The long journey of Nioh, interview with director Fumihiko Yasuda
After completing its great journey, the Nioh saga is ready to drop the curtain on the events of its half demons, returning to the new generation with the definitive editions of the first and second chapter. In particular, after telling you about its latest DLC less than a month ago, Nioh 2 is the first to usher in the new path with the release of the Nioh 2 Complete Edition on PC, similar to what happened for the first Nioh. Including all the DLCs and clear graphical improvements from a hardware point of view, such as the ability to reach 120fps and 4K resolution with support for ultra-wide monitors, the Complete Edition of Nioh 2 is ideal for all those gamers who were waiting for the title of Team Ninja and Kou Shibusawa on Computer.
While we were immersed once again in the levels of the game, we also had the extraordinary opportunity to be able to interview Fumihiko Yasuda, Director of the Nioh saga and figure key to Team Ninja, as well as the first voice that in a recent interview with Famitsu revealed the conclusion of the work on Nioh and the studio's desire to rely on new projects for the coming year.
Nioh's story has finally ended after two intense and beloved chapters. Now that the story has finished its cycle, what is, in your opinion, the most important moment that accompanied the history of the development and publication of the saga and why?
Fumihiko Yasuda: Surely, one of the most important moments for us at Team Ninja was the release of the first Nioh. As we have often pointed out, that was our first approach to what is defined as mesocore and, moreover, also our first title with such strong RPG elements. The reception of the public after the release and the success of the project were key moments for us, as well as surprising due to the positive response from the public.
Looking at the long history of Nioh 2 and the content released over the course of the year, how did player feedback affect what was developed after the base game was released?
Fumihiko Yasuda: When we talk about the contents of Nioh 2, we must necessarily premise that the heart behind their offer was developed at the same time as the base game, so player feedback is used when we try to understand how we can better balance the elements of the game that we have already created and need to implement, or understand what new weapons we can add and how to make the most of them.
The art direction of Nioh 2 is certainly a significant step forward compared to to that of its predecessor, also having a more colorful tone and at the same time expressing many aspects of Japanese mythology. Is there a level or setting that you consider your favorite? And if so, why?
Fumihiko Yasuda: Surely part of the charm of Nioh 2 is precisely that of being able to describe many different environments thanks to the colors it manages to show off. For me, the part that strikes me most about the game is when the cherry trees, or Sakura, are framed, precisely because they give that really bright color that brings out the atmosphere of the title well. There is also another reason why I love Sakura in the game: in our culture the flowering of these trees and the traditions related to them often symbolize the beginning of something, such as the beginning of new friendships or new adventures. I think this particular meaning is well suited to Nioh 2 and its story, where the characters and their relationships represent a key point of the proposed experience.
Read also: Nioh 2, the Complete Guide
Speaking of the characters of Nioh 2, could we therefore say that the experience of the game, through the personalized character and the numerous cast highlighted, is more personal than the first Nioh? According to what you have been able to observe from the reactions of the public, did the players bond with Hide, Tokichiro and the rest of the company as you expected before the release?
Fumihiko Yasuda: From the very beginning, our team's goal was to be able to create a real emotional connection with all the main characters. At first we wondered if it was really right for such an action game to focus on the characters and the relationships to be established with them. Sure, it was a potential risk, but we wanted to try it anyway and I have to say, in the end, we're really happy with how the players have managed to relate to our characters. For us it is therefore a very positive success!
For the Nioh 2 DLC you have chosen to travel to the past to include historical and mythical figures in the game's backstory. So why did you choose this particular approach instead of adding events after the main story of the protagonist?
Fumihiko Yasuda: With the first Nioh, we wanted to move forward in the events of William's time and continue his story. However, our purpose in Nioh 2, right from the base game, was different: we wanted to show the origin of the Yokai and their particular history. To do this we therefore decided to use the DLC to go back to the beginning of the story, thus following the philosophy that we set ourselves at the beginning.
One of the most praised qualities of Nioh 2 is its soundtrack. With a series of respectable compositions and music, how did you approach the audio sector in being able to help the story tell its story and set the tone? Also, what were the main inspirations behind music like “Dream” and the two themes linked to Tokichiro?
