Fate/Samurai Remnant Interview – Director Ryota Matsushita on Working With the Fate IP, the Steam Deck, Learnings From Prior Games, His Dream Action RPG Projects, and More

Forward of this month’s launch of Fate/Samurai Remnant, I had an opportunity to speak to Ryota Matsushita (Director at Koei Tecmo Video games) about numerous subjects referring to the sport and his profession. I’ve been an enormous fan of the Warriors/Musou video games for years now, and was curious how the staff approached this motion RPG which feels just like the developer’s most bold sport shortly. I additionally coated the Steam Deck, his dream motion RPG tasks, how that is approachable for newcomers and extra. There can be no spoilers for the sport on this interview.

TouchArcade: You’ve labored on a few of my favourite Koei Tecmo video games ever with Samurai Warriors 4, 4-2, 4-Empires, and even labored on Nintendo’s Hyrule Warriors Age of Calamity that had wonderful gameplay. How has it been working with Omega Power over time?

Ryota Matsushita: Thanks, and I hope this title turns into one in every of your favorites! Sport growth is each enjoyable and difficult work, and on daily basis appears to deliver a brand new sequence of challenges. I really feel blessed to have the chance to collaborate with different corporations, because it permits me to achieve new insights and develop. Working with TYPE-MOON on Destiny/Samurai Remnant was additionally a really thrilling expertise.

TA: Inform us a bit of bit about how Destiny/Samurai Remnant goals to be accessible to newcomers and likewise to followers of Warriors/Musou followers?

RM: Whereas this title will in fact ship the expertise longtime followers have come to count on, it’s additionally designed in order that it will probably really be an introduction to the Destiny sequence. The primary character, Iori, and his Servant, Saber, are concerned in battles with out adequate information of the Holy Grail Battle (the Waxing Moon Ritual), so the sport progresses as they naturally be taught the foundations behind the Holy Grail Battle. Due to this construction, gamers are capable of be taught the world and tone of the Destiny sequence. As well as, since Iori is a grasp of the sword, he can carry out exhilarating Warriors-like actions when coping with human opponents. Solely in case you are coping with people, although…

TA: What was the most important problem in working with the Fate IP from TYPE-MOON?

RM: Because the constant objective of this work was to “depict the Holy Grail Battle from the Grasp’s viewpoint,” we had been specific in our method of expressing “the motion between the Grasp and Servant”. (This was fairly a tough journey) Servants are far stronger than the human protagonist, and there’s a big distinction in energy, however I imagine we had been capable of obtain a totally new expertise of “accomplice motion with an unequal and united sense of togetherness,” whereas nonetheless sustaining each the exhilaration and technique of an motion sport.

TA: Based mostly on my time with the sport, Destiny/Samurai Remnant feels extra bold than prior video games from Omega Power. What do you suppose makes it stand out from prior Destiny IP motion RPGs, and likewise Koei Tecmo’s motion RPGs?

RM: Thanks very a lot. We labored in full cooperation with TYPE-MOON, and specifically, we confronted the difficulty of whether or not the story of Destiny could possibly be expressed precisely within the type of a sport, from a good standpoint. This allowed us to create a novel sport expertise the place the story and gameplay are usually not disconnected, and the participant turns into Iori and survives the Holy Grail Battle whereas being caught up within the unforeseeable growth of the story.

TA: What learnings from Samurai Warriors 4, Warriors Orochi 4, and prior video games you labored on helped with Destiny/Samurai Remnant?

RM: In truth, the title “SAMURAI WARRIORS: Spirit of Sanada” included a gameplay factor of strolling across the fortress city, which lives on in among the designs of the town of Edo on this title. However, “a protagonist who can outwit anybody” is under no circumstances possible in a sport during which a human Grasp confronts a strong Servant! The harshness and recklessness of surviving the Holy Grail Battle and the difficult expertise of working along with a accomplice to face a strong enemy are the factors we put a number of effort into when creating this title.

TA: You have got been taking part in the sport and it’s releasing on PS5, PS4, Swap, and PC. How has it been working with many platforms for such a giant sport by way of optimization, and which is your favourite model of the sport?

RM: We have now assist from our firm internally, nevertheless it’s not all the time straightforward as a result of we really create a number of totally different sport titles on the identical time. However in fact, it’s not a bothersome job, particularly since we’re engaged on this new method to the Destiny sequence, in order that many individuals can take pleasure in the identical expertise worldwide. And naturally, I received’t reply which platform is the most effective!

TA: Destiny/Samurai Remnant works nice on Steam Deck to date. Has the staff carried out further work and examined on the hand-held?

RM: Thanks for noticing. We really did check it out on Steam Deck, because it’s a title that we hope you’ll take the time to benefit from the story in your lounge. We simply didn’t have sufficient time to take action, so we handed on buying the badge. (Editor’s be aware: I believe he means the Steam Deck Verification badge for the sport)

TA: What video games are you taking part in in your free time and what are your favourite video games of 2023?
RM: It’s “Armored Core 6″! I can’t imagine that studying easy methods to evade guided missiles 20 years in the past remains to be helpful at present…

TA: What’s your dream model to work with on an motion RPG sooner or later?

RM: That is simply off the highest of my head, however I’d should say “LEGO” and “The Elder Scrolls”.

TA: What’s your favourite function in Destiny/Samurai Remnant from a director’s perspective?

RM: My favourite half is that Saber is all the time with Iori. Saber appears uninhibited and egocentric, however they’re very charming. Saber could be very within the tradition and surroundings of the Edo interval and can name out to you want a three-year-old little one, “What’s that?”. Even for those who (Iori) are bored with the carnage of battle (or the stress of actuality), Saber will all the time be there to brighten your journey.

Destiny/Samurai Remnant launches on September twenty ninth worldwide for Nintendo Swap, Steam, PS5, and PS4.

We’d wish to thank Ryota Matsushita, Koei Tecmo America, and One PR Studio for his or her time right here.

Comments are closed.