Yesterday, Etrian Odyssey IV was released in North America on the Nintendo 3DS. Greatly anticipating the game the night prior to release, I began translating an old (Iwata Asks) interview between Nintendo CEO Iwata Satoru, and Etrian Odyssey series' directors Komori Shigeo and Kanada Daisuke, about Etrian Odyssey IV, the series in its entirety, and RPGs in general. There's a lot of very interesting stuff here, so I'd recommend giving it a read if you're at all interested in game design or roleplaying games in particular.
With regard to the Interview's translation itself... it's very rough. I apologize in advance for any grammatical errors, misspellings or inaccuracies that may be present. I went through the interview very quickly in a short two-day span, during which I was also writing a 10-page essay on the emergence of French nationalism (exciting, I know) and plowing through a very depressing Toni Morrison novel. Oh--and I also put a good eight hours into Etrian Odyssey IV, which is a fantastic game that I cannot possibly recommend enough. By the way.
Anyway, the interview here is long--very long. Twenty-sheets-of-paper long. It's most definitely worth reading, don't get me wrong, just make sure you've got the time to wade through it.
Iwata:
Today
I'm speaking with Kanada-san and Komori-san, from Atlus, about the
upcoming game Etrian Odyssey IV: Legends of the Titan. Thank
you both for coming to speak with me today.
Kanada & Komori:
Thank
you for having us.
![]() |
| Nintendo president Iwata Satoru |
Iwata:
Let's
start off with your work on the Etrian Odyssey series as a
whole. What can you tell us about it, Komori-san?
(Note:
a dungeon-crawling RPG series, the first game, Etrian Odyssey,
was released on the Nintendo DS in January, 2007. The latest game,
Etrian Odyssey IV, will be released on the Nintendo 3DS on
July 5th, 2012).
Komori:
Of
course. I am the current series director for the Etrian Odyssey
games. About six years ago I was shown a proposal for a game
called Etrian Odyssey, and found it very interesting, so I
immediately passed it on to the staff. “We have to make this!” I
was also the director of both the second and third installments in
the series. For the fourth game, even though I was supposed to the
game director and producer, I was busy with other projects at the
time. So I said, "Who will take over for me?" Kanada raised
his hand and said, “I'll do it!” So I entrusted the Etrian
Odyssey IV to Kanada's direction.
(Note:
Etrian Odyssey II: Heroes of Lagaard was released on the
Nintendo DS in February, 2008; Etrian Odyssey III: The Drowned
City was released in April, 2006).
Iwata:
Well,
then, Kanada-san?
Kanada:
Right.
Etrian Odyssey IV will be a continuation of the series;
overall story, but this time it is Kanada who will be in charge as
director! This is my first time working on a game in the capacity of
director. My goal is to reach a point where we can call the game
"almost finished."
Iwata:
What
can you tell us about your previous involvement in the series?
Kanada:
Right.
I was an advisor for the battle system with the first game. At that
time, I was also working on the Trauma Center series. Every
time an Etrian Odyssey game was in development, I seemed in a
similar situation working on other projects.
(Note:
a medical-action game, Trauma Center was released on the
Nintendo DS in June, 2005, but has since seen numerous sequels
released on both the Nintendo DS and Nintendo Wii).
Iwata:
I
see. Thank you very much. Now, before we discuss the fourth game
here, I'd like to ask the two of about the “backbone” of your
careers with gaming. First, Komori-san, how did first become involved
in gaming?
Komori:
I
think it's the same story for everyone from my generation: when I was
in the lower grades of elementary school, I was mesmerized by the
NES. Friends would bring their cartridges over to play with, and
every time you loaded it up there was always a fresh, new experience.
Iwata:
Back
then, the whole notion that "this happens inside the
television," so to speak, was profoundly shocking.
Komori:
Yes.
I was especially fond of Dragon Quest. It was a lot of fun go
out on this big adventure, to become a character in the game--it was
a very enjoyable experience.
Then,
when I moved on to high school, I got addicted to tabletop RPGs.
(Note:
the first Dragon Quest game was released in May, 1986, for the
Nintendo Entertainment System (NES), and became synonymous with the
roleplaying game genre).
Iwata:
Oh,
so that's what you were into.
Komori:
Yes.