Fumihiko Yasuda: For the realization of the soundtrack of Nioh 2 we can say that we had two main aspects to take into consideration: the first was to create music that could give the aura of mystery and darkness typical of the game, the second was to link to this feeling a sound that was properly attributable to the more traditional Japanese one. Our main goal, for example with Bosses or some specific areas, was to want to give each song the opportunity to remain etched in the player's memory and to tell something about the object of the composition already from the notes. Taking for example the music of Tokichiro you mentioned, in that case our aim was to want to pass the characteristics and depth of that character through the music, making sure that every encounter with this musical theme is a particular memory for the gamer.
After the console release, what was your approach to PC users for Nioh 2 Complete Edition? How do the technical improvements marry with the gameplay of the second chapter?
Fumihiko Yasuda: Similar to what happened for the first Nioh, our aim is to be able to enhance the frenetic action of the game, which greatly benefits the maximum frame rate that can be achieved. In this case, aiming for 120 fps makes the gameplay more responsive and rewarding, especially in terms of challenge. However, there is also the side of improvements to the graphics engine, such as support for HDR, which therefore allows us to be able to give the environments of Nioh 2, with their colors and landscapes, a more natural and rich feeling. br>
Read also: Nioh 2, the blade of the Demon King | Review
What are the main differences between wanting to face a story with an already chosen protagonist, like William, and that of Nioh 2? Now that both storylines are over, what in your opinion was the most engaging element of the two?
Fumihiko Yasuda: From a strictly storytelling point of view, using a unique protagonist like William di Nioh allows us developers and writers to manage the story exactly as we want it, so in a narrative perspective it is an advantage . However, on the other hand, creating a personal protagonist allows the player to be more involved and identified with the story. That said, for me the element that pulls the user into the game is the action gameplay. If the latter is done well, reactive and able to keep the player glued to the pad, if this specific part is solid then it does not matter which method is used: the result will always be excellent.
Remaining in the differences between the two protagonists, how was the change between a Western protagonist in Japanese land to one who is native to the folklore of the rising sun perceived? Are there any substantial differences when we approach the two heroes in these terms?
Fumihiko Yasuda: Due to the way we structured both experiences, there really isn't a type of gap in these terms. While a western protagonist has a different approach to that of Nioh 2, our desire to set the game in the Sengoku era has allowed us to create a completely new experience regardless of whether you look at it from the West or from the Orient. One of the reasons is certainly not to take a historical period possibly lived in reality, the other is to have managed to propose an experience so original that it cannot be seen as familiar by the Japanese public.
Nioh 2: Complete Edition will be released on February 5th on PC and you can currently pre-purchase it on the Steam store.
While we were immersed once again in the levels of the game, we also had the extraordinary opportunity to be able to interview Fumihiko Yasuda, Director of the Nioh saga and figure key to Team Ninja, as well as the first voice that in a recent interview with Famitsu revealed the conclusion of the work on Nioh and the studio's desire to rely on new projects for the coming year.
Nioh's story has finally ended after two intense and beloved chapters. Now that the story has finished its cycle, what is, in your opinion, the most important moment that accompanied the history of the development and publication of the saga and why?
Fumihiko Yasuda: Surely, one of the most important moments for us at Team Ninja was the release of the first Nioh. As we have often pointed out, that was our first approach to what is defined as mesocore and, moreover, also our first title with such strong RPG elements. The reception of the public after the release and the success of the project were key moments for us, as well as surprising due to the positive response from the public.
Looking at the long history of Nioh 2 and the content released over the course of the year, how did player feedback affect what was developed after the base game was released?
Fumihiko Yasuda: When we talk about the contents of Nioh 2, we must necessarily premise that the heart behind their offer was developed at the same time as the base game, so player feedback is used when we try to understand how we can better balance the elements of the game that we have already created and need to implement, or understand what new weapons we can add and how to make the most of them.
The art direction of Nioh 2 is certainly a significant step forward compared to to that of its predecessor, also having a more colorful tone and at the same time expressing many aspects of Japanese mythology. Is there a level or setting that you consider your favorite? And if so, why?
Fumihiko Yasuda: Surely part of the charm of Nioh 2 is precisely that of being able to describe many different environments thanks to the colors it manages to show off. For me, the part that strikes me most about the game is when the cherry trees, or Sakura, are framed, precisely because they give that really bright color that brings out the atmosphere of the title well. There is also another reason why I love Sakura in the game: in our culture the flowering of these trees and the traditions related to them often symbolize the beginning of something, such as the beginning of new friendships or new adventures. I think this particular meaning is well suited to Nioh 2 and its story, where the characters and their relationships represent a key point of the proposed experience.
