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Rise of the Ronin Producer: "This project would not have started without the support of PlayStation Studios."

LectureMaster

Gold Member
Interview from the game's producer by RPG Site. Discussed more than just what the title says.



Ahead of Rise of the Ronin launching on Steam today, I had a chance to talk to Yosuke Hayashi, Producer and Executive Vice President at Koei Tecmo, and Fumihiko Yasuda, Development Producer & Head of Team Ninja, about the game's PC version, potential story DLC, working with PlayStation Studios, Inon Zur's soundtrack the state of the industry in Japan, coffee, and more with translations done by Koei Tecmo America.

RPG Site: Tell us a little bit about yourself and what you do at Koei Tecmo.

Yosuke Hayashi:
I'm the producer of Rise of the Ronin, Yosuke Hayashi.

Fumihiko Yasuda: I'm the development producer and director, Fumihiko Yasuda of Team Ninja.

RPG Site: Rise of the Ronin debuted on PS5 last year and will be releasing on Steam in the coming weeks. What learnings from the PS5 release have helped make the game better for those who buy it today?

Fumihiko Yasuda:
We progressed through development by incorporating the user feedback and our own development experience from the PS5 version. While the game content has not changed significantly for the PC version, it has been designed to allow a wider range of players to enjoy it across various PC environments.

Yosuke Hayashi: Koei Tecmo has been focusing on PC versions in recent years, and we worked on this title with the same commitment. We hope you and everyone will enjoy it on their own PCs.

RPG Site: Rise of the Ronin is a very different game than what players expected from Team Ninja and Koei Tecmo after Nioh and Nioh 2. It was also a game in development for many years. Can you comment on whether you were able to implement everything you wanted to get into the game for its release?

Fumihiko Yasuda:
This title presented a significant challenge, differing greatly from previous Team Ninja titles with its open world and romance elements with characters. While there were certainly trade-offs, we were able to implement many elements to reach the concept we aimed for in this game.

Yosuke Hayashi: Right from the start, the concept of this game is "Team Ninja's newest challenge." It was designed to be accessible for players who have never played our titles before, so we hope players will give it a try.
RPG Site: As Team Ninja's first true open world game, what challenges did you face on the design and technical fronts bringing it to PS5 and also with the PC release?

Fumihiko Yasuda:
There was a vast amount of data, such as stages and characters, but we focused on ensuring a seamless experience with a stable frame rate so that players can especially enjoy the action.

RPG Site: Rise of the Ronin arrives about a year later than PS5 just like both Nioh games. I expected it to come to PC after it gets any DLC. Is there any story DLC planned now that the game is available on PS5 and Steam?

Fumihiko Yasuda:
Currently, there are no plans for DLC.
RPG Site: How has the response been for you from across the world (not just in the West) to PC releases? I'm curious how these releases have been received in Asia and Japan on the PC platform.

Fumihiko Yasuda:
Given that Team Ninja has released various PC versions, there may not have been many surprised by this announcement, but we believe we have received a positive response. Particularly in Asia and Japan, the number of PC players has been increasing, leading to a response that was bigger than we anticipated.

RPG Site: While both Nioh games were published by Koei Tecmo in Japan, they were handled by Sony Interactive Entertainment in the West. For Rise of the Ronin, the game was a PlayStation Studios title worldwide including Japan. Can you comment on how the experience has been working with them for this title and how it differed to the Nioh games?

Fumihiko Yasuda:
We received support in publishing and localization for the Nioh series, but for Rise of the Ronin, in addition to that, PlayStation Studios was involved in almost the entire PS5 version development process. They shared valuable insights on various aspects, including accessibility and improving onboarding accuracy, which not only enhanced the value of the title but also provided a significant experience for Team Ninja.

Yosuke Hayashi: This project would not have started without the support of PlayStation Studios. We are extremely grateful to the PlayStation Studios team for lending their strength to this new challenge.

RPG Site: Rise of the Ronin is the most accessible Team Ninja game yet with its difficulty options. Is this something players should expect going forward, or was this a one off situation?