Back then I was in the art club at school, and we turned it into the
“Tabletop RPG club.” (Laughs). In my student days I played a
lot of tabletop RPGs, starting with Dungeons and Dragons.
Iwata:
Did
that make your club neglect its art? (Laughs).
Komori:
Of
course. (Laughs). I'd play tabletop RPGs at school, then I'd go
home to play computer games. So, when it came time to decide what I
wanted to do after graduation, all I could really think was that I
really wanted to work with my favorite things....
At
the time, it was very difficult to find a job in the gaming industry,
so I had to settle for a much more normal job at a local company.
Iwata:
"I
like games, but they can only be my hobby" is what you decided,
then.
Komori:
Well,
in the end, I thought “This isn't right,” and I ended up quitting
the company after only three days. (Laughs). I eventually moved to
Kyoto and started working at a game company there.
One
day a memo was passed around detailing the previous game, and at the
bottom it said, "now think about how to make the next game
amazing by yourself."
I
looked at it and thought, "Eh? how would I make an amazing
game?" I started drafting out some concepts on my own, so as I
remember it, I taught myself how to make games then and there.
Iwata:
When
I think about how things used to be, I always start out going, "Oh,
how awful that was!" But I also have to remind myself what a
fortunate time it was.
![]() |
| Etrian Odyssey series director, Komori Shigeo |
Komori:
Personally,
I felt very blessed. Now, suddenly, they were allowing a rookie to
stand up and say, "Let's try and make this into a game!" I
kept thinking, "My boss is a really nice person." (Laughs).
Iwata:
Or
too engrossed in Dragon Quest to care.
Do
you think your affinity for pend-and-paper game and roleplaying games
has had much influence on the games you've worked on?
Komori:
That's
true. If you love the RPG genre, you go into things thinking, "I
want to make an RPG I'd love!" It has a lot of impact on your
process.
After
a few years, I was working in Atlus' Kansai branch. I ended up
working on Shin Megami Tensei simply because I really wanted
to make an RPG.
(Note:
a roleplaying game for the Nintendo SNES, Shin Megami Tensei was
released in October, 1992).
Iwata:
Speaking
of Atlus, shouldn't you be working on a very long-awaited RPG right
now?
Komori:
That
Atlus RPG... is made by the people in the Tokyo headquarters.
Everyone:
(Laughs).
Iwata:
Would
you rather they made it in Kansai? (Laughs).
Komori:
Yes....
(Laughs).
For a
while there, they had me working on a fighting game. Because it was
so different from an RPG, even though it was fun to work on, I kept
thinking, "I really want to make an RPG one day!" And I
prayed for an opportunity.
Iwata:
Now
then, Kanada-san, let's talk about how you were introduced to video
games.
Kanada:
I'm
of the same generation as Komori, so I also first got into gaming
with the NES. The first game I played was Popeye. It was
at a friend's house and it was my first time seeing a video game, so
I was quite surprised. Even though were weren't really good friends
up until then, after that I went over to his house to play every day.
(Laughs).
(Note:
Based on the American cartoon, "Popeye," the action game of
the same name was released on the Nintendo NES, Arcades, and Nintendo
Game & Watch in 1983, 1982 and 1981, respectively).
Iwata:
Back
then I was in a similar position, too. I'd go home and before I
decided whether or not to visit a friend, I'd ask them "Is there
an NES?" And that's how I decided.
Kanada:
Exactly.
(Laughs)
Maybe
it's because I was a kid, but I'd look at the movement of an enemy
thug in those days and think he moved a little differently, and think
"This guy... he's getting stronger and stronger!?"
I
would imagine all kinds of things. "Do you remember me from
yesterday, you jerk!" Things like that.
Iwata:
Ahh,
that's incredible. Why did you think things like that?
Kanada:
My
imagination was quite swollen.
Iwata:
Did
you find yourself drawn to any one genre?
Kanada:
The
same as Komori: I, too, loved RPGs.
It
was really refreshing to be able to enjoy the story from a
character's perspective, and I'd get obsessed with the game's world.
Someone would bring an instruction book to school, for example, and
everyone would gather around the manual. We'd look at pictures of the
weapons, like a sword or even a club, and say, "Wow! Cool!"
(Laughs).
Iwata:
Is a
picture of a club really that exciting? (Laughs)
Kanada:
"A
spear!"
"A
club!"
