【Nmia Exclusive interview】《Tales of Arise》Producer——Tomizawa YusukeThanks to Bandai Namco Entertainment Asia, we had the opportunities to interview the producer of Tomizawa Yusuke. The game will due out for PlayStation®5/PlayStation®4/Xbox Series X|S/Xbox One on 9th September 2021, and Steam version launching on 10th September. Let us look at the interview below! NMIA = Nmia Gaming
富澤祐介 Producer = PD Tomizawa NMIA : Will there be any demo of TOArise available to the public before its official launch? PD Tomizawa : We have received and are aware of so many requests. We are making a demo software mainly for battles and field experiences for the media, and we are also looking for ways to provide that to our customers. Please wait for further information as we continue to review the matter. NMIA : The character banter feature has always been one of the biggest charms of the series.Will there be fully voiced character banters in this game? PD Tomizawa : All main story demo scenes and skits are fully voiced, while conversations with villagers and other NPCs, and conversations when accepting sub-quests are partially voiced using generic voices. NMIA : What was the reason behind the big shift in art-style and play-style as compared to older Tales of titles? PD Tomizawa : With the 25th anniversary of the series approaching, we thought it was necessary to make a further leap forward not only for the existing fans but also for the future of the brand, and decided on the theme of "Succession and Evolution" for the development of this title. While carefully inheriting the story of bonds with friends and the exciting travel experience that is typical of the "Tales of" series, we also aimed to create an entry title that would appeal to a wide range of gamers, even those who have never played the series before, through a variety of modernized elements such as visual expressions and the battle system. NMIA : What are the featured optimizations for the PS5? We're looking forward to be able to experience TOArise on the DualSense. PD Tomizawa : In addition to the improved image quality or screen smoothness (fps) in PS5, what I especially recommend is the vibration (haptics) experience in DualSense. The haptic performance has been recreated from scratch for each of the battle scenes and demo scenes, and is optimized for DualSense. This title also has a symbolic encounter battle system, but the loading speed of PS5 has been taken full advantage of by speeding up the screen switching when entering battle. This makes for a more stress-free battle experience. NMIA : Will the game feature better frame rates on the PS5 or Xbox Series X? PD Tomizawa : Yes, both PS5 and Xbox Series X|S have "Graphics Priority Mode" and "Frame Rate Priority Mode". Graphics Priority Mode is 4K with a minimum of 30fps, and Frame Rate Priority Mode is 60fps with a minimum of 1080p. NMIA : Amongst the 6 main characters, which was the hardest one to design? PD Tomizawa : According to the character designer, Iwamoto, the most difficult design was the main character, Alphen. Alphen is designed with chunky and solid armor that is a challenge typical of "Tales of Arise" (very rare in the "Tales of" series). Perhaps his friends were worried that Alphen, who has no sense of pain, would be badly injured, so they made him wear a sturdy armor? The most difficult part of this challenge was to give the character a "Tales of" look. This is where Alphen's flaming sword and the scorching effects of his armor stand out as key design points. NMIA : The character designs for this generation is widely loved by the fans, which is your favourite character and why? PD Tomizawa : Of course, I have attachments and feelings for all of them, and there are a number of different ways to evaluate them, including characters that shine in the story and characters that are easy to use in battle, but if I had to say it here, I would say that Rinwell is my personal favorite character. At first glance, she looks like a cute magician in her outfit, and she has a strong "Tales of" feel to her, but her hairstyle has a modern, realistic girl-next-door feel to it, and I like that delicate balance. As a Dahnan who has been subjugated by the Renan on the inside, she has a strong hatred for the Renan in particular, but I would like you to pay attention to the storyline of her emotional growth, such as how she changes through her journey with this mixed party of Dahna-Rena, and how she faces her anger and grows spiritually from the feelings of hatred, anger, and vengeance that she has felt. NMIA : What was the hardships faced during development besides the delay on progress due to the ongoing pandemic? What was the most challenging part or incident that happened? PD Tomizawa : In recent years, the "Tales of" series has always been released first in Japan and later in Asia and other countries, but "Tales of Arise" was planned from the beginning with the premise of simultaneous worldwide release. Perhaps the most challenging part of the project was creating the initial concept to evolve this game into a game that would reach RPG fans around the world. We had a heated discussion about what kind of gameplay system and look an action RPG of this era should have in order to satisfy people from all cultures and gameplay styles around the world. I would like to say "most challenging" because it was not just a goal to create a new action RPG that would be popular with a lot of people, but it was also a hurdle to overcome in order to share with the world the worldview, values, and style that we believe in of "Tales of", a series that is celebrating its 25th anniversary, as well as to create a work that is unique to Japanese RPGs and that will please anime and manga lovers around the world. I still remember the hardships we went through a few years ago, discussing day and night with the development staff, animation studios, and other creators from all walks of life, but it may all pay off once the game is released and in the hands of the people of the world (laughs). NMIA : What was the main focus when you are developing Tales Of Arise? PD Tomizawa : I think it's important for all the staff to thoroughly think about what "Tales of" is all about. Since the series has been going on for 25 years, the words "Tales of" are very useful and easy to persuade people with, but I have been arguing with the belief that if these words are walked by themselves in disjointed subjective images, then "evolution" or even "succession" is not possible. Instead of allowing vague judgments like, "It's just like Tales of, so it's okay," we had to break it down to a level that anyone could understand and verbalize what exactly makes it unique to Tales of series and what value it provides to players when put into words. Then, after grasping the essence of that, we took steps to figure out what to do in this game, and all the elements from battles to visuals were put into the specifications and implemented. It was a very painful and time-consuming process, but in order for the developers to be able to continue creating "Tales of" for generations to come, and for it to be loved by many people across generations, someone had to do it at some point. In this sense, this game was a good opportunity for us to take a step back and ask ourselves, "What is the essence of 'Tales of'? What are its essential benefits?" I strongly believe that it will be an asset for the future of this series. NMIA : Lastly, please say something to the fans from the Asia region. PD Tomizawa :"Tales of Arise" is the first title in the series that I've created with the aim of delivering it simultaneously worldwide. As a work of art, it depicts the motif of "two divided worlds," but beyond that, through a fantastical and exhilarating game experience, it carries a direct message of "recognizing each other's diversity" and a wish for "harmony in the world." I can't wait to share it with everyone around the world. We hope that you will look forward to the release on September 9.