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How I Am Setsuna And Lost Sphear’s Action RPG Elements Went Into The Making Of Oninaki



Tokyo RPG Factory, the Square Enix studio that draws inspiration from classic JRPGs, is releasing its third title with Oninaki. Key creators discussed how it ended up becoming an action RPG in an interview in this week’s issue of Famitsu magazine.


Here’s a tidbit from the interview:


Famitsu: How did it end up becoming an action RPG?

Atsushi Hashimoto, Director: “At first, I tried making an RPG with a lone protagonist. I even threw in a drawing of Dragon Quest I in the drafts [laughs]. Since there wasn’t going to be any party members, I thought about throwing in job elements, and looked into all kinds of things…”


Ryutaro Sasaki, Producer: “So I said ‘Wouldn’t an action RPG be better with this plan?’”


Atsushi Hashimoto: “Even within the team, many have voiced their desire for an action RPG, so it wasn’t like Sasaki-san used his voice of authority, but he simply pushed the discussion. Actually, when making I Am Setsuna and Lost Sphear, we made it in a way that action RPGs are made, with hit collisions in battle using skill range and such, all so that we could possibly make an action RPG in the future.”


Takashi Tokita, Creative Producer: “Ohh! Now there’s a guy that can get stuff done! [Laughs]



So did you foresee it for third title?

Atsushi Hashimoto: “No, it was by chance [laughs]. However, this new challenge of an action RPG isn’t exactly a start from scratch when it comes to system accumulation and knowhow.”


Ryutaro Sasaki: “Tokyo RPG Factory consists of staff with experience from all kinds of different companies under their belts, including some who’ve made tons of action RPGs, so please look forward to it!”


Oninaki releases in Summer 2019 for PlayStation 4, Nintendo Switch, and PC. Check our previous report for a look at its latest batch of screenshots and info on its protagonist Kagachi.

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