Anyway...
it was just exciting. At the time, it was really just the beginning
of the Dragon Quest explosion.
Iwata:
Dragon
Quest III, in particular. There was a really long queue on the
day it was released. I really got into the series from that
tradition.
(Note:
Dragon Quest III was a roleplaying game released on the
Nintendo NES in February, 1988).
Kanada:
Yes,
indeed. It was a social phenomena. Because I experienced it from the
perspective of a player, I think it had an even greater impact. While
the games got bigger and longer, I went to college to study film and
visual art.
Iwata:
"A
person who aspires to work in the video game industry," then?
There were lots of people like that back then. Or was gaming simply
another media for visual expression to you?
Kanada:
Yes.
At the time, working with games wasn't something I'd really thought
about doing. It seemed too much like having my head in the clouds. I
had a senpai who got a job in the game industry, and I
realized that it was something I really wanted to do, myself.
Iwata:
Ah,
so you were able to get into the industry because you were close to
other people who were in the inside.
Kanada:
Yes.
I was very excited to work for a company that made games, and right
away I helped develop the company's first fighting game.
Iwata:
Oh,
so both of you were involved in fighting games.
Kanada:
But,
after all, back then I was only working on the planning side of
things. While I was at that company, I'd think, "I really want
to make an RPG after all!" That feeling kept getting stronger,
so left and joined Atlus.
Iwata:
Kanada-san,
at Atlus, were you able to work on that RPG?
Kanada:
Yes,
because I was fortunate enough to be working in Tokyo. (Laughs).
Iwata:
It's
funny that the both wake up with this feeling of, "Today I want
to make an RPG!" In your hearts. What is it about RPGs that the
two of you found so irresistible?
Komori:
Hm...
that's a difficult question, you know.
There's
the raw RPG experience of Wizardry and Dragon Quest and
Ultima, but with tabletop RPGs, the only thing that exists
is the rule book. They allow you to go on adventure of your own, to
play and think freely.
(Note:
Wizardry is a roleplaying game series first released on the PC
in the United States in 1981; in Japan, the PC version was released
in 1985 and later ported to the NES in 1987. Since then, the series
has been ported to many platforms. Ultima is a roleplaying
game series first released on the PC in the United States in 1979; in
Japan, the PC version was released in 1985 and later ported to the
NES in 1986. Since then, the series has been ported to many
platforms).
Iwata:
Because
you have a Game Master (GM) controlling the game, you need a good GM,
don't you? To help make the world more interesting.
Komori:
That's
right, you need a good GM to make it enjoyable. I think I'm mostly
attracted to the fact that RPGs can let you experience that same
feeling of not playing by yourself, even though you're in a virtual
world.
Iwata:
What
do you think, Kanada-san?
Kanada:
RPGs
are a "story where you are the hero," and that's a very
appealing concept. When I was a child, that was really the feeling I
wanted to experience. When everyone gathers together for an RPG, and
a friend is put to sleep in combat, you'll get so immersed in the
game that you'll shout out, "Wake up!" That happens all the
time.
Iwata:
And
even though one person is controlling everything as a GM, you all
react as though you're in the fight together.
Kanada:
That's
right.
I've
also got a party on this side of the television. (Laughs).
Only
now, you're playing the probabilities all the time, so when a
character gets put to sleep, it makes it feel like you've got the
same thing happening. That's what an RPG is--something that
entertains you with your own imagination.
Iwata:
From
the Etrian Odyssey games, it seems to me that both of you are
enamored with the original experience of the great, old RPGs, and are
saying "I will deliver this experience to a game console."
Kanada:
Eh...
that might be right.
Compared
with the past, game consoles these days really have a lot of
graphical capability. Because of that, there's a lot less of the game
you're able to use your imagination to enjoy. The part of me that
loved using my imagination in games hasn't diminished at all, though.
After
all, I think imagination is the "air" of the story you're
playing in, and you really need a sense of imagination in order to
enjoy the game. Just like in the old days. You've always got to be
conscious of that.
Iwata:
The
RPG is a major genre all around the world, and as game consoles
continue to develop rapidly, RPGs have developed in the direction of
increasingly deep combat systems and visual detail.
However,
the desire to make an RPG that requires an "inflated
imagination" in order to fully enjoy seems to be a common point
with both of you.
