“ Elden ” “ Demon Slayer ” “ Resident Evil Village ” … “ PlayStation Partner Awards 2022 Japan Asia ” media interview with the people in charge of super popular works | Game * Spark

On December 2nd, Sony Interactive Entertainment (SIE) held the event “PlayStation Partner Awards 2022 Japan Asia” to recognize the hit titles for PS5/PS4 in the past year. In this article, we will deliver interviews with the people in charge of each title that won the “Grand Award”, “Partner Award”, and “User’s Choice Award”.


“ELDEN RING” (Director Hidetaka Miyazaki)

Q. What do you think is the reason for the popularity of “ELDEN RING”?

Mr. Miyazaki: To be honest, I haven’t really analyzed it. It’s true that the sales were higher than the previous works, but I’m also in trouble when I’m asked to reproduce it. As a sense, I don’t plan to change the way I’ve been making it. Analyzing (the success of ‘Elden Ring’) deeply and trying to aim for another success next time seems to be a bad idea, so I try not to think about it too much. However, I feel very grateful.

Q. Given that you have sold more than 10 million units, it would not be an exaggeration to call you a “global developer.” What are FromSoftware’s next goals?

Mr. Miyazaki:I don’t feel like I’ve become a world-class developer (laughs). I think it’s the result of making works that are unique to us, so we’ll continue to make more interesting things that are unique to us.

Q. Of all the comments received from users after the launch, what kind of comments left a particularly strong impression on you?

Mr. Miyazaki:In fact, I try not to listen to the voices of users directly. Since we can’t listen to all users’ voices, we believe that if we listen to only one voice, it will affect future policy adjustments. I myself can’t think very objectively, so I’m careful not to take in opinions directly within myself.

However, looking at the reactions of the users, there were many who said, “This is the first time I’ve tried this game.” It was the same with “Demon’s Souls”… I thought. In that sense, it was fresh for me to be able to enjoy the stimulation, and I was personally happy.

“Kimetsu no Yaiba Hinokami Kepputan” (All members of the “Kimetsu no Yaiba Hinokami Kepputan” production committee)

Q. When working on the game version of “Demon Slayer: Kimetsu no Yaiba”, I think there must have been considerable pressure considering the existence of the original work and anime. Please tell us about the elements that were especially important in the development of this work.

All members of the production committee: There were many people who had already touched on “Kimetsu no Yaiba” in the original work and anime, so we proceeded with development so that those fans could enjoy it. On the other hand, assuming that fans who are “game beginners” can experience the story as Tanjiro Kamado and control their favorite characters, we realized flashy action elements without stress. I made some small adjustments to do so.

Q. It was the first console title for the anime “Devil’s Blade”, how was the response?

All members of the production committee: As it was the first console game, there were both expectations and concerns, but I believe that it has become a work that can be enjoyed not only by fans in Japan but also overseas. I would like to take this opportunity to express my gratitude to everyone involved and to all the players for their cooperation.

Q. The introduction video of each character in this work was very well received. What points did you focus on in order to bring out the “Kimetsu-ness”?

All members of the production committee: I wanted to convey “how the actions of the characters drawn in the anime will be expressed in the game”. For that reason, I made it so that I can introduce not only the camera work that I have seen in anime, but also the viewpoint and action that are unique to the game, and the feeling of controlling the character myself.

“Yu-Gi-Oh! Master Duel” (Producer Minoru Yoneyama / Director Takahiko Yoshikawa)

Q. Many users have been playing this work since its release, but did you expect such a big response?

Mr. Yoneyama: This work was developed as an online “Yu-Gi-Oh” that both players and spectators can enjoy. Perhaps because of that, we got a lot of feedback, mainly from “Yu-Gi-Oh!” fans. I am very happy that word of mouth from such people has spread through social media, and that it has reached people who were not familiar with “Yu-Gi-Oh!”.

Q. I think one of the appeals of the game is that it can be played on multiple devices on multiple platforms, and can be played from various regions of the world. .

Mr. Yoshikawa:We went through a lot of trial and error so that you can play comfortably with different UIs, such as controller operation and touch panel operation. Also, for high-spec consoles like PS4/PS5, we are particular about 4K graphics, powerful visuals, and production, while on the other hand, we are making adjustments to make it easy to play on mobile. I believe that we were able to deliver an environment where you can play comfortably by making things like that.

Q. In addition to this work, digital games based on “Yu-Gi-Oh!” have been released, but what position will “Yu-Gi-Oh! Master Duel” stand in the future?

