Armed Fantasy: Until the End of the Wilderness – TGS 2022 interview with Akifumi Kaneko – Gematsu

At Tokyo Game Show 2022, we had a chance to catch up Armed Fantasy: Until the End of the Wild [5 articles]”href=””>Armed Fantasy: Until the End of the Wilderness Game designer Akifumi Kaneko leads a follow-up interview wild weapons The success of the Kickstarter campaign left behind by the company.

Armed Fantasy: Until the End of the Wild It is a western style JRPG [553 articles]”href=””> Japanese RPG creators wild weapons. It was announced late last month along with Shadow Hearts spiritual caliph blood penny [3 articles]”href=””> Penny Blood, with the two games launching a “Double Kickstarter” campaign to fund development. Initially seeking 100 million yen, the campaign has since raised more than 215 million yen in support.

If you missed our first interview with Kaneko, which was just before the Kickstarter campaign launched, be sure to check it out here. Read more about the game itself here.

Get our latest interview below.

First, I would like to say congratulations. It looks like you’ve already exceeded your goals on Kickstarter by a lot – which is really exciting! Also, thank you for interviewing us again.

Akifumi Kaneko, Lead Game Designer: “Thank you so much!”

I’m not a good communicator like Alicia in the game Official Twitter accountBut I will do my best.

Kaneko: (laughs) That’s not true. You know, the person who answers questions on Twitter like Alicia is this guy. (Refers to Toshiki Kubota.)”

Toshiki Kubota, Alicia: “I’m Alicia!”

(Everyone laughs).

So, what was the experience of developing a crowdfunded game versus having a publisher?

Kaneko: “With a publisher, offering a fun and interesting game is of course the most important. Publishers will do research to see what people want or whether what they are making is good or not, while with Kickstarter, without going through another company, we can ask customers directly what What kind of game do you want us to make?” and “What do you think of this?”

This game is often advertised as a spiritual successor to wild weaponsbut for people like me who haven’t played yet wild weaponsCan you explain what makes this game special and stand out from other RPGs [14,497 articles]”href=””> RPGs?

Kaneko: “First of all, Armed fantasy It’s a completely different game than wild weapons. There will be a compelling story as always, but the story and characters will be different from those of wild weapons So anyone did not play wild weapons You will be able to enjoy this game. Moreover, it will be an open world [109 articles]”href=””>An open world-like experience where you explore everywhere. Also if you are a fan of anime you will find it fun as well.”

I read that western themes and things like that Trigon influenced your design of wild weapons. Were there any new effects or other effects of Armed fantasy?

Kaneko: “We are doing a double Kickstarter with Machida-san, who makes blood penny. We both made ’90s JRPGs, so we thought we’d want to make another ’90s JRPG. Machida-san has more horror [140 articles]”href=””> A taste of horror and I’m a taste of the West. In addition to working on wild weapons For 15 years and working in the animation field for 10 years has inspired me to want to use aspects of animation such as storytelling and the way it is depicted. Armed fantasy. “

Armed Fantasy: Until the End of the Wild

In the video announcing the Double Kickstarter with you and Machida-san, you all point out that JRPGs weren’t as popular as they used to be. Why do you think so?

Kaneko: Of course there are still very popular JRPGs like Persona 5 [148 articles]”href=”″> Persona 5but with Persona 5 This is the fifth installment. If it’s part of a series that already contains the first game, that’s fine, but when it comes to creating a new JRPG, Japanese publishers won’t take any chances. In my case, I went to Sony over and over again, but nothing happened. It’s not that JRPGs aren’t popular, it’s that the publishers won’t let us make them.”

What do you think would be necessary to convince publishers to make more RPGs?

Kaneko: (in English) Money! (Laughs.) Of course if the game becomes a hit and makes a good return, no problem. Sequels into a pre-existing series make a lot of money, so it’s hard for them to lend money for a new title because it won’t make much. For a Japanese publisher making a new game… it’s really about the money. money! (Laugh) “

To talk more specifically about Armed fantasyThe Kickstarter page lists six main characters, but we’ve only seen three so far.

Kaneko: “We’ve only shown three characters so far, but we plan to reveal them over time, so everyone please look forward to what they reveal!”

The Kickstarter campaign and a lot of the promotional material has been translated into English, but have you thought about who is going to localize the game itself?

Kaneko: “Our overseas staff helped set up the Kickstarter page and worked on a campaign to market it to overseas markets, and to localize the actual game, we think they can help with that again.”

I recently released a field test video of the main character running and jumping. Will Armed fantasy Featuring a lot of platforming challenge?

Kaneko: “What you can see is some running and jumping, because we’re still thinking about the kind of action [675 articles]”href=””> There will be actions. You can switch between characters, each of which will only have certain actions he can do to help you solve puzzles and navigate. That would be bad to say That, but there wouldn’t be as much freedom as something like The Legend of Zelda: Breath of the WildBecause it’s a game about a story.”

Armed Fantasy: Until the End of the Wild

You mentioned in our initial interview that you wanted to make a huge map of the world, because you weren’t able to Land Weapon 4. Is there anything else you want to put into Military Fantasia that you haven’t been able to do in the past?

Kaneko: “The main thing is to have a bigger map of the world and to have people be able to explore it by doing different actions like jumping, using tools, solving puzzles, etc. In the past it used to go more from point A to point B, so we want the players to be able to interact with world over.”

Speaking of the large world map, one thing that is a common complaint is the reuse of assets. How do you plan to avoid this?

Kaneko: The answer may be tedious, but it takes time and money. To prevent players from getting bored, we have implemented a more interesting battle system with different types of monsters to fight as well as having different actions to solve puzzles. You always find something new to solve.”

On the topic of monsters, do you, or the designer of your enemies, have a specific inspiration or influence on enemy designs?

Kaneko: “In terms of enemy design, the director of this game, Ishii (Hiroki), is in charge of designing the monsters. We worked together wild weapons Where he made monsters too. Speaking for myself, as a kid, I really liked keju like Godzilla and Mothra. Around the world there are many myths and legends of different types of monsters. When I was a kid in Japan, when I think of monsters I think of kaiju.”

Armed Fantasy: Until the End of the Wild

What influences the order of roles in battle?

Kaneko: “There is a basic order of the role based on speed and whether you perform actions before the enemy does. Chain order allows you to make more powerful attacks by attacking cascading characters, which the enemy can also do. Of course you can use power chains to interrupt a potential chain of command.” .

What does your decision process look like when it comes to playing choices? For example, whether you get “game over” when you clear the whole party or not when only the main character dies?

Kaneko: “I start by talking to the staff about my image in the game. I will get my opinion and then see what other people think, and they may have different opinions. There is not only one way to make decisions, but we usually decide by talking and coming up with the best option together.”

Our time is up. Is there anything else you’d like to say to the fans before letting you go?

Kaneko: “It’s been a long time since I’ve developed a game, about 15 years. Even though it’s been 15 years, seeing the fans is impressive and not being forgotten makes me so happy. Everyone’s passion gives us 120 percent energy so we can get to power. We just want An opportunity to work hard, so we hope for your continued support.”

Armed Fantasy: Until the End of the Wild In development for PS5 [3,497 articles]href=”″> PlayStation 5, Xbox Series [2,740 articles]href=””> Xbox Series and PC [16,040 articles]href=””>PC. Users interested in supporting the game’s Kickstarter campaign can do so here.

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