Kanada:
Even
now, in the current generation, I think there's a feeling of "I
want to feel the same 'air' I tasted in childhood."
Iwata:
While
one person is holding the controller, everyone else is shouting with
the mood of the party. It's a very unique experience. (Laughs).
Kanada:
It
really is an incredibly fun thing! Even sitting behind, you can feel
the magic that comes with each turn. "This guy! He's doing
really good!" Like that. Even though there may be no basis at
all for that kind of feeling in the music of image of the monsters,
it just a human weakness--you have to imagine something like that.
Everyone:
(Laughs).
Iwata:
When
you first saw the proposal for Etrian Odyssey, Komori-san, which
aspect of the game most resonated with you?
Komori:
At
the time, I thought, "I really want to create a game reminiscent
of Wizardry," but I also wanted to capture the feeling of, "This
is really close to a tabletop RPG."
I
also felt I wanted to make a game that wouldn't have a complicated
flow. I wanted to play something simple, something that contained the
purest essence of an RPG.
Iwata:
How
would you define the "essence of an RPG?"
Komori:
I
think that, with Etrian Odyssey, the elements I focused most
on the three elements that were most important in Wizardry. I
think those three are the most important RPG elements: "growth,"
"battle," and "exploration."
Iwata:
And
when you boil down the essence of those things, do you get something
called Etrian Odyssey?
Komori:
Yes,
I think so.
Iwata:
When
you made the first game, did you meet much resistance with that core
concept?
Komori:
Actually,
there were only about six people on working the the team, including
the development staff. So, yes, I did feel some resistance, but I
think that's mostly because just making the game was hard. (Laughs).
Iwata:
But
it was very daring at the time. To go out and make a new RPG must
have been quite the hurdle; there must have been many difficulties
you had to overcome before you could finish it.
Komori:
Yes.
But, remember, "battle" is an essential essence of an RPG.
That said, it was a good situation with the team we had, and I was
able to pull lots of good ideas out of Kanada.
Iwata:
Kanada-san,
you helped out a lot with Etrian Odyssey. What was your first
impression of the game?
Kanada:
...Honestly,
"Is something like this all right?" Is what I thought.
(Laughs).
Iwata:
Because
you were going against the grain of contemporary RPGs.
Kanada:
That's
right.
To be
brutally honest, you can spend a lot of time decorating an RPG to
make it look more appealing, but you'll pay for that, because what
matters more is the simplest combat mechanics, and without them your
RPG won't really have much life in it.
Iwata:
"It's
not complex, but it still has to be appealing," then? That's a
very difficult proposition.
Kanada:
Yes.
But there's a certain grace to turn-based RPGs, making games that
switch in and out of combat so simply. When someone does it well, I
feel envious.
Iwata:
That's
something that reminds me a lot of the good old days of RPGs.
Kanada:
Yes.
It's the root of a good game. If you do it well, the final product
will "absolutely become fascinating."
Iwata:
Komori-san,
you've also said that simplicity is as important in RPGs as it is in
painting, or music, or writing. How would you evaluate yourself on
overcoming the challenges involved with creating the first game??
Komori:I had to always remember to think in that direction. The clear aim was to engender nostalgia, and to stimulate the imagination. At the time, Game Books were really big. I had to keep in mind that I was catering to a specific taste. I would think to myself, "Don't you really want to make an RPG that stimulates the imagination?" I thought the best way to make a game like that was through text, so I moved on to the Nintendo DS. That's about the time I became a director.
(Note:
Game Books were stories written for the purpose of allowing you to
experience the same thrill of playing an RPG. The reader chooses
certain options while reading, which change the storyline and ending.
Also known as "choose your own adventure" books).
Iwata:
Was
that a refreshing experience for you?
Komori:
Yes.
When creating text, I always needed to be aware of the point of view
for things such as talking to players and walking through a 3D
dungeon to "create the atmosphere."
Iwata:
How
did that influence the creation of visuals? How did you convey that
atmosphere through the battle system?
Komori:
I
just asked the director of the first game, and Hinata-san, who worked
on Etrian Odyssey since the first game game. He gave it a very
catchy atmosphere. He did all of the artwork for the game, and is
responsible for the character of the series.
Iwata:
At
the time, the combination of art and combat was very unique. What
about the music?
