarter campaign success.
Get our latest interview below.
First of all, I want to say congratulations. Looks like you’ve pretty much already exceeded your goals on Kickstarter—that’s really exciting! Thank you also for having an interview with us again.
Akifumi Kaneko, Lead Game Designer: “Thanks a lot!”
I’m not as good an interviewer as Alicia is in the game official twitter accountBut I will try my best.
Kaneko: “(Laughs.) That’s not true. You know, there’s this guy answering questions on Twitter as Alicia. (Points to Toshiki Kubota.)”
Toshiki Kubota, Alicia: “I’m Alicia!”
So what has the experience been like being a publisher versus a crowdfunded game?
Kaneko: “Under one publisher, creating a fun and interesting game is of course the most important thing. Publishers will do research to see if what people want or whether what they are making is good, whereas with Kickstarter, another Without going through the company we can directly ask customers ‘What kind of game do you want us to make?’ and ‘What do you think of this?'”
The game is often advertised as a spiritual successor. wild weaponBut for those like me who haven’t played yet wild weaponCan you tell what makes this game special and different from others?
With you and Machida-san in the video announcing the double Kickstarter, you all suggest that JRPGs aren’t as popular as they used to be. why do you think so? Kaneko: “Of course there are still very popular JRPGs like field test video Run and jump around the main character. the legacy armed imagination Present a lot of platforming challenge?
With you and Machida-san in the video announcing the double Kickstarter, you all suggest that JRPGs aren’t as popular as they used to be. why do you think so?
Kaneko: “Of course there are still very popular JRPGs like field test video Run and jump around the main character. the legacy armed imagination Present a lot of platforming challenge?
In our initial interview you mentioned that you wanted to make a giant world map, because you weren’t able to Wild Arms 4, Is there anything else you’d like to have in Armed Fantasy that you haven’t been able to do in the past?
Kaneko: “The main thing is to have a big world map and people should be able to explore it by doing various tasks like jumping, using gadgets, solving puzzles etc. In the past it was going more from point A to point B. So we want players to be able to interact more with the world.”
Speaking of large world maps, one thing that is common complaint is the reuse of assets. What is your plan to avoid this?
Kaneko: “This may be a boring answer, but it requires time and money. To prevent players from getting bored we have created a battle with different types of monsters as well as a puzzle game with different tasks to solve. And implemented an interesting combat system. You always find something new to solve.”
On the subject of monsters, do you, or perhaps your enemy designer, have a specific inspiration or influence for enemy designs?
Kaneko: “With regards to the enemy’s design, the game’s chief director, Ishii (Hiroki), is in charge of designing the monsters. We worked together wild weapon Where he also created monsters. Speaking for myself, when I was a kid I loved cashews like Godzilla and Mothra. There are a lot of myths and legends around the world with different types of monsters. As a kid in Japan, when I think of demons I think of kaiju.”
What affects the order of turns in combat?
Kaneko: “There is a basic turn order based on speed and whether you take action before the enemy. Order chains allow you to perform more powerful attacks by continuously attacking with characters, which the enemy can also do. You can use the Force Chain to disrupt it.”
How is your decision process when it comes to making gameplay choices? For example, do you get “game over” when the entire party is wiped out versus when the main character dies?
Kaneko: “I start by talking with the staff about my image for the game. I’ll give my opinion and then see what everyone else thinks, and they may have a different opinion. There is not only one way to make a decision, but we usually make a decision by talking and together with the best option. ,
Now our time is up. Before I leave, would you like to say something else to the fans?
Kaneko: “It’s been almost 15 years since I developed a game. Despite being 15 years old, it gives me great pleasure to see fans excited about the announcement and don’t forget. Everyone’s passion is powering us through 120 percent energy.” We just want a chance to work harder, so we look forward to your continued support.”
Armed Fantasy: Until the End of the Jungle is in development for Here,