

When we were faced with a creative decision – how do we express ourselves? How do we make our title unique and when we boiled down what characterizes us as Tokyo RPG Factory’s title I am Setsuna is the idea of poignant sorrow became a pillar to build upon. Most of the development staff, the classic RPGs they experienced and memorable scenes to them, tended to be some of the more of the sad moments. You may recognize the word is very specific to Japanese culture and one of the factors why we held sadness as a concept. When we were thinking as a Japanese studio and we wanted to pay homage to classic RPGs, what makes us unique as Japanese people? That’s where we had the concept of “Setsuna”, a very poignant sorrow. Why did you choose to center the story on sadness? The world is pretty somber and sadness is a main theme of the game. I hope with all of these elements even the newer generation will also take notice that this is something new and refreshing. The background music has a lot of piano that also helps illustrate the environment and world of I am Setsuna. There is a lot of snow in the world which plays a crucial role within the narrative. As well as the motifs illustrated in the game.

In the story, we put a lot of effort into making it interesting. There are other elements in the game that draw players in. It’s an interesting system that I hope even younger gamers who aren’t familiar with this style of RPG will enjoy. I believe turn-based battle systems can be loved by all. Do you think turn based battle systems are simply a feature older gamers are nostalgic for? That’s a good point and thanks to evolving technology creators have a chance to make more action oriented games. I can’t say for all of our titles that will be a characteristic we will incorporate, but turn based battle systems were one of the charms in the 90s. Tokyo RPG Factory’s mission for I am Setsuna was to bring back the turn based RPG battle system which worked really well in the golden era of JRPGs. I feel there is a trend that a lot of games, even RPGs have leaned towards action oriented combat.

Comparatively, when you look at Noctis from Final Fantasy XV there’s only one way to look at him. When players look at say Terra from Final Fantasy VI or even Cloud from Final Fantasy VII the characters aren’t as detailed so players fill in the details with their imagination and everyone adds a personal touch to their view on a character. That was a key element from games in the 90s that I wanted to integrate with I am Setsuna. They would enjoy projecting themselves into a game and building the story in their mind. Players would have to look at the screen and imagine parts that weren’t filled in. What do you feel is missing from RPGs today from the golden age of RPGs when the Super Famicom was the leading system?Ītsushi Hashimoto, Director: One element that was distinct with titles developed in the 90s is because technology-wise the developers were not able to express everything photo realistically, there were elements for the player’s imagination to fill in gaps.
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Here is the full interview from the man in charge, who had plenty more to share about the upcoming RPG. We previously heard from I am Setsuna director and Tokyo RPG founder Atsushi Hashimoto about what’s missing in RPGs today from the golden age of RPGs in Siliconera’s recent interview.
