Nintendo Life: What made you wish to return to the characters of Erik and Mia, from Dragon Quest XI, in Dragon Quest Treasures?

Tachi Inuzuka: Characters from Dragon Quest XI x well-liked x boy and woman staff = Erik and Mia.

Yuji Horii: All of the characters from DRAGON QUEST XI had been well-liked, however we had not appeared on the childhoods of Erik and Mia a lot, so we determined that they’d be simple to make use of in a spin-off story.

Sequence creator Yuji Horii — Picture: Sq. Enix

Are there any ties to Dragon Quest XI exterior of the primary characters, or is that this a wholly standalone journey? Will returning gamers have the ability to get one thing additional out of the narrative?

Inuzuka: DRAGON QUEST XI is its personal self-contained story, so this sport doesn’t increase on that story instantly. It’s linked by the adventures that Erik and Mia have on this sport, and is a part of what formed their quirks and personalities once we see them in DRAGON QUEST XI.

The Dragon Quest sequence has a fairly storied historical past on Nintendo consoles. What made you wish to make this a Swap unique?

Inuzuka: As a result of the character of the gameplay had an excellent affinity with the Nintendo Swap.

I wished to make this a sport that might be loved casually,

What made you wish to deal with treasure looking? How has this affected the standard Dragon Quest gameplay?

Inuzuka: I wished to make this a sport that might be loved casually, and after a winding technique of experimentation, I lastly settled on the concept of a treasure-hunting sport.

Horii: I’ve a sense that this mission was initially launched as a brand new DRAGON QUEST MONSTERS sequence, however Mr. Inuzuka stated that he wish to make it a sport about looking for treasure, so I authorized that concept. I additionally felt that the characters of Erik and Mia had been well-suited to treasure looking.

How a lot inspiration did you are taking from earlier Dragon Quest spin-offs like Dragon Quest Monsters?

Inuzuka: There was not a lot aware affect that we drew from the DRAGON QUEST MONSTERS sequence, however the improvement staff was constructed across the identical employees who make these titles, so there might be some unconscious affect there.

Tachi Inuzuka
Dragon Quest Treasures Producer Tachi Inuzuka — Picture: Sq. Enix

Are you able to share something in regards to the Rivals mechanic? Will any of them have a deeper influence on the sport’s story?

Inuzuka: Because the story progresses, the rival teams play fairly an necessary function.

Treasures sees the return of monster recruiting. Have there been any adjustments to this mechanic for this sport?

Inuzuka: Recruiting takes place on the discover board in your base. You may hand over gadgets that monsters wish to recruit them as allies.

Does having a big solid of monster companions help you have extra enjoyable with their characterisations?

Inuzuka: It’s designed to be able to put collectively your individual favorite combos to play with, from completely different strengths, area talents, appearances, voices and the flexibility to hold completely different treasures and so on.

Not simply an open world sport, however an “open life” sport.

Do you’ve a favorite monster that you just like to make use of in Treasures, or in every other Dragon Quest sport?

Horii: In all probability the King Slime.

There’s been a number of Dragon Quest spin-offs through the years. Do you’ve a dream concept for one that you just haven’t been capable of fulfil but however wish to?

Horii: Not simply an open world sport, however an “open life” sport.


This interview has been edited frivolously for readability. Our due to Inuzuka-san and Horii-san for taking the time to talk to us. Dragon Quest Treasures is out now on the Nintendo Swap



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