Friday, November 21, 2025
spot_img

Dragon Quest VII Reimagined Producer Takeshi Ichikawa Interview


As a part of the Dragon Quest VII Reimagined Preview, I had the chance to interview the sport’s producer, Takeshi Ichikawa. As at all times, I want to thank him for his time in answering our questions, in addition to our translator and the Sq. Enix group for making the occasion and interview attainable.

RPGFan: Dragon Quest VII Reimagined has a novel look in comparison with its different contemporaries which have lately been redone, like Dragon Quest I & II HD-2D this 12 months and Dragon Quest III HD-2D final 12 months. What impressed you and your group to make use of this visible model over the HD-2D model?

Ichikawa: So we don’t should let you know this at this level, however all of the mainline Dragon Quest titles have character designs by Akira Toriyama. One of many distinctive components of Dragon Quest VII’s artwork is that every one the characters are drawn shorter and extra cute. So, based mostly on that, we did quite a lot of explorations in early phases of improvement and did quite a lot of analysis on varieties of visible kinds on the market on this planet. And we noticed that quite a lot of visible media together with movies, TV, and video games make the most of this doll visible model. We’ve found that they had been fairly effectively regarded world wide, too. This was step one in direction of the choice of using this handcrafted model that will complement the quick and cute designs by Toriyama.

RPGFan: So with the brand new graphical model, I’m additionally hoping we see some adjustments in musical preparations as effectively, as a result of on each the PlayStation and 3DS variations of Dragon Quest VII that got here to the West, we really by no means received an orchestrated model of this soundtrack ever. It was at all times the MIDI soundtrack. Can we count on an orchestrated model for Dragon Quest VII Reimagined, and if that’s the case, will we hear preparations from the Symphonic Suites or new preparations on this model?

Ichikawa: I’m certain you skilled this in your gameplay demo session, however all of the tracks within the sport are organized in an orchestra efficiency. We re-recorded the tracks within the sport in an orchestral efficiency. As for who did the preparations, they had been completed by Sugiyama Kobo, the property for Koichi Sugiyama.

RPGFan: So, it seems that every model of Dragon Quest VII will get extra streamlined as they arrive out. The 3DS model was much more compact, nevertheless it wasn’t that distant from the unique. There was a little bit of confusion amongst followers about what is definitely being reduce from this model. There was discuss eradicating a few of the “fluff” islands that didn’t add something to the story, and different hypothesis that these islands usually are not actually reduce and simply moved to a postgame or endgame scenario. Can we get a affirmation on what is definitely happening?

IchikawaSure, I’m completely happy to make clear that half. So, for the general narrative of Dragon Quest VII Reimagined, we utterly reworked every little thing. There are just a few changes from the unique model and the 3DS model. To provide you particular numbers, we did reduce or take away three storylines from the unique. And so as to add on to that, we did make changes to 4 of the tales that may now be handled as optionally available storylines. They don’t seem to be essentially going to be moved in direction of the endgame content material; it’s simply that gamers have the choice to expertise them any time they need after they get entry to that time. With these changes, we really feel assured that we may give a good richer story expertise for our gamers.

However there may be extra. We aren’t simply eradicating and adjusting current storylines. We’re additionally introducing utterly new tales that had been by no means seen earlier than within the earlier two variations. What this entails is giving an in-depth take a look at the relationships between these characters. All collectively, we expect the story expertise this time round in Dragon Quest VII Reimagined goes to be utterly recent.

RPGFan: I, for one, am trying ahead to it as a fan of the unique, and one among its critics in that it was manner too lengthy at sure factors. I’m completely happy to see these adjustments. Can’t wait to see all the brand new stuff, too!

RPGFan: Are you able to inform us extra concerning the Moonlighting mechanic and why the change from Monster Vocations within the authentic PS1 model to extra of an tools system the place you equip the orb and get the powers of the monsters now?

Ichikawa: So, the Moonlighting system permits gamers to equip two vocations per character and could be very totally different from the PS1 and 3DS techniques, the place the characters had been restricted to only one. The way in which it labored was when you maxed out the proficiency degree of your present vocation, you bought the chance to alter your vocation to one thing that’s increased or stronger. However whenever you do this, the proficiency price begins over, and that negatively impacts character attributes like well being and energy. The Moonlighting system now addresses that problem, as a result of gamers don’t want to start out over. They will select to maintain a maxed-out vocation and begin a brand new one in a second slot. By including the Moonlighting system, specializing in the human vocations, and utterly overhauling the entire vocation system (together with the monsters’ ones) into tools, it offers the gamers the liberty and adaptability to try to mix many alternative functions that they wish to attempt to beat the sport. It helped kill two birds with one stone, and it actually labored out for us.