Komori:
I
asked Koshiro-san to compose the music. The midi music is a great
sound for our generation, as it's kind of like a spice that
"stimulates the imagination." But I also thought it would
feel "fresh" to younger gamers.
(Note:
Koshiro Yuzo is a composer who has composed music for many game
series, including Ys and Professor Layton).
Iwata:
I get
it.
"To
combine fascinating new things with things that have been lost? I
think it will be interesting." That is the challenge of making
"Etrian Odyssey."
Komori:
The
development staff had confidence in their ability to make an
interesting game. However, there was some anxiety. "Will this
thing really sell in today's market?"
To be
honest, I felt some resistance even after release. It was a feeling
of, "This is it..." That time had finally run out.
Iwata:
Were
you able to anticipate how people would react to the game?
Komori:
We
knew there were other people like ourselves who shared our nostalgia,
but it was unexpected to see just how many of the younger generation
were able to appreciate the same type of RPG.
Iwata:
You
did say that midi sounds fresh for younger gamers earlier. That it
wasn't something only older fans could appreciate. Kanada-san, what
do you think?
Kanada:
Although
I agree there is "freshness" there, certainly, I think the
key point is "Atlus has challenged the essential qualities of a
fun RPG." I'm in the same crowd saying, "I want to enjoy
more of core RPGs," and I think it's a big crowd with a loud
voice.
Iwata:
A
voice that also came out from the younger generation, who were not
motivated out of nostalgia. Why do you think younger gamers were able
to appreciate the Etrian Odyssey's old school sensibilities?
Kanada:
Yes,
it is because it was different and fresh. But really I'm just happy
they're all able to enjoy something from my generation.
Iwata:
Why
do you think it took so long for a game around those older aesthetics
to get made? Why haven't old-style games been seen as viable until
recently?
Kanada:
I
suspect so.
When
the Wii came out, I stood in line all night. (Laughs). We used to be
younger gamers, too, and that's the real story of Etrian Odyssey.
It may look like something new to the younger generation, like some
mysterious presence that can be felt, not heard. It's the kind of
game that makes gamers curious and say, "What kind of game might
this be?"
Iwata:
I
think Etrian Odyssey was a really good match for the DS, using
the bottom screen to draw a map and the top screen for the "Etrian
Odyssey." Did you decide to make the game like this from the
first planning stages?
Komori:
Yes.
From the very beginning, we designed Etrian Odyssey I with the
assumption that it would be on the DS. "Remember back when we'd
draw maps on graphing paper," was our general line of thought.
Iwata:
Oh,
yes. Back in those days I'd always be drawing my own maps, but these
days all that is done by the computer, isn't it? There's a
refreshing, nostalgic quality to drawing your own map with your own
hands.
Komori:
Absolutely.
When I first learned I'd be able to draw my own maps on a game
machine, it struck me as ingenious.
Iwata:
And
so the first Etrian Odyssey game was born. Now, let's move on
to the sequels. What were the chief themes of the second and third
games?
Komori:
After
the release of the first game, we saw that there was a large audience
for the title, so we had to meet their expectations for Etrian
Odyssey II. I looked back at what we did and thought, "How
can I make that more interesting?" I did not want to change the
core concept of the game in II, so instead I focused on making it
easier to play--more accessible.
Iwata:
And
you clearly met that goal. How was it with the third game?
Komori:
Well,
it was something I really had to think about a lot.
Iwata:
It
must have been exhausting to make II after the first game. "Is
it okay to keep the game this simple?" That's a natural thought
that could cause some conflict with development.
Komori:
Yes,
but at the same time you have to worry about deviating too little
from the original concept. "Will our audience bet bored with
this is we don't change it?"
That's
why I added a new thematic element to the game: "Surprising
changes."
Iwata:
Were
you able to implement that theme as you initially intended?
Komori:
Yes.
At an
event prior to the game's release, several gamers tried Etrian
Odyssey III. They were a bit puzzled by all of the changes. But
they said, "Ah, it's still Etrian Odyssey, after all."
I found that very reassuring.
Iwata:
You
must have been very happy to hear that. It sounds quite invigorating.
Komori:
Yes.
I'd hear things like, "That was so fun!" And, "I did
it!"
Iwata:
Well
then, let's finally get down to business and talk about Etrian
Odyssey IV. How did you start out with the game?