Fumihiko Yasuda:
In Rise of the Ronin, we prioritized a more accessible game to ensure that a wide audience, including those who are not action gamers, could enjoy the game. For core gamers, we plan on considering the approach we'll take according to title or series.
RPG Site: While I enjoyed my time with the open world and combat, the highlight of Rise of the Ronin is the narrative. I loved the Bakumatsu era story here, but how did you decide to not involve any fantastical elements or supernatural things compared to prior games?

Fumihiko Yasuda:
This game revolves around the theme of connections with various characters centered around the protagonist who is a free-spirited ronin. Since the story is inspired by historical events, we aimed to create a grounded impression through the setting and design. However, we have also incorporated Team Ninja's signature style in the action elements.

RPG Site: What are your thoughts on the current state of console and PC gaming in Japan?

Fumihiko Yasuda:
In terms of consoles, there has been a long-standing situation in Japan where there is a significant number of Switch players, and I am closely watching how this will change with the release of Switch 2. For games like the ones we create, there are many PS5 players, but I also feel that the number of PC players has significantly increased in Japan over the past few years.

Yosuke Hayashi: I have a strong impression that the divide between console and PC gaming is getting smaller. I think we are entering an era where players no longer consciously think about which platform they are using to play a game.

 

LectureMaster

Gold Member
N nial : I KNOW HERMAN IS THR RIGHT PERSON FUCK YOU ALL HATERS!

Miguel Herrera Win GIF
 

Ozzie666

Member
Thanks Sony. I know the game wasn't a graphicsal show case. But I thought overall it was pretty good and fun. I do prefer Got, which had more polish and passion.

Full disclosure, I played Rise of Roninn while watching Shogun. So it just hit at the right time for me.
 
I'm really enjoying my first playthrough and would love to see a more polished sequel. My biggest complaint is what they did with the co-op. Playing the entirety of Nioh 1/2 and Wo Long with friends has been some of the most fun I've had with Team Ninja games and to me Ronin is lacking in that regard.
 

Peroroncino

Member
Amazing game, one of my favorites in 2024, but it's clear it didn't perform as well as they wanted it to, so I'm doubtful we'll see it become a series.

Neat. I guess, you prefer games like GoW:R where characters constantly chatter into your ear and give away puzzle solutions at every turn?

We need more mute characters imo. They act as a better vessels for you as a player.

Holy strawman.
 

Gonzito

Gold Member
Neat. I guess, you prefer games like GoW:R where characters constantly chatter into your ear and give away puzzle solutions at every turn?

We need more mute characters imo. They act as a better vessels for you as a player.

Why are you twisting my words? You went from one extreme to another one. I dont need a character talking all the time, just one that feels alive and not just a simple avatar
 
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Danjin44

The nicest person on this forum
What strawman? I was admittedly being sarcastic, but I genuinely think mute main protag/characters make for better immersion. Someone consistently talking to you breaks it more easily.
Or you can have character like Sekiro which still talks but not to the level of Horizon and GoWR.
 
Why are you twisting my words? You went from one extreme to another one. I dont need a character talking all the time, just one that feels alive and not just a simple avatar
That's fair. I just have a different preference and think we've seen a flood of overly talkative/chatty main characters in modern times.
 

Gonzito

Gold Member
That's fair. I just have a different preference and think we've seen a flood of overly talkative/chatty main characters in modern times.

Yeah, for the example I really dislike Aloy in Forbidden West, she never keeps her mouth shut. Its too much. But something in between is great.

I really like for example what they did to Isaac in the new Dead Space Remake, he went from being mute to talk but only when necessary. They did a good job imo and they have the main character certain personality which for me helps a lot.
 
Yeah, for the example I really dislike Aloy in Forbidden West, she never keeps her mouth shut. Its too much. But something in between is great.

