RPG Interviews - Page 11

X
“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

"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

"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

"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

"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

Last page