Harvestella launched earlier this month, and whereas we’re stilling engaged on our evaluation (it’s a giant recreation), we have been fortunate sufficient to have a fast chat with the sport’s builders in regards to the recreation.
We spoke to Sport Producer Daisuke Taka and Director and Situation Author Hiroto Furuya. Right here’s what they needed to say about their recreation. We requested these questions earlier than the sport was launched and solely had arms on with the demo.
What was the inspiration behind the story of Harvestella?
Hiroto Furuya: The story of Harvestella locations a number of emphasis on being a story that feels prefer it belongs in an RPG – it’s a narrative about saving the planet. The most important inspirations have been Sq. Enix video games like Ultimate Fantasy and Chrono Cross. We’ve constructed a singular world and lore with parts of science fiction combined into fantasy.
Vooks: Clearly there’s a giant focus in Harvestella on each motion fight gameplay and farming. How did you go about balancing these two elements, and did you discover it troublesome to maintain them each in steadiness?
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Daisuke Taka: We poured a number of effort and time into it. We restricted the sources to handle as a lot as doable, trimming it down to simply time, cash and stamina – which made it simpler to steadiness.
Vooks: The visible design and the music are very stunning and highly effective elements of Harvestella, did they affect the event in any respect? Or did the event of the sport affect the look and sound?
Daisuke Taka: From the very early phases of planning, we added every kind of parts from the inventive facet of issues – for instance, saying, “Let’s do it this manner, as a result of it would look cool,” or “Now we have to vary this bit – it doesn’t match the music.”
Vooks: Why did you determine to mix parts from each conventional life simulation RPGs and extra combat-heavy RPGs?
Daisuke Taka: Since Sq. Enix has a number of RPGs, I believed it could be troublesome to compete with a normal RPG format. The sport has proceeded based on our imaginative and prescient from the early phases of improvement.
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Vooks: Through the demo and trailers there was a give attention to the theme of time, each within the story and in gameplay, are you able to inform us if that can play an essential position going ahead?
Daisuke Taka: Dwelling from day-to-day implies that time is passing. The story additionally mentions the overarching, grand circulation of time.
Vooks: The demo hints at gamers having the ability to have way more freedom within the full recreation, with class customisation, renovations and exploration. Was participant freedom a spotlight throughout improvement?
I don’t know if there’s the quantity of freedom {that a} life sim participant may think. Nevertheless, when in comparison with normal RPGs, the sport isn’t on rails, and I believe there’s a comparatively excessive stage of freedom.
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Vooks: We bought to fulfill just a few fascinating characters while enjoying the demo, and begin constructing friendships with them. How a lot of a spotlight shall be on constructing bonds with the principle characters, and are there any characters not but revealed that you just’re excited for gamers to fulfill?
Daisuke Taka: In addition to the eight characters that be part of your get together, there are additionally a number of key NPCs. Every of those characters has a narrative stuffed with content material that holds up properly, even when in comparison with the principle story itself – so I hope gamers will take pleasure in these character tales too.
Vooks: We have been solely capable of see slightly little bit of the world in the course of the demo, how large is the world of Harvestella and may we discover all of it?
Daisuke Taka: In comparison with typical life sim video games, it would most likely really feel fairly large. There are different worlds as properly. And there are issues you may experience, so please do discover your complete world.
Vooks: What was your favorite a part of Harvestella to create and what are you most enthusiastic about gamers experiencing?
Daisuke Taka: Similtaneously being the Producer, I used to be additionally in command of total recreation design for Harvestella. Each second I spent engaged on the event was nice enjoyable.
I’d be delighted for gamers to expertise Harvestella as new sort of life sim, with a wealthy story set in opposition to the backdrop of its stunning world and music.
Harvestella is out now, search for our evaluation shortly. Due to the builders for his or her time.