Komori:
The
feeling we had was, "Let's make the fourth game for the 3DS!"
And we started talking about it right after wrapping up development
for III. I used to say, "We'll make a 3D dungeon RPG on the
3DS," because no matter what language you speak, that's just a
perfect combination.
Iwata:
It's
almost too perfect to believe. "Did they make the 3DS just for
Etrian Odyssey?" It's a perfect match.
Komori:
Exactly.
(Laughs).
Unfortunately,
I was the timing wasn't really good for me as I was busy with other
things, and I couldn't really work on the game. Luckily, Kanada had
plenty of free time to spare. Kanada had a very strong desire to
make IV, and asked to be game director.
Iwata:
You
were both involved in development of the series because you shared
the same, strong design sensibilities. Did you find it difficult to
leave?
Komori:
I
did.
I
really wanted to think it was possible for me to head up the game,
but, of course, it was not possible. I thought the game would
probably be fine if I left everything to Kanada. When I left, I told
Kanada, "Now I'll be able to enjoy the game the same as everyone
else." (Laughs)
Iwata:
So
that brings us back to Kanada-san.
Kanada:
...Yes.
Iwata:
The
fans must have very high expectations.
Kanada:
Ohh....
It felt like I had a lot of pressure piling up on both shoulders....
(Laughs). I think there were some concerns about the change of
director, but there was a feeling that the fourth game would be a
milestone for the series.
Iwata:
The
fourth entry is certainly very important.
Kanada:
Yes.
Even
so, I had been making Trauma Center games for a while. It had been a
long time since I'd made an RPG, and my mind was filled with stuff
about heart surgery.
Everyone:
(Laughs).
Iwata:
You
certainly have to decide on which elements to change, and which
elements you dare not change. If you change too much with the new
game, you risk it being "Not Etrian Odyssey."
Kanada:
That's
right.
Specifically,
I couldn't "Squeeze the play out of the game." I had to
"Give the audience a question, but not provide an answer."
It's all about crafting an experience where thinking is fundamental,
but still accessible.
That's
why slightly altered the map-making mechanics.
Now,
people who are familiar with drawing can still draw out the maps they
want, but the auto-mapping functionality also makes it easier for
gamers who cannot draw neatly.
Iwata:
A
human being's personality is revealed through his or her drawing.
Kanada:
Yes.
I went with the assumption that not everyone playing the game would
have the same level of drawing ability. Because, to add on to what
Komori said about the good old days of RPGs and the three core
elements of "Growth," "Battle," and
"Exploration," I think the key element of "Exploration"
is that you search with the expectation of finding. That's the
sentiment I most invested into IV, and I think it's one of the chief
attractions of the Etrian Odyssey games.
Iwata:
I
see.
Kanada:
Actually,
after I decided to be director, I went to hang out with some of my
senpai from university, and we drove all around Osaka
delivering newspapers. (Laughs).
Iwata:
Ah, I
see now. “You, yourself, went on a journey that reminded you of the
RPGs you used to play”, is that it? On that journey, did you
remember many things?
Kanada:
Yeah.
I remembered the atmosphere of playing those games. Before I started
work on IV, I thought about how I could “recreate the essence that
made those old RPGs so fascinating for me,” I wanted to make the
game remind me of those times. Even though it was a very rushed
overnight trip, I'm really glad I went. (Laughs).
Iwata:
Which
areas of Etrian Odyssey did you think would take the most advantage
of the 3DS' features? For example, what kind of feeling do you get
from using stereoscopic 3D?
Kanada:
It's
a very strange feeling. I see enemies moving about the field, and see
depth the background; I can almost feel the air of the labyrinth....
Iwata:
Does
it improve the atmosphere of the game?
Kanada:
Well,
it definitely makes it much stronger. Because of how compatible the
game is with stereoscopic 3D, I decided to separate the enemies into
ranks this time. “I think I can make this look better,” was my
thinking.
Iwata:
What
about the wireless communication features of the 3DS?
Kanada:
With
the 3DS, we have the ability to use wireless communication. Following
the example of III, I approved “Guild Cards” which serve as
records of the player's guild and his or her favorite character. If
you receive someone else's Guild Card, you can incorporate that
character into your party.
(Note:
Street-Pass communication is when you leave the 3DS turned on and
carry it with you. The communication exchange occurs automatically,
exchanging data with the people you walk by).
