RPG Interviews

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"Steam became one of the most important platforms for us” – Japanese developer Sting chats with us about self-publishing, early access, Nintendo Switch 1 & 2, the possibility of a Baroque Syndrome localization, coffee, and more
"Steam became one of the most important platforms for us” – Japanese developer Sting chats with us about self-publishing, early access, Nintendo Switch 1 & 2, the possibility of a Baroque Syndrome localization, coffee, and more

We chat with Japanese developer and publisher Sting about its self-publishing efforts, challenges, PC ports, the importance of Steam, the possibility of localizing Baroque Syndrome, Switch physical releases, coffee, and more.

interview by Mikhail Madnani on 23 July, 2026

"Every game that drops out of circulation is a game that may be lost for good" – We chat with GOG about game preservation, one-click mods, Capcom, Final Fantasy, The Dreamlist, and much more
"Every game that drops out of circulation is a game that may be lost for good" – We chat with GOG about game preservation, one-click mods, Capcom, Final Fantasy, The Dreamlist, and much more

Earier this year, I had a chance to send over the team at GOG some questions about its preservation efforts, Final Fantasy, Resident Evil, Epic Megagames, One-Click MOD support, the Dreamlist, and much more.

interview by Mikhail Madnani on 15 July, 2026

"The motivation for this project was the passionate feedback we received from fans" - Dragon's Dogma 2: Dark Arisen's developers on the expansion's new gameplay loop, how it affects the Unmoored World, and more
"The motivation for this project was the passionate feedback we received from fans" - Dragon's Dogma 2: Dark Arisen's developers on the expansion's new gameplay loop, how it affects the Unmoored World, and more

We talk to the producer and director of Dragon's Dogma 2: Dark Arisen, digging into how this expansion will change the base game, why it takes place in the frozen North, and how the team is keeping the "spirit" of the game intact.

interview by Hayes Madsen on 13 July, 2026

"It's always such fun and so inspiring for me to immerse myself in completely new sounds" - Emi Evans discusses NieR, Chaos Language inspirations, Kaine, Automata, and coffee
"It's always such fun and so inspiring for me to immerse myself in completely new sounds" - Emi Evans discusses NieR, Chaos Language inspirations, Kaine, Automata, and coffee

We spoke to Emi Evans about Chaos Language, NieR, her early career, Etrian Odyssey, Chicory, Labyrinth of Galleria, Kaine, coffee, and more.

interview by Mikhail Madnani on 12 July, 2026

"We've long had the desire to play Disgaea as an action RPG" - Disgaea Mayhem's developers discuss the upcoming release, Disgaea's charm, learning from past entries, combat, coffee, and more
"We've long had the desire to play Disgaea as an action RPG" - Disgaea Mayhem's developers discuss the upcoming release, Disgaea's charm, learning from past entries, combat, coffee, and more

Ahead of its launch next week, we chat with the Disgaea Mayhem Development Team about the action RPG, influences, learnings from Disgaea 6 and 7, platform choices, Game-Key Cards, coffee, and more.

interview by Mikhail Madnani on 10 July, 2026

"Making games for work and making games for fun. In a sense, it was heaven" - Yoshio Nishimura on Veritas Tales: Witch of the Dark Castle, Vanillaware, Capcom, and more
"Making games for work and making games for fun. In a sense, it was heaven" - Yoshio Nishimura on Veritas Tales: Witch of the Dark Castle, Vanillaware, Capcom, and more

We chat with Yoshio Nishimura about Veritas Tales: Witch of the Dark Castle, working at Vanillaware, George Kamitani, Capcom, the pandemic, and much more.

interview by Mikhail Madnani on 09 July, 2026

"The younger generation - they're watching a ton of anime" - Suikoden IP Director Rui Naito on Suikoden: The Anime
"The younger generation - they're watching a ton of anime" - Suikoden IP Director Rui Naito on Suikoden: The Anime

As part of the ongoing Konami IP revival initiative, we had the chance to sit down and talk about the importance of Suikoden: The Anime to Konami

interview by James Galizio on 08 July, 2026

"Maintaining what Culdcept is, as a series, is extremely important to us" - we talk with Neos Corporation about reviving the card RPG series
"Maintaining what Culdcept is, as a series, is extremely important to us" - we talk with Neos Corporation about reviving the card RPG series

A behind the scenes look at Culdcept BEGINS, the latest entry in the legendary series.

interview by Junior Miyai on 27 June, 2026

"We're very proud of how the game has come along" - We speak with Obsidian Entertainment about Grounded 2's first year
"We're very proud of how the game has come along" - We speak with Obsidian Entertainment about Grounded 2's first year

