Interview highlights the significance of maintaining Japanese cultural heritage, according to Hashino. #JapaneseRoots #CulturalPreservation

GameCentral interviews the director of Persona 5 and Metaphor: ReFantazio about the challenges of creating a Japanese game for Western players.

October 4th 2024.

Interview highlights the significance of maintaining Japanese cultural heritage, according to Hashino. #JapaneseRoots #CulturalPreservation
GameCentral had the opportunity to sit down and chat with the director of Persona 5 and Metaphor: ReFantazio, Katsura Hashino. As game developers, getting the chance to talk to them about their work and inspirations is always a highlight, but unfortunately, circumstances didn't allow for an in-person interview this time. Instead, we had to settle for an email interview, which usually doesn't result in very interesting answers. However, in this case, we were pleasantly surprised.

Our focus was on Metaphor: ReFantazio, a new Japanese game that also aims to appeal to Western audiences. We were curious about the complexities of creating a whole new fictional universe and gaming IP while still making it enjoyable for both Eastern and Western players. So, we asked Hashino about the planning and development process for the game.

He explained that the team started with a simple question: what kind of RPG did they want to make? The answer was a fantasy RPG, a genre that they were all familiar with from their younger days. But when they delved deeper into why they liked fantasy, they couldn't give a clear answer. This sparked a curiosity in Hashino, wondering why the world of fantasy had always unconsciously attracted them.

This curiosity became the driving force behind the project, with the goal of creating a work that would be helpful to modern people, rather than just an escape from reality. It was essential to establish a concept like this in order to create a unique fictional world and game IP. The team brainstormed and exchanged ideas in the early stages, sometimes using notebooks and pencils, and other times having intensive discussions in specific rooms. The planning process started several years ago and involved carefully crafting the world, characters, and story framework.

Next, we asked about the consideration given to making the game appealing to Western players, especially given the popularity of Persona in the West. Hashino explained that while they were conscious of the global market, it was also crucial to preserve their Japanese roots. They incorporated elements that would be attractive to Western players, but also created their own original tribes based on distinct Japanese societal traits. This balance between fantasy and their unique storytelling strengths resulted in a rooted yet unique game.

We then turned our attention to the decision to retain turn-based combat instead of going for a real-time system. Hashino shared that they considered both options carefully but ultimately chose turn-based combat to put more emphasis on strategy and player tactics. They wanted players to have the satisfaction of carefully planning each move in battle.

One of the prominent story elements in the game is an election, which coincidentally coincides with the American election. We asked if there were any wider political points being made in the game. Hashino clarified that he wanted to depict the complexity of modern society and how people's choices can have a significant impact. The game does not deal with any specific political agendas, but rather explores the sociological aspect of decision-making.

In conclusion, Hashino and his team have put a tremendous amount of effort and thought into creating Metaphor: ReFantazio. The result is a game that balances both Eastern and Western influences while also offering a unique and thought-provoking experience. It's clear that this project started from a blank slate, but with careful planning and consideration, they were able to create a captivating world and story that will undoubtedly appeal to players from all backgrounds.
GameCentral had the opportunity to speak with Katsura Hashino, the director of Persona 5 and the upcoming game Metaphor: ReFantazio. As always, it's a pleasure to talk to game developers about their work and what inspires them. However, due to technical difficulties, we were unable to meet in person and had to resort to an email interview. Usually, these types of interviews are quite dull and uneventful, but this time, we were pleasantly surprised by the interesting and insightful responses we received.

Our main focus was on the complexities of creating a Japanese game that would also appeal to Western audiences. We were curious about the process of developing a new IP and fantasy world while still ensuring its universal appeal. We asked Hashino about the planning and brainstorming involved before getting into the actual development of the game. We wanted to know if they had a writing room or if it was just one person jotting down ideas on a notepad. Hashino explained that the team had a production theme in mind from the beginning - they wanted to create a fantasy RPG that would not only provide an escape from reality but also be helpful to modern people. This curiosity about the world of fantasy was the starting point for everything. The team spent years carefully crafting the world, characters, and story framework.

We also asked about the consideration given to making the game more appealing to Western players. Hashino revealed that while they were conscious of the global market, it was equally important to preserve their Japanese roots. They incorporated elements that would be attractive to Western players by conducting cultural research and gathering feedback. However, they didn't simply follow the classic fantasy world tropes. Instead, they created their own original tribes based on certain personality traits and tendencies prevalent in Japanese society. This was their way of striking a balance between the fantasy setting and their unique storytelling strengths.

Another interesting aspect we discussed was the decision to retain the turn-based combat system rather than opting for real-time battles. Hashino explained that they considered both options but ultimately chose the turn-based system because it allowed for more strategy and player tactics. They wanted players to enjoy thinking about each move and its consequences.

One prominent story element in the game is an election, which coincidentally is happening around the same time as the American election. We asked if this was a deliberate choice and if they would be making any political statements through the game. Hashino clarified that the election was used to depict the complexity of modern society and how people's choices impact their lives. He made it clear that the game does not deal with any specific political agendas or stories.

Overall, it was a fascinating conversation, and we could see the thought and effort that went into creating Metaphor: ReFantazio. It was evident that the team had a clear vision and concept from the start, and they worked tirelessly to bring it to life while staying true to their Japanese roots. We are excited to see how the game will be received by both Western and Japanese players.

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