Iwata:
So
if you use Street-Pass, you might end up getting a really nice
character.
Kanada:
That's
right. If you're up against a tough enemy that you can't beat, you
can borrow the power of one of these characters.
I've
added the the element of “sky” to the game, and in the “sky”
there is a lot of hidden treasure you can find, but to do so you need
to first receive a map from a Guild Card via wireless communication,
such as Street-Pass. The Street-Pass functionality has become a very
big function of the 3DS, so I wanted to incorporate it into the
gameplay.
Iwata:
Did
you try to make the game more approachable for newcomers to the
Etrian
Odyssey
series?
Kanada:
I
think the Etrian
Odyssey
series' “firm difficulty” appeals to people, but conversely, that
firmness also makes the game seem impenetrable for others. That is
why this time we've implemented a “casual mode” so that anyone
will be able to play.
Actually,
I'm a little concerned about how people will react to it.
Iwata:
Oh,
Nintendo also did that with Fire
Emblem,
for example. If a character dies in combat, he or she is lost
forever, but in alternate modes of play you can revive them. There
was a lot of fuss over it. (Laughs).
Kanada:
That's
right. After all, there's less value in being firm if not everyone
will experiences it. But even so, I think normal mode's firm
difficulty needed to be toned down for casual mode.
Iwata:
But
this time there is a casual mode, now beginners can play the game on
casual mode with confidence, and then move on to normal mode for a
greater challenge.
Kanada:
Yes,
there is that aspect. “There's a casual mode, but that's okay,
because I can make the normal game more difficult.” I was able to
divide it. Also, “I can't clear this game because it's too
difficult” because I've heard people say that, I wanted players to
be able to switch between normal and casual mode at any time.
Iwata:
So
you carefully constructed the game so that it would be playable to a
wider audience.
Kanada:
Yes.
I think it's important to give our customers a choice.
Iwata:
I
understand. Well, you're currently in the final stage of development.
How are you finishing up?
Kanada:
I
play the game normally while checking it over. Even though it's not
much fun relatively speaking, I enjoy this time and am proud of all
the work we've put into the game.
Iwata:
Are
you sure you're not just playing the game instead of checking it?
(Laughs)
Kanada:
Yes.
(Laughs).
Iwata:
Ah,
this is just like when I was young, and we'd all get together to talk
about the playing RPGs.
Kanada:
Yeah.
I'd listen while grinning, I'm experiencing that exact same feeling
now.
Iwata:
RPGs
generate a mysterious and wonderful phenomenon. Even though you're
playing by yourself, there's a strong social element to the games—you
want to talk to other people about it, and share the experience.
Kanada:
That
does seem to be the case. (Laughs)
Iwata:
It's
fun to talk about your experiences, and fun to hear other people talk
about theirs. That's why Dragon Quest became a social phenomenon—the
social nature of the game made it a part of what was going on at
school, and in the workplace.
Kanada:
I
think so, too.
Iwata:
Komori-san,
how do you feel about this last leg of development on Etrian
Odyssey IV?
Komori:
Actually,
right now I'm leaving everything to Kanada and the staff, so for me
right now I'm in a state where “I can't wait for it to come out.”
(Laughs).
Iwata:
Ah,
to tell the truth I'm also really looking forward to its release.
This time, you are in the same state, looking forward to the game's
release date, as all of your fans.
Komori:
Yes.
If I can, “The way it is now, I can look forward to release!” Is
what I like to think. (Laughs).
Iwata:
Finally,
I'd like you both please say something for the fans eagerly awaiting
the next entry in the Etrian
Odyssey
series. First, what would you say to those who have never played a
game in the series before, Komori-san?
Komori:
Of
course. If you have a 3DS and are thinking, “I really want to play
an RPG,” then please, consider Etrian
Odyssey IV.
If you dismissed the series in the past for being too difficult, the
addition of casual mode should enable to you fully enjoy the game
this time around.
Iwata:
And
to those who are already familiar with the Etrian
Odyssey
series, what would you say?
Komori:
That's
right, just as I thought... “You create your own adventure in the
game. In-game directions are reduced as much as possible, “Will I
be able to overcome the challenge using only my own head?” Is how
you're supposed to approach this game.
Iwata:
The
game is built around the player carving out their own destiny.
