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 Destiny/Samurai Remnant, I had an opportunity to speak to Ryota Matsushita (Director at Koei Tecmo Video games) about varied matters 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 formidable recreation shortly. I additionally lined the Steam Deck, his dream motion RPG tasks, how that is approachable for newcomers and extra. There will probably 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 Pressure over time?

Ryota Matsushita: Thanks, and I hope this title turns into considered one of your favorites! Sport growth is each enjoyable and difficult work, and every single day appears to convey a brand new collection 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 just a little bit about how Destiny/Samurai Remnant goals to be accessible to newcomers and in addition to followers of Warriors/Musou followers?

RM: Whereas this title will after all ship the expertise longtime followers have come to count on, it’s additionally designed in order that it could possibly really be an introduction to the Destiny collection. The principle character, Iori, and his Servant, Saber, are concerned in battles with out enough information of the Holy Grail Conflict (the Waxing Moon Ritual), so the sport progresses as they naturally be taught the principles behind the Holy Grail Conflict. Due to this construction, gamers are in a position to be taught the world and tone of the Destiny collection. 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 Destiny IP from TYPE-MOON?

RM: Because the constant purpose of this work was to “depict the Holy Grail Conflict from the Grasp’s standpoint,” we have been explicit 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 enormous distinction in energy, however I consider we have been in a position to obtain a totally new expertise of “associate motion with an unequal and united sense of togetherness,” whereas nonetheless sustaining each the exhilaration and technique of an motion recreation.

TA: Primarily based on my time with the sport, Destiny/Samurai Remnant feels extra formidable than prior video games from Omega Pressure. What do you suppose makes it stand out from prior Destiny IP motion RPGs, and in addition Koei Tecmo’s motion RPGs?

RM: Thanks very a lot. We labored in full cooperation with TYPE-MOON, and specifically, we confronted the problem of whether or not the story of Destiny may very well be expressed precisely within the type of a recreation, from a good standpoint. This allowed us to create a novel recreation expertise the place the story and gameplay should not disconnected, and the participant turns into Iori and survives the Holy Grail Conflict 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 actual fact, the title “SAMURAI WARRIORS: Spirit of Sanada” included a gameplay factor of strolling across the fort 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 recreation during which a human Grasp confronts a robust Servant! The harshness and recklessness of surviving the Holy Grail Conflict and the difficult expertise of working along with a associate to face a robust enemy are the factors we put lots of effort into when creating this title.

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

RM: We’ve got assist from our firm internally, however it’s not at all times straightforward as a result of we really create a number of completely different recreation titles on the identical time. However after all, it’s not a bothersome job, particularly since we’re engaged on this new method to the Destiny collection, 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 finished extra work and examined on the hand held?

RM: Thanks for noticing. We really did try 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 notice: I feel he means the Steam Deck Verification badge for the sport)

TA: What video games are you enjoying in your free time and what are your favourite video games of 2023?
RM: It’s “Armored Core 6″! I can’t consider that studying tips on how to evade guided missiles 20 years in the past remains to be helpful in the present day…

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 at all times 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 youngster, “What’s that?”. Even should you (Iori) are uninterested in the carnage of battle (or the stress of actuality), Saber will at all times be there to brighten your journey.

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

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