PlayStation 5 Game Interviews

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"We truly feel this demo will dispel any kinds of uncertainty or concerns that people may have had" - Final Fantasy Resonance Director & Producer on the audience's positive reception after finally being able to play it
"We truly feel this demo will dispel any kinds of uncertainty or concerns that people may have had" - Final Fantasy Resonance Director & Producer on the audience's positive reception after finally being able to play it

Director Hiroto Furuya and Producer Keisuke Nakashima spoke with us the day after the Final Fantasy Resonance demo came out, so we got to chat about their relief at finally being able to release something that people can play for themselves.

interview by Josh Torres on 06 September, 2026

"In the end, I hope that players can experience the world with fresh eyes, enjoying curiosity" - Analgesic Productions on developing Angeline Era, console ports, the next game, and more
"In the end, I hope that players can experience the world with fresh eyes, enjoying curiosity" - Analgesic Productions on developing Angeline Era, console ports, the next game, and more

Ahead of this week's Angeline Era console launch, we had a chance to catch up with Marina and Melos from Analgesic Productions to discuss game design, narrative, Falcom, Ys, discoverability, and much more.

interview by Mikhail Madnani on 05 September, 2026

"Based on the decisions you make, by the end of the game you might not have every companion with you" - Exodus' narrative director on choice in RPGs, the animal-like Awakened, story themes, and more
"Based on the decisions you make, by the end of the game you might not have every companion with you" - Exodus' narrative director on choice in RPGs, the animal-like Awakened, story themes, and more

We chat with Mass Effect 1 & 2 writer Drew Karpyshyn on the narrative ambitions of the new sci-fi RPG Exodus, and how it hopes to lean into the theme of sacrifice.

interview by Hayes Madsen on 04 September, 2026

"The Switch 2 offers impressive performance for a handheld system" - Lies of P Game Director Jiwon Choi on the porting process, the potential of cross save, the physical cartridge release, and more
"The Switch 2 offers impressive performance for a handheld system" - Lies of P Game Director Jiwon Choi on the porting process, the potential of cross save, the physical cartridge release, and more

We chat with Lies of P Game Director Jiwon Choi about the recent port, working with Nintendo, the Switch 2 hardware, the possibility of cross save, the next game, coffee, and more.

interview by Mikhail Madnani on 21 August, 2026

"We are extremely grateful that so many players have enjoyed the game, and we are genuinely delighted" - Team Ninja talks Nioh 3 reception and the new Hell Rising DLC
"We are extremely grateful that so many players have enjoyed the game, and we are genuinely delighted" - Team Ninja talks Nioh 3 reception and the new Hell Rising DLC

Ahead of the DLC release of Nioh 3: Hell Rising, we had a chance to talk to Team Ninja project manager Kohei Shibata, director Masaki Fujita, and level design Lead Atsushi Takahashi.

interview by Adam Vitale on 18 August, 2026

"Ultimately, both Yoshida and Soken are entertainers, and (I hope!) appreciate my attempts at maintaining that sense of entertainment in my interpretations" - Koji Fox on localization, FFXIV, FF16, Final Fantasy XI, coffee, and much more
"We sat down and watched a lot of old action movies," — Onimusha: Way of the Sword's developers on crafting intense combat, difficulty, the Switch 2 version, and more
"We sat down and watched a lot of old action movies," — Onimusha: Way of the Sword's developers on crafting intense combat, difficulty, the Switch 2 version, and more

Just ahead of the game's launch, we talk to the producer and director of Onimusha: Way of the Sword, learning about its combat design, historical focus, how Genma are designed, and more.

interview by Hayes Madsen on 06 August, 2026

"Please, regardless of who ends up getting killed, don't send me hate mail" - Kazutaka Kodaka and Shohei Sakakibara on Danganronpa 2x2
"Please, regardless of who ends up getting killed, don't send me hate mail" - Kazutaka Kodaka and Shohei Sakakibara on Danganronpa 2x2

During Anime Expo 2026, we had the chance to sit down and discuss with the team about some of the changes being made for Danganronpa 2x2

interview by James Galizio on 05 August, 2026

"We messed up, we had to fix things" - Owlcat Games' Head of Publishing Andrey Tsvetkov on Warhammer 40,000: Rogue Trader's Switch 2 launch, the possibility of cross save, coffee, and much more
"We messed up, we had to fix things" - Owlcat Games' Head of Publishing Andrey Tsvetkov on Warhammer 40,000: Rogue Trader's Switch 2 launch, the possibility of cross save, coffee, and much more

We chat with Owlcat Games' Head of Publishing Andrey Tsvetkov about Rogue Trader's Switch 2 launch, making things right, optimization, the possibility of Pathfinder ports, free DLC, coffee, and much more.

interview by Mikhail Madnani on 05 August, 2026

"I do hope that in the eyes of our players, Cyberpunk 2077 has earned its place, and I look at it now with pride and gratitude" - Associate Game Director Paweł Sasko on Cyberpunk 2077's launch, Edgerunners, quest design, music, and more
"I do hope that in the eyes of our players, Cyberpunk 2077 has earned its place, and I look at it now with pride and gratitude" - Associate Game Director Paweł Sasko on Cyberpunk 2077's launch, Edgerunners, quest design, music, and more

We chat with CDPR's Associate Game Director Paweł Sasko about Cyberpunk 2077's launch, looking back at the support, Edgerunners, Wuthering Waves, quest design, characters, and much more.

interview by Mikhail Madnani on 31 July, 2026

"Nintendo was aware of our ambition and it did take a lot of collaborative effort to make it happen" — CD Projekt Red's Artur Kepen on Cyberpunk 2077 for Switch 2, PS5 Pro support, Mac, cross save, and more
"Nintendo was aware of our ambition and it did take a lot of collaborative effort to make it happen" — CD Projekt Red's Artur Kepen on Cyberpunk 2077 for Switch 2, PS5 Pro support, Mac, cross save, and more

We reflect on one year of Cyberpunk 2077 ports and updates with CDPR's Senior Release Manager Artur Kepen covering cross save, the Switch 2 physical release, Mac version, PS5 Pro support, and more.

interview by Mikhail Madnani on 27 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

"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

"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

"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

"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

"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

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