Now
then, Kanada-san.
Kanada:
I
also think Etrian
Odyssey IV
can a “where you can create an adventure.” You can jump into an
open, untamed wilderness on your 3DS, and reform it into a civilized
garden by mapping out the land yourself. I think it is exactly what
an “adventure” should be....
Iwata:
When
you open up your 3DS, you fall into a world of adventure, and you
only return to the real world when you shut your 3DS.
Kanada:
Exactly.
If you have some time during a commute, you can enjoy “another
world....”
With
the flick of a switch, so to speak, you can change the world—with
the power of stereoscopic 3D, the world becomes more and more
immersible. If you wish to enjoy a real adventure, please enjoy
Etrian Odyssey IV. Even though it is the fourth 4th
work, please do not worry and play the game.
(T/N
Note: Four is an unlucky number in Japanese culture, associated with
death).
Iwata:
Well
then, what would you say to the fans of the series so far,
Kanada-san?
Kanada:
With
IV, I've added a new element to the key concepts, and, of course, the
new casual mode. A lot of has changed, particularly with regard to
the visuals and sound. But, on the other hand, the fundamental
gameplay has not changed at all. If you play the game, I think that
you will feel that it is unmistakably “Etrian Odyssey.” In fact,
you may find it to be unexpectedly challenging.
Iwata:
Even
with the new casual mode, fans will not find the game's difficulty
lacking.
Kanada:
Yes.
While play-testing, there is an enemy the staff cannot beat even
after sixty tries. (Laughs). We're on the same side as the fans of
the series, so please enjoy the game with peace of mind.
Iwata:
So,
Komori-san.
Komori:
Right.
Earlier I said that I left things to Kanada, but, in truth, many of
the staff who helped develop III often spoke eagerly to me about IV,
so I am really looking forward to the game's release. The new Etrian
Odyssey
will be out soon, so if you are at all interested in it, please buy
it with me on launch day!
Everyone:
(Laughs).
Iwata:
That
was a new kind of appeal, wasn't it. (Laughs).
Komori:
Yes,
it certainly was. (Laughs).
By
the way... one last thing, the series art director, Yokomichi
entrusted me with a question. Would you like to answer it? (Laughs).
Iwata:
Yes,
go ahead.
Komori:
Actually,
for today, when did this place called “Labyrinth of the World
Tree” become a title you were interested in talking about? Is what
he asks.
(T/N
Note: Labyrinth
of the World Tree
is the direct translation of the Japanese game series localized in
the West as Etrian
Odyssey).
Iwata:
“Why
are we here?” Is that what you mean?
Komori:
Yes,
please.
Iwata:
I
think you meant to include, “Please ask the president this.”
(Laughs).
Well...
To me, Labyrinth
of the World Tree
is a title that conveys a lot of heat. That heat has always been a
part of the series. In fact, in the recent Nintendo Direct there was
quite a resounding reaction to it.
“I
wonder how this got made?”
“What
kind of person made this?”
“Why
is it that the game's concept has not changed?”
I
really wanted to find out the answers to those questions.
Komori:
Ah,
so that's how it was.
Kanada:
I
get it....
Iwata:
Now
that I've spoken to both of you I understand very well why Etrian
Odyssey
was produced as a “Labyrinth of a World Tree.” First off, the
games replicate the experience of older RPGs that defies conventional
expectations, appealing to gamers who feel nostalgic for the good old
days of the RPG. But at the same time, it introduces a new kind of
gaming experience to a new generation of gamers. I think Etrian
Odyssey
is, undeniably, a series with a charm strong enough to appeal to
gamers of all ages.
That
charm is embodied in the newest incarnation of the series, Etrian
Odyssey IV.
It
will be a pleasure to see how gamers react to the game.
Thank
you both very much for taking the time to speak with me today.
Everyone:
Thank
you very much.


















Awesome job! Keep up the good work!
ReplyDeleteThank you for the translation!!
ReplyDeleteThank you very much! Greetings from Russia :)
ReplyDeleteThanks for the work. There's some interesting stuff here.
ReplyDeleteThanks for the translation! I hope you can translate more Iwata Asks interviews even for some games not available in the west. :)
ReplyDeleteWell, if you come across any that are potentially interesting, let me know.
Delete