RPG Interviews

X
"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

"We have 1000 playtesters... we didn't even expect to get 100 testers" - Yosuke Shiokawa on Lunar Pulse, the Tsurugihime closed beta test, and why he chose the name Fahrenheit 213
"We have 1000 playtesters... we didn't even expect to get 100 testers" - Yosuke Shiokawa on Lunar Pulse, the Tsurugihime closed beta test, and why he chose the name Fahrenheit 213

We speak with the Founder & CEO of the indie development studio Fahrenheit 213 about their newest projects, the importance of working closely with the community for feedback, and how their games catered to Japanese audiences have found global attention, instead.

interview by Josh Torres on 05 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

"We have active work going on in 3 categories of projects, all of which we’ve never quite done before" - PH3's Durante chats with us about what to expect next, Trails from Zero and Trails to Azure for PS5 and Switch 2, the industry, and more
"We have active work going on in 3 categories of projects, all of which we’ve never quite done before" - PH3's Durante chats with us about what to expect next, Trails from Zero and Trails to Azure for PS5 and Switch 2, the industry, and more

Ahead of the new Trails from Zero and Trails to Azure Switch 2 and PS5 ports, we had a chance to catch up with PH3's Durante to discuss the ports, go into the weeds, mouse controls, and much more.

interview by Mikhail Madnani on 03 September, 2026

"The biggest factor in moving forward with a console version of Another Eden was the overwhelming demand from players asking for one" - Studio Prisma on the decision and process of how Another Eden Begins came to life
"The biggest factor in moving forward with a console version of Another Eden was the overwhelming demand from players asking for one" - Studio Prisma on the decision and process of how Another Eden Begins came to life

Producer Shinnosuke Hirasawa and Director Yasutaka Onaga spoke with us about the debut project from Studio Prisma that brings the world of Another Eden as an offline premium game.

interview by Josh Torres on 02 September, 2026

"We want to keep classic gaming experiences alive and relevant - for the people who grew up with them, for players discovering them for the first time" - SNEG co-founder Artem Shchuiko on game preservation, Warhammer, Dungeons & Dragons Classics, and more
"We want to keep classic gaming experiences alive and relevant - for the people who grew up with them, for players discovering them for the first time" - SNEG co-founder Artem Shchuiko on game preservation, Warhammer, Dungeons & Dragons Classics, and more

We chat with SNEG co-founder Artem Shchuiko about game preservation, Dungeons & Dragons Classics, Warhammer, Pool of Radiance, consoles, handhelds, coffee, and much more.

interview by Mikhail Madnani on 25 August, 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

"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

Next page