Fairy Tail 2, the PlayStation 5/PlayStation 4/Nintendo Change/Steam title which permits gamers to relive the climax of the extremely common magical battle fantasy collection Fairy Tail, was launched on December 13, 2024 (December 12 in Japan and Asia). To commemorate the launch, we performed a particular interview with Hiro Mashima, the creator of the authentic Fairy Tail collection, and Hiroshi Kataoka, the producer of the recreation Fairy Tail 2!
IGN: Thanks each for taking day trip of your busy schedules to affix us right now! As Fairy Tail 2 was launched on the twelfth (in Japan and Asia), to start with, may you inform us about how this title started – the way it was proposed (by Koei Tecmo) to Mashima-sensei?
Kataoka: 4 years in the past in 2020 we launched the first Fairy Tail recreation, however it solely coated up till the Tartaros Arc. The ultimate chapter, the Alvarez Empire Arc, remained as pivotal and unfinished ‘homework’ from the earlier recreation, and we felt that the most fun half completely needed to be tailored, however it took us rather a lot of time to consider the finest approach to adapt it right into a recreation. As soon as we had roughly settled on the content material that we thought would work, we offered our proposal of the recreation define which included each the major story and an authentic storyline. How did you are feeling once you first noticed it, Mashima-sensei?
Mashima-sensei: Once I noticed the proposal this time, whereas it was an RPG, there have been motion game-like parts which made me very glad.
Kataoka: This time there generally is a chain of combos in battles, so the approach it performs is near an motion recreation.
Mashima-sensei: Sure, the fight system has modified from the earlier recreation! I believe it’s actually cool.
Kataoka: I believe that one of the strengths of RPGs is having the ability to take the time to showcase grand, elaborate strikes. Nevertheless, since this recreation incorporates action-like parts and options fast-paced battles, we confronted many challenges in enhancing the visible influence of linking combos with out disrupting the gameplay movement. We had been in a position obtain permission to create shorter variations of consecutive casting sequences of the identical magic spells, which I believe resulted in it coming collectively properly.