At Summer Game Fest Play Days 2026, I had a chance to sit down with Obsidian to discuss the game's first year in Early Access, working with Eidos Montreal, updates, and more.

interview by Adam Vitale on 26 June, 2026

"All the choices you make influence how the game evolves" - We speak with Flyos about making a CRPG in Vampire: The Masquerade - Eternal Whispers
"All the choices you make influence how the game evolves" - We speak with Flyos about making a CRPG in Vampire: The Masquerade - Eternal Whispers

During Summer Game Fest, we had a chance to speak with Creative Director Gary Paitre about the newly announced VtM CRPG.

interview by Adam Vitale on 21 June, 2026

"You unlock new story events in Endless Ragnarok through clearing quests, unlike Relink's narrative chapter progression" Tetsuya Fukuhara and Sanshiro Hidaka speak extensively about Granblue Fantasy Relink: - Endless Ragnarok
"You unlock new story events in Endless Ragnarok through clearing quests, unlike Relink's narrative chapter progression" Tetsuya Fukuhara and Sanshiro Hidaka speak extensively about Granblue Fantasy Relink: - Endless Ragnarok

We spoke extensively with the Creative Director of the Granblue Fantasy series & the Director of Endless Ragnarok about the many new systems the major expansion contains and what the future of Relink may have in store.

interview by Josh Torres on 18 June, 2026

"Five to six years is pretty normal for the development of a game... we did it in about three" Eiichiro Sasaki and Hiroyuki Kobayashi speak on how Stupid Never Dies was able to be developed relatively quickly
"Five to six years is pretty normal for the development of a game... we did it in about three" Eiichiro Sasaki and Hiroyuki Kobayashi speak on how Stupid Never Dies was able to be developed relatively quickly

We spoke briefly with Stupid Never DIes' director & GPTrack50's studio head on how development of their debut action RPG is going, and learned more about the staff at the new studio.

interview by Josh Torres on 10 June, 2026

"I'm here to create something new that does not exist, that no one has ever done before" - Fumito Ueda on Gen Atlas' inspirations, shooter elements, and his distinct style
"I'm here to create something new that does not exist, that no one has ever done before" - Fumito Ueda on Gen Atlas' inspirations, shooter elements, and his distinct style

We talk to Fumito Ueda about how Gen Atlas embraces, and diverges from, the distinct tone and style of his previous games.

interview by Hayes Madsen on 10 June, 2026

"Designing a game as complex as an RPG with a strong narrative that works in co-op is very difficult" - Expeditions Samurai Creative Director Jonas Waever on the Japanese setting, early access, and more
"Designing a game as complex as an RPG with a strong narrative that works in co-op is very difficult" - Expeditions Samurai Creative Director Jonas Waever on the Japanese setting, early access, and more

Expeditions Samurai Creative Director Jonas Waever discusses the long journey leading into the early access launch, co-op challenges, controller support, and much more in our interview.

interview by Mikhail Madnani on 08 June, 2026

"Some of the choices that we make may alter what the player perceives about each character" - Naoki Hamaguchi on Final Fantasy VII Revelation's Story Choices, Vincent, Weapon Battles, and More
"Some of the choices that we make may alter what the player perceives about each character" - Naoki Hamaguchi on Final Fantasy VII Revelation's Story Choices, Vincent, Weapon Battles, and More

We talk to Final Fantasy VII Revelation director Naoki Hamaguchi about the long-awaited finale, Vincent's story elements, Ruby Weapon, and much more.

interview by Hayes Madsen on 07 June, 2026

“I would love to see a new story set in Ivalice” – Hitoshi Sakimoto on His Career, 13 Sentinels, Ogre Battle, The Colors of Harmony Concert, and More
“I would love to see a new story set in Ivalice” – Hitoshi Sakimoto on His Career, 13 Sentinels, Ogre Battle, The Colors of Harmony Concert, and More

We chat with Hitoshi Sakimoto about his 40 year career, Final Fantasy XII, Vanillaware, how he became a composer, working with Yasumi Matsuno, coffee, and much more.

interview by Mikhail Madnani on 31 May, 2026

"It’s my life’s work" - Suga Munemitsu on Utawarerumono, storytelling, Project Kizuna, and more
"It’s my life’s work" - Suga Munemitsu on Utawarerumono, storytelling, Project Kizuna, and more

As the Utawarerumono series comes to an end, we look back on the series with writer Suga Munemitsu.