I really like for example what they did to Isaac in the new Dead Space Remake, he went from being mute to talk but only when necessary. They did a good job imo and they have the main character certain personality which for me helps a lot.
I haven't played the remake, and don't intend to either, but I liked how he was in the original. That's kind of "mute protagonist" I prefer. Occassionally, makes a few exclamations, but mostly stays silent and lends you some room to think plus absorb the ambience/atmosphere.

His character change in Dead space 2 turning almost into Nathan Drake made me turn off the dialog audio in the game because it became distracting.
 
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Gojiira

Member
Interview from the game's producer by RPG Site. Discussed more than just what the title says.



Ahead of Rise of the Ronin launching on Steam today, I had a chance to talk to Yosuke Hayashi, Producer and Executive Vice President at Koei Tecmo, and Fumihiko Yasuda, Development Producer & Head of Team Ninja, about the game's PC version, potential story DLC, working with PlayStation Studios, Inon Zur's soundtrack the state of the industry in Japan, coffee, and more with translations done by Koei Tecmo America.

RPG Site: Tell us a little bit about yourself and what you do at Koei Tecmo.

Yosuke Hayashi:
I'm the producer of Rise of the Ronin, Yosuke Hayashi.

Fumihiko Yasuda: I'm the development producer and director, Fumihiko Yasuda of Team Ninja.

RPG Site: Rise of the Ronin debuted on PS5 last year and will be releasing on Steam in the coming weeks. What learnings from the PS5 release have helped make the game better for those who buy it today?

Fumihiko Yasuda:
We progressed through development by incorporating the user feedback and our own development experience from the PS5 version. While the game content has not changed significantly for the PC version, it has been designed to allow a wider range of players to enjoy it across various PC environments.

Yosuke Hayashi: Koei Tecmo has been focusing on PC versions in recent years, and we worked on this title with the same commitment. We hope you and everyone will enjoy it on their own PCs.

RPG Site: Rise of the Ronin is a very different game than what players expected from Team Ninja and Koei Tecmo after Nioh and Nioh 2. It was also a game in development for many years. Can you comment on whether you were able to implement everything you wanted to get into the game for its release?

Fumihiko Yasuda:
This title presented a significant challenge, differing greatly from previous Team Ninja titles with its open world and romance elements with characters. While there were certainly trade-offs, we were able to implement many elements to reach the concept we aimed for in this game.

Yosuke Hayashi: Right from the start, the concept of this game is "Team Ninja's newest challenge." It was designed to be accessible for players who have never played our titles before, so we hope players will give it a try.
RPG Site: As Team Ninja's first true open world game, what challenges did you face on the design and technical fronts bringing it to PS5 and also with the PC release?

Fumihiko Yasuda:
There was a vast amount of data, such as stages and characters, but we focused on ensuring a seamless experience with a stable frame rate so that players can especially enjoy the action.

RPG Site: Rise of the Ronin arrives about a year later than PS5 just like both Nioh games. I expected it to come to PC after it gets any DLC. Is there any story DLC planned now that the game is available on PS5 and Steam?

Fumihiko Yasuda:
Currently, there are no plans for DLC.
RPG Site: How has the response been for you from across the world (not just in the West) to PC releases? I'm curious how these releases have been received in Asia and Japan on the PC platform.

Fumihiko Yasuda:
Given that Team Ninja has released various PC versions, there may not have been many surprised by this announcement, but we believe we have received a positive response. Particularly in Asia and Japan, the number of PC players has been increasing, leading to a response that was bigger than we anticipated.

RPG Site: While both Nioh games were published by Koei Tecmo in Japan, they were handled by Sony Interactive Entertainment in the West. For Rise of the Ronin, the game was a PlayStation Studios title worldwide including Japan. Can you comment on how the experience has been working with them for this title and how it differed to the Nioh games?

Fumihiko Yasuda:
We received support in publishing and localization for the Nioh series, but for Rise of the Ronin, in addition to that, PlayStation Studios was involved in almost the entire PS5 version development process. They shared valuable insights on various aspects, including accessibility and improving onboarding accuracy, which not only enhanced the value of the title but also provided a significant experience for Team Ninja.