Dragon Quest VII Reimagined Producer Takeshi Ichikawa & RPGFan's Scott Clay
Dragon Quest VII Reimagined Producer Takeshi Ichikawa & RPGFan’s Scott Clay

RPGFan: Talking of vocations, I’m at all times curious, and I like asking builders: What’s your favourite vocation or vocation mixture? Are there any combos you assume gamers ought to attempt or sit up for when Dragon Quest VII Reimagined comes out?

Ichikawa: My favourite vocation is definitely the pirate. The entire idea of Dragon Quest VII is that you simply go on an journey with a gaggle of mates and finally discover a boat and exit to sea, so it kinda of makes you are feeling like being a pirate. So, I’m actually trying ahead to gamers making an attempt it.

As for mixtures of vocations that I’d counsel for gamers, effectively, I don’t know I’m ok to suggest something actually. I don’t know if I’ve any good options, but when I had one advice, it could be for gamers to attempt the priest vocation as a result of, along with the Moonlighting system, there may be additionally one thing new added to battles known as “Let Unfastened,” which you could have skilled within the demo?

RPGFan: Sure, really I did. I managed to kill a Steel Slime with it. I unintentionally hit whistle whereas taking part in, which spawned one, and since Ruff’s Let Unfastened Assault had an automated crit, I really ended up killing it.

*laughs from the room*

Ichikawa: Sure, and that’s one of many advantages to the system. The priest Let Unfastened command has a really in depth restoration transfer that heals all harm and heals all illnesses in your complete occasion, so it provides quite a lot of survivability and is one thing I’d suggest making an attempt out and preserving round.

RPGFan: Talking of issue, each current Dragon Quest remaster/remake thus far has added Draconian difficulties to them. Can we count on the identical from Dragon Quest VII Reimagined? Will the problem be extra just like the PlayStation or extra towards the 3DS issue?

Ichikawa: For Reimagined, particularly with regard to fight issue, it has quite a lot of new techniques (such because the Moonlighting system and Let Unfastened instructions), so we reworked the battle difficulties too. We can have issue choices, and on the usual degree of issue, so long as you degree up effectively, you shouldn’t have an excessive amount of bother with battles. However you possibly can at all times change the problem within the choices to fit your degree.

RPGFan: One among Dragon Quest‘s greatest options is the distinctive, enjoyable, and fairly in-depth characters. Dragon Quest VII is not any exception to this. I really assume it has two of one of the best characters within the collection with Maribel and Kiefer. However you all get to spend a lot extra time with these characters than we do. I’ve to ask two questions right here: Who’s your favourite, and who’re you trying ahead to the gamers experiencing on this model, particularly with the way you rearranged the story for Dragon Quest VII Reimagined?

Ichikawa: Yeah, I’d undoubtedly say that Maribel is such a fantastic character, particularly this time round. With the Reimagined model, these characters now have voiceovers and I feel they provide the characters much more emotional weight to the way in which they’re portrayed, and provides a extra immersive expertise for gamers. So, yeah, I would really like gamers to undoubtedly maintain an eye fixed out for Maribel this time round.

RPGFan: So, what’s essentially the most difficult facet of reimagining a sport as lengthy and large as Dragon Quest VII? Like we mentioned earlier than, it’s a 100+ hour sport only for the principle story, so it should be a frightening job for a sport like this.

Ichikawa: It definitely wasn’t a simple feat, however we now have quite a lot of unimaginable employees members who labored on the script and eventualities of Dragon Quest VII, together with quite a lot of in depth discussions and conferences to grasp and decide what we will do to work on the story. We additionally had the total help of Hori-san, the creator of Dragon Quest. So, with all of those facets working collectively, we had this aim of preserving the attraction of the unique Dragon Quest VII, together with its darker and extra mature tone that depicts all these horrible tragedies and adversities that these characters face, whereas preserving it recent and new. I feel we had been capable of create a extremely wealthy story and sport expertise for our gamers.

RPGFan: One last query—and thanks in your time at the moment—what are you most trying ahead to gamers having fun with in Dragon Quest VII Reimagined in comparison with the earlier two?

Ichikawa: For Reimagined, we had a really clear imaginative and prescient from the start, and we actually needed to concentrate on three principal core components of visuals, story, and battle. So, I want to name out these three components because the important components of the reimagining, and hope gamers actually get pleasure from these three facets of the sport!

RPGFan: I’m undoubtedly trying ahead to it myself! Thanks in your time!


Dragon Quest VII Reimagined releases on February fifth, 2026 on the PlayStation 5, Xbox Collection X|S, Nintendo Change, Nintendo Change 2, and PC!

Related Articles

LEAVE A REPLY

Please enter your comment!
Please enter your name here

- Advertisement -spot_img

Latest Articles