Mr. Yoshikawa:“Yu-Gi-Oh Master Duel” was originally developed for “Yu-Gi-Oh” fans, so we would like to continue to provide it to fans and aim for competitive play. On the other hand, “Yu-Gi-Oh! DUEL LINKS” is aimed at fans who like the world view of “Yu-Gi-Oh.” I would like to continue sharing the wonders of Yu-Gi-Oh with the world by leveraging each of our strengths and characteristics.

FINAL FANTASY XIV (Lead Project Manager Shoichi Matsuzawa / Lead Marketing Planner Yuki Onozuka)

Q. 2023 will mark the 10th anniversary of A Realm Reborn. Please tell us how you feel about that.

Mr. Onozuka:I’ve been involved in the work since just before “Shinsei”, and it’s been 10 years in the blink of an eye. The development team for this game continues to take on new challenges every day, and once they have achieved something, they do their best to reach the next goal. “The next 10 years” is also a goal, but I think that it will also pass “in the blink of an eye” and we will reach the 20th year.

Mr. Matsuzawa: It’s thanks to the players that we’ve been able to work on the update for so long and try so many different things. I would like to walk together for the next 10 years.

Q. In February of this year, you also announced measures for the “next 10 years.” Please tell us about your enthusiasm.

Mr. Onozuka:We will continue to make efforts in development and operation so that more customers can enjoy it even more. I’d like to create an entrance for solo players, and recently I’ve implemented a system where even one person can enjoy the main story and party play. In this way, I would like more people to enjoy the world view with peace of mind.

Mr. Matsuzawa: In addition to content support for solos, we have also worked on graphic updates and support for PS5. From now on, I would like to move forward together with all the players.

Q. I understand that the story has reached a break with “Akatsuki no Finale”. I think there are various hurdles to meet the further expectations of users, but what are the essential elements to overcome them?

Mr. Matsuzawa: What are the essential elements… if there are, please let me know (laughs). I would like to continue to take on new challenges, and I think it is important to enjoy them together with the players.

“Mobile Suit Gundam Battle Operation 2” (Producer Hiroki Kurachi)

Q. Many digital games of “Mobile Suit Gundam” have been released so far, but what kind of users do you think this work will attract?

Mr. Kurachi: This work is attractive because of its graphics, solid operation feeling, and being able to control the aircraft as a pilot. For that reason, I think there are many users who want to control the mobile suit themselves! It also features multiplayer team battles, so there are many users who like interpersonal games. There is a great response on SNS, and I have the impression that such people are active in communication.

Q. During the development of the PS5 version, were there any “things that could only have been achieved on the PS5” or any “difficulties”?

Mr. Kurachi:Development on the new hardware was in a state of fumbling, and it was difficult to manage it in parallel. Thanks to that, we were able to shorten the loading time and improve the frame rate, and I think we were able to remove the elements that hinder the immersion. It also enhanced the immersion with DualSense’s support for adaptive triggers.

Q. This work is provided as a “management title”, but what do you value in order for users to continue playing?

Mr. Kurachi:After all, it is important not to get bored. We have worked hard to improve the pilot experience, such as adding planes once a week and making adjustments once a month. This year marks the 4th anniversary, and now there are about 340 aircraft. Adjustments are becoming more difficult. We are struggling, but we will continue to do our best for the pilots.

“Resident Evil Village” (Producer Tsuyoshi Kanda)

Q. What kind of reaction have you received from users who played the DLC “Winter’s Expansion”?

Mr. Kanda:The new scenario “Shadows of Rose” received a voice saying “I cried”. It depicts a story in which a grown-up Rose summons her courage to fight, and I was moved by the elements of family love. I was particularly impressed by the comment, “I never thought I’d cry with ‘bio’ in this way!”

Q. Please tell us about the appeal of the PS VR2 version of Resident Evil Village, which is currently in development.

Mr. Kanda:We want you to experience the overwhelming immersion that only new-generation hardware can provide. It’s a different kind of fun than what you experience on a monitor, and the appeal is that you can experience Ethan’s movements for yourself. Especially for actions that handle guns, magazine insertion, cocking, and dual pistols are also available. You can experience the new “Resident Evil Village”, so I would like to strongly recommend it.

Q. What do you think is the reason why so many people played Resident Evil Village?

Mr. Kanda:Since “Resident Evil 7”, we have returned to the origins of “horror” based on the RE engine. Even during the transition from “7” to “Village”, we’ve also released “RE:2” and others, and we’ve been working hard to constantly let people experience the series. The momentum and direction of the brand is good, and I believe that the reason for this is that the fans can enjoy it without getting bored, and the value of the brand has been increased.

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