Read also: Nioh 2, the Complete Guide
Speaking of the characters of Nioh 2, could we therefore say that the experience of the game, through the personalized character and the numerous cast highlighted, is more personal than the first Nioh? According to what you have been able to observe from the reactions of the public, did the players bond with Hide, Tokichiro and the rest of the company as you expected before the release?
Fumihiko Yasuda: From the very beginning, our team's goal was to be able to create a real emotional connection with all the main characters. At first we wondered if it was really right for such an action game to focus on the characters and the relationships to be established with them. Sure, it was a potential risk, but we wanted to try it anyway and I have to say, in the end, we're really happy with how the players have managed to relate to our characters. For us it is therefore a very positive success!
For the Nioh 2 DLC you have chosen to travel to the past to include historical and mythical figures in the game's backstory. So why did you choose this particular approach instead of adding events after the main story of the protagonist?
Fumihiko Yasuda: With the first Nioh, we wanted to move forward in the events of William's time and continue his story. However, our purpose in Nioh 2, right from the base game, was different: we wanted to show the origin of the Yokai and their particular history. To do this we therefore decided to use the DLC to go back to the beginning of the story, thus following the philosophy that we set ourselves at the beginning.
One of the most praised qualities of Nioh 2 is its soundtrack. With a series of respectable compositions and music, how did you approach the audio sector in being able to help the story tell its story and set the tone? Also, what were the main inspirations behind music like “Dream” and the two themes linked to Tokichiro?
Fumihiko Yasuda: For the realization of the soundtrack of Nioh 2 we can say that we had two main aspects to take into consideration: the first was to create music that could give the aura of mystery and darkness typical of the game, the second was to link to this feeling a sound that was properly attributable to the more traditional Japanese one. Our main goal, for example with Bosses or some specific areas, was to want to give each song the opportunity to remain etched in the player's memory and to tell something about the object of the composition already from the notes. Taking for example the music of Tokichiro you mentioned, in that case our aim was to want to pass the characteristics and depth of that character through the music, making sure that every encounter with this musical theme is a particular memory for the gamer.
After the console release, what was your approach to PC users for Nioh 2 Complete Edition? How do the technical improvements marry with the gameplay of the second chapter?
Fumihiko Yasuda: Similar to what happened for the first Nioh, our aim is to be able to enhance the frenetic action of the game, which greatly benefits the maximum frame rate that can be achieved. In this case, aiming for 120 fps makes the gameplay more responsive and rewarding, especially in terms of challenge. However, there is also the side of improvements to the graphics engine, such as support for HDR, which therefore allows us to be able to give the environments of Nioh 2, with their colors and landscapes, a more natural and rich feeling. br>
Read also: Nioh 2, the blade of the Demon King | Review
What are the main differences between wanting to face a story with an already chosen protagonist, like William, and that of Nioh 2? Now that both storylines are over, what in your opinion was the most engaging element of the two?
Fumihiko Yasuda: From a strictly storytelling point of view, using a unique protagonist like William di Nioh allows us developers and writers to manage the story exactly as we want it, so in a narrative perspective it is an advantage . However, on the other hand, creating a personal protagonist allows the player to be more involved and identified with the story. That said, for me the element that pulls the user into the game is the action gameplay. If the latter is done well, reactive and able to keep the player glued to the pad, if this specific part is solid then it does not matter which method is used: the result will always be excellent.
Remaining in the differences between the two protagonists, how was the change between a Western protagonist in Japanese land to one who is native to the folklore of the rising sun perceived? Are there any substantial differences when we approach the two heroes in these terms?
Fumihiko Yasuda: Due to the way we structured both experiences, there really isn't a type of gap in these terms. While a western protagonist has a different approach to that of Nioh 2, our desire to set the game in the Sengoku era has allowed us to create a completely new experience regardless of whether you look at it from the West or from the Orient. One of the reasons is certainly not to take a historical period possibly lived in reality, the other is to have managed to propose an experience so original that it cannot be seen as familiar by the Japanese public.
Nioh 2: Complete Edition will be released on February 5th on PC and you can currently pre-purchase it on the Steam store.