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    Konami Announces Rhapsody in Scarlet, a Magical Adventure Set in 1920s New York

    Konami Announces Rhapsody in Scarlet, a Magical Adventure Set in 1920s New York

    The Eminence in Shadow: Phantom Echoes Gets 2027 Release Window

    The Eminence in Shadow: Phantom Echoes Gets 2027 Release Window

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    New Digimon Story: Time Stranger DLC A Hero’s Eternal Legacy Announced

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      Konami Announces Rhapsody in Scarlet, a Magical Adventure Set in 1920s New York

      Konami Announces Rhapsody in Scarlet, a Magical Adventure Set in 1920s New York

      The Eminence in Shadow: Phantom Echoes Gets 2027 Release Window

      The Eminence in Shadow: Phantom Echoes Gets 2027 Release Window

      Grand Theft Auto VI Controllers

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      Crimson Desert: Charting the Unknown Expansion Revealed, Releases October 15

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      New Digimon Story: Time Stranger DLC A Hero’s Eternal Legacy Announced

      New Digimon Story: Time Stranger DLC A Hero’s Eternal Legacy Announced

      FINAL FANTASY RESONANCE

      Final Fantasy Resonance Producer and Director Talk Turn-Based Roots, HD-2D Visuals, and Turning Brave Exvius Into a Console RPG

      Gundam Rogue Orbit Launch

      Gundam Rogue Orbit Sets March 2027 Launch for PS5, Xbox Series, and PC

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      Final Fantasy VII Revelation Set to Launch on April 8, 2027

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      Konami Announces Rhapsody in Scarlet, a Magical Adventure Set in 1920s New York

      Konami Announces Rhapsody in Scarlet, a Magical Adventure Set in 1920s New York

      The Eminence in Shadow: Phantom Echoes Gets 2027 Release Window

      The Eminence in Shadow: Phantom Echoes Gets 2027 Release Window

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      SYNDUALITY Echo of Ada Interview – Producer Yosuke Futami Discusses Development and Design Philosophy

      Ralph by Ralph
      2 years ago
      in All, Games, Interview, PC, PS5 (Platform), Xbox Series X|S (Platform)
      Reading Time: 4 mins read
      0 0
      SYNDUALITY Echo of Ada Interview – Producer Yosuke Futami Discusses Development and Design Philosophy

      Image Credit: Bandai Namco Entertainment

      Share on FacebookShare on TwitterShare on TelegramShare on WhatsappShare on Reddit

      We recently had the opportunity to interview Yosuke Futami, the producer of SYNDUALITY Echo of Ada, to discuss the game’s unique approach to the extraction shooter genre, its AI companion system, and the broader SYNDUALITY universe. Drawing from his extensive experience working on renowned sci-fi titles like Sword Art Online and Synduality Noir, Futami-san shared valuable insights into the game’s development and vision.

      Origins and Inspiration

      Perhaps surprisingly, Futami-san revealed that the initial inspiration for SYNDUALITY came from an unexpected source: Hatsune Miku. “She was designed as a ‘vocaloid’ character who could sing in a ‘human-like’ manner, but once she gained popularity, people actually started to mimic her style. Vocaloid songs are actually designed without the need for breaths, or other human considerations – they cannot actually be sung live,” he explained.

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      SYNDUALITY Interview
      Image Credit: Bandai Namco Entertainment

      “What this meant was, we had a machine that wanted to be human inspiring humans to want to be machines. It is this strange disconnect which inspired the key dynamic at the heart of the title,” he continued. “This is why one of the secondary themes of ‘SYNDUALITY’ is mankind’s final tragic love.”

      SYNDUALITY Interview
      Image Credit: Bandai Namco Entertainment

      Drawing from his experience with Sword Art Online, Futami-san emphasized the importance of creating compelling science fiction narratives. “When I worked on ‘Sword Art Online,’ I learned by working alongside the creator of the original works why it is that some sci-fi works have such power to move people deeply,” he shared. “Even when we were worried about whether the audience would accept the world we created, we swore never to take the easy option.”


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      Gameplay Approach and Design Philosophy

      SYNDUALITY Echo of Ada takes a distinctive approach to the mecha genre with its deliberately weighted combat system. “We wanted to give the player the sensation of moving around a heavy mech, with your Magus as your co-pilot,” Futami-san explained. “We did not want to give it the kind of unfettered speed that is commonly employed in contemporary robot battle games. That would take away what we see as the key element of this title: that is, the sense of a two-person adventure.”

      SYNDUALITY Interview
      Image Credit: Bandai Namco Entertainment

      The game’s multiplayer aspect was inspired by the roguelike RPG “Shiren the Wanderer,” incorporating a system where players can either help or hinder others. “In this title, you are by yourself, but never alone. You are on a one-of-a-kind adventure, accompanied only by your loyal Magus,” Futami-san emphasized. “The game is not designed to require matching, or even other people in order to be played.”

      The development team aimed for a specific balance in the PvPvE elements, with Futami-san noting, “For us, we wanted to make 60 to 70 percent of gameplay centered around PvE interactions, with the remaining 30 to 40 percent PvP. The implementation of the Bounty Target system is intended to introduce some PvP users as powerful NPCs.”

      Image Credit: Bandai Namco Entertainment

      Regarding the Magus AI companion system, Futami-san explained, “The AI character will not suddenly be defeated for reasons unrelated to player inputs, and conversely, she will not defeat enemy characters without some intent on the player’s part. Instead, the core concept was that the AI would observe the player’s play style carefully, and would assist as a loyal friend.”

      Future Plans and Accessibility

      SYNDUALITY Echo of Ada is being positioned as an accessible entry point to the extraction shooter genre. “Compared to other extraction shooter titles like ‘Escape from Tarkov’, the game is not as geared to hard-core players only, and is accessible to gamers of all stripes,” Futami-san stated. “We would like this title to serve as a means of introducing casual and midcore users to the enjoyment to be had in games in this genre.”

      Image Credit: Bandai Namco Entertainment

      On the topic of the SYNDUALITY franchise, he clarified, “Absolutely no knowledge of the story or franchise is required in order to enjoy the game. Both the anime and the game form distinct parts of the SYNDUALITY universe. I will say, though, that those who are familiar with both may be able to see the world depicted from a broader perspective.”

      Following the Open Network Test, Futami-san shared, “We were very pleased to be able to acquire the necessary data to improve network quality in the release version of the title. A lot of the data we got, such as item acquisition balance and currency level balance, will be extremely helpful in maintaining long-term operation of the game.”

      Image Credit: Bandai Namco Entertainment

      Regarding mech customization, he explained their design choice: “The key question we faced during development was whether to place the key focus of the game on the Coffin or the Magus. Naturally, we considered the option of introducing freely customizable Coffins, but we came back to the fact that the real focus of the title was on the relationship between the player and their Magus. We will, however, be adding new customizable elements to the Coffins, so I don’t think you will be disappointed.”

      Synduality: Echo of Ada
      Publisher: Bandai Namco Entertainment
      Developer: Game Studio Inc.
      Release Date TBC
      PlayStation 5, Steam, Xbox Series X|S
      Take on the role of a Drifter whose goal is to collect the rare resource known as AO Crystals. In your quest, you must collaborate with your artificial intelligence partner to face xenomorphic creatures known as Enders and survive the hazards on the surface.


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      Tags: Bandai Namco EntertainmentGame Studio
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      Ralph

      I currently have a degree in communication and have been in love with games ever since playing on the SEGA Dreamcast. Nothing but JRPGs and fighting games in my bloodstream.

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