Dragon’s Dogma 2 Interview: Hideaki Itsuno and Yoshiaki Hirabayashi on crafting a extra participating Motion RPG world


Throughout this 12 months’s TGS, not solely did we get the prospect to mess around an hour of Dragon’s Dogma 2, however Capcom was additionally variety sufficient to present us an opportunity to talk concerning the upcoming Motion RPG with each Hideaki Itsuno and Yoshiaki Hirabayashi. We talked concerning the challenges and targets the group confronted whereas creating Dragon’s Dogma 2, and what they hope followers can sit up for experiencing with the title when it will definitely launches.

Commercial. Maintain scrolling for extra

RPG Website: It has been over a decade because the unique Dragon’s Dogma. What would you say is the #1 factor you wish to convey to followers of the unique, coming into Dragon’s Dogma 2?

Hideaki Itsuno: First off – I actually, actually wished to make Dragon’s Dogma 2 instantly after the primary one got here out. Attributable to various causes, I could not fairly bounce to it – which is to say, I used to be very a lot wanting ahead to creating it. Now that I am engaged on it, I am doing it in a manner that there is nothing left behind, this time round. I hope participant’s can sit up for the sport.

RPG Website: One factor that stood out to me whereas enjoying the demo is how a lot of the unique sport’s DNA is… I would not say unchanged, however somewhat “preserved” is probably a greater manner of placing it. So most of the unique sport’s components are nonetheless there for everybody to see. It strikes me that, going off what I performed the title feels virtually like a reimagining of the unique sport. Was that intentional, or are you able to share something concerning the course the mission has taken?

Itsuno: Earlier than leaping into creating Dragon’s Dogma 2, we put collectively a number of data – particularly, what folks anticipated of a sequel, what they might need from a sequel, and making an attempt to see how that will align with what we wished to develop as a follow-up. A number of the ideas really matched between what followers anticipated and what we personally wished to develop, in order that gave us confidence to maneuver ahead with this idea.

After all, we had been very cautious with leaving in lots of of those key components to convey them to a brand new technology of followers, however we additionally made many changes to reside as much as present developments and expectations. So that you saying that the sport felt like a reimagining of the unique sport is kind of heartening, as that matches what we had been going for.

RPG Website: One other facet of the demo that stood out to me is how totally different the world feels, this time round. The unique sport’s world, even at this time – as I used to be reacquainting myself on the flight over on my Steam Deck – is a really dense world, even in comparison with the open-world Motion RPGs of at this time. But going via among the wooded areas of the demo, opening the map and getting a basic thought of how giant the sport world seems to be – it seems like we’re on one other stage, right here. It should’ve been fairly the endeavor. What kind of concerns did the group make when designing the brand new sport world?

Commercial. Maintain scrolling for extra

Itsuno: Density was precisely the form of feeling we had been making an attempt to convey, and in reality it was one of many first ideas penned throughout our unique design paperwork. Once you concentrate on extensive, open environments the place every little thing is seen – nothing is frightening, there isn’t any pressure.

Having extensive or slender areas would not essentially imply {that a} sport can be enjoyable, so what we aimed to attain was to design a world the place you would see what your scenario is and the place you are trying to get to, however you will not actually know what’s precisely proper in entrance of you always. You will not ensure what can occur on the trek forward of you and you will have to arrange accordingly.

To that finish, we had a number of totally different group members exit and discover totally different areas, and totally different landscapes, to see if we may arrive at that form of density the place issues do not feel both too slender, or too extensive – so listening to that our intentions have been correctly conveyed is encouraging to listen to as a developer.

RPG Website: I do know that the RE Engine has a medley of graphical options, and Dragon’s Dogma as a franchise has that form of density and immersion as what seems like a core pillar of its improvement – is there any probability that both the PC or console variations would possibly help Raytracing?

Yoshiaki Hirabayashi: You’ve got already performed the sport and seen it for your self, so you’ve got seen the work we have put into the visuals. So far as technical specs, we’re not able to make any bulletins at this level. However we are attempting to make the suitable changes when having, for instance, raytracing. Our work is not restricted to only the expertise behind our visuals, in fact; our artwork group has been onerous at work into the visible results – such because the lighting, the climate, how the time of day altering will all work in concord. We hope gamers can pay consideration and see the hassle that is been put into these small particulars.

RPG Website: One second that particularly stunned me throughout one among my demo playthroughs is after I was in a small encampment, and a goblin that I assumed I had killed on the best way to it ended up discovering its manner inside its gates. It is fascinating, as a result of exterior of scripted segments within the first sport you by no means actually noticed enemies in villages or cities, or encampments. Was that an supposed risk for Dragon’s Dogma 2?

Itsuno: It is incredible you ran right into a scenario like that. With the unique Dragon’s Dogma 1, there have been {hardware} limitations – such because the load areas between camps and cities had been separate. This dictated some restrictions that we wished to take away with Dragon’s Dogma 2, in order that conditions such as you bumped into may happen.

For instance, if you happen to kite enemies not simply Goblins, however even Cyclops’ or Griffins we put the work in to have NPCs react naturally, somewhat than simply having scripted occasions. This was an ideal problem, however the hope is that each participant will run into conditions just like what you found.

RPG Website: Whereas most of the enemies I confronted within the demo had been, in fact, initially in Dragon’s Dogma 1 as effectively – there have been a couple of that stood out as explicitly new. Slimes, for instance; I do not assume I’ve seen a Slime as viscous as this in one other RPG, and I ran right into a Minotaur. Are there another particular new enemies you need gamers to sit up for discovering them in Dragon’s Dogma 2?

Commercial. Maintain scrolling for extra

Itsuno: We’ve got many monsters that we’ve not introduced but, and naturally some that you may pinpoint from earlier trailers – however we do not wish to spoil the shock, because it’s that aspect of shock that provides to the thrill of the sport.

RPG Website: Lastly, any closing remarks you’d wish to share relating to the sport – for followers both new or outdated?

Itsuno: To all of the individuals who wish to play in and severely inhabit a fantasy world, and wish to strive various things whereas exploring this world – please sit up for enjoying our sport, and we wish to encourage that exploration. The extra stuff you strive, the extra enjoyable you will have!

Hirabayashi: For anybody seeking to extremely rewarding adventures, to everybody who likes motion, we’re assured you will discover what you are on the lookout for after which some in Dragon’s Dogma 2.

Thanks once more to Hideaki Itsuno-san, Yoshiaki Hirabayashi-san, and everybody at Capcom that gave us the prospect to speak concerning the sport!