interview by Blake Simons on 26 May, 2026

Supergiant Games Interview With Greg Kasavin and Darren Korb – Hades II, Early Access Feedback, Boss Themes, the Ending, Coffee, and the Future
Supergiant Games Interview With Greg Kasavin and Darren Korb – Hades II, Early Access Feedback, Boss Themes, the Ending, Coffee, and the Future

We chat with Supergiant Games' Greg Kasavin and Darren Korb about Hades II, the original ending, guitar solos, inspirations, game narrative, streaming Oblivion, and much more.

interview by Mikhail Madnani on 23 May, 2026

"You need to dream a bit. You need something to invent," Assassin's Creed Black Flag Resynced Developers Discuss Ubisoft's First Big Remake, Enhancements, Modern-Day, and More
"You need to dream a bit. You need something to invent," Assassin's Creed Black Flag Resynced Developers Discuss Ubisoft's First Big Remake, Enhancements, Modern-Day, and More

We talk to key developers behind Assassin's Creed Black Flag Resynced, digging into the direction behind Ubisoft's first big remake, what's been added, and how it sets the stage for the series' future.

interview by Hayes Madsen on 21 May, 2026

'Once the Switch 2 was announced, we felt that was a great opportunity to bring Kena to a brand new platform.‘ – Ember Lab COO Josh Grier discusses Kena's Switch 2 port and more
'Once the Switch 2 was announced, we felt that was a great opportunity to bring Kena to a brand new platform.‘ – Ember Lab COO Josh Grier discusses Kena's Switch 2 port and more

We chat with Josh Grier, Chief Operating Officer at Ember Lab, about bringing Kena: Bridge of Spirits to Nintendo Switch 2, a potential physical release, optimization, and much more.

interview by Mikhail Madnani on 20 May, 2026

"This time, portraying a single protagonist was one of our key challenges" Naofumi Matsushita on developing The Adventures of Elliot: The Millennium Tales
"This time, portraying a single protagonist was one of our key challenges" Naofumi Matsushita on developing The Adventures of Elliot: The Millennium Tales

We had the chance to ask the team behind The Adventures of Elliot some of what went into designing HD2D's first Action RPG.

interview by James Galizio on 18 May, 2026

"If Shovel Knight is our Mario, Mina would become our Zelda" - Sean Velasco from Yacht Club Games on Mina the Hollower, seven new game plus modes, the price, and much more
"If Shovel Knight is our Mario, Mina would become our Zelda" - Sean Velasco from Yacht Club Games on Mina the Hollower, seven new game plus modes, the price, and much more

We chat with Sean Velasco from Yacht Club Games about Mina the Hollower, indie game pricing, seven new game plus modes, difficulty, potential DLC plans, Switch optimization, Steam Deck support, DualSense features, coffee, and more.

interview by Mikhail Madnani on 15 May, 2026

"Our understanding of what it means to deliver a viable experience on any platform has become much clearer" Naoki Hamaguchi on porting Final Fantasy VII Rebirth to Nintendo Switch 2
"Our understanding of what it means to deliver a viable experience on any platform has become much clearer" Naoki Hamaguchi on porting Final Fantasy VII Rebirth to Nintendo Switch 2

In the lead up to Final Fantasy VII Rebirth's Nintendo Switch 2 release, we had the chance to ask the team about their thoughts on taking the game multi-platform.

interview by James Galizio on 29 April, 2026

"I'm mostly interested in solving impossible problems" – Brian Bucklew Discusses Caves of Qud's Development, the Switch Port, Expansions, Coffee, and Much More
"I'm mostly interested in solving impossible problems" – Brian Bucklew Discusses Caves of Qud's Development, the Switch Port, Expansions, Coffee, and Much More

We chat with Freehold Games' Brian Bucklew about Caves of Qud, the recent Switch port, the many years of work that went into controller support, Qud expansions, Yakuza, coffee, and much more.

interview by Mikhail Madnani on 26 April, 2026

"We want players to spend their time actually enjoying the content they're passionate about" – Honkai: Star Rail Developers Discuss the Future, Potential Switch 2 Port, Himeko’s Coffee, and More
"We want players to spend their time actually enjoying the content they're passionate about" – Honkai: Star Rail Developers Discuss the Future, Potential Switch 2 Port, Himeko’s Coffee, and More

Ahead of its third anniversary, we spoke to the Honkai: Star Rail development team to discuss plans for the future, a potential Trails collaboration, Steam Deck and Switch 2 support, Himeko's coffee, and much more.

interview by Mikhail Madnani on 26 April, 2026

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