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"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

author:Nomad starry sky

Thanks to Capcom's invitation, we tried out some of the levels of Gi: Path of the Goddess and interviewed game director Kawata Shuichi and producer Hirabayashi Yoshiaki. In the interview, we asked questions about gameplay and content about the content of the demo and the information that has been released so far.

"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

Shuichi Kawada

"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

Yoshiaki Hirabayashi

Here's what we interviewed:

Q: As a brand new IP, why did "Gi: Path of the Goddess