Yosuke Hayashi: This project would not have started without the support of PlayStation Studios. We are extremely grateful to the PlayStation Studios team for lending their strength to this new challenge.

RPG Site: Rise of the Ronin is the most accessible Team Ninja game yet with its difficulty options. Is this something players should expect going forward, or was this a one off situation?

Fumihiko Yasuda:
In Rise of the Ronin, we prioritized a more accessible game to ensure that a wide audience, including those who are not action gamers, could enjoy the game. For core gamers, we plan on considering the approach we'll take according to title or series.
RPG Site: While I enjoyed my time with the open world and combat, the highlight of Rise of the Ronin is the narrative. I loved the Bakumatsu era story here, but how did you decide to not involve any fantastical elements or supernatural things compared to prior games?

Fumihiko Yasuda:
This game revolves around the theme of connections with various characters centered around the protagonist who is a free-spirited ronin. Since the story is inspired by historical events, we aimed to create a grounded impression through the setting and design. However, we have also incorporated Team Ninja's signature style in the action elements.

RPG Site: What are your thoughts on the current state of console and PC gaming in Japan?

Fumihiko Yasuda:
In terms of consoles, there has been a long-standing situation in Japan where there is a significant number of Switch players, and I am closely watching how this will change with the release of Switch 2. For games like the ones we create, there are many PS5 players, but I also feel that the number of PC players has significantly increased in Japan over the past few years.

Yosuke Hayashi: I have a strong impression that the divide between console and PC gaming is getting smaller. I think we are entering an era where players no longer consciously think about which platform they are using to play a game.

Yeah people ALWAYS forget that these games simply wouldnt happen without Sony funding them while they cry about exclusivity. If Steam funded them Im sure they would come out day and date on PC but guess what..They dont 🤦‍♂️
Either way, pretty good game, fun combat, nice character model and armour. Would like too see a iterative sequel with better stealth.
 
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Punished Miku

Human Rights Subscription Service
We received support in publishing and localization for the Nioh series, but for Rise of the Ronin, in addition to that, PlayStation Studios was involved in almost the entire PS5 version development process. They shared valuable insights on various aspects, including accessibility and improving onboarding accuracy, which not only enhanced the value of the title but also provided a significant experience for Team Ninja.

But Nioh 1 and 2 are far, far better games. What was Sony telling them to do?
 
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StereoVsn

Gold Member
But Nioh 1 and 2 are far, far better games. What was Sony telling them to do?
I think it’s more nuanced than that. Nioh 2 was certainly a good game, but it’s very different from Ronin and there is space for both approaches.

The main issue with Ronin is technical performance and that is true on PS5 and PC. If this was rectified, the game would be a solid 7.5-8 I would say.
 

nial

Member
Maybe next time Sony can send over some engineers so their games don't run like absolute shit
XDEV Japan is hiring for technical producers, like, right now.
Maybe they are looking into this stuff for studios that have more problems when it comes to technical aspects. Then again, Stellar Blade was just much better with that than Rise of the Ronin here.
 
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MagiusNecros

Gilgamesh Fan Annoyance
The big problem for me in this game was the mute main character. Can't stand that shit anymore
Disagree. RotR is reminiscent of Knights of the Old Republic or any older RPG that has you select dialogue choices instead of hearing a voiced character. Leaves many things open to player interpretation.
 

Fbh

Gold Member
XDEV Japan is hiring for technical producers, like, right now.
Maybe they are looking into this stuff for studios that have more problems when it comes to technical aspects. Then again, Stellar Blade was just much better with that than Rise of the Ronin here.

That's good to hear.
Some japanese studios in particular have been awful with optimization this gen.
I don't mind if their visuals don't look much better than last gen, but then their games should at least run well.

Korean and Chinese devs are doing much better in that regard. Stellar Blade looks visually more impressive than any Team Ninja game AND it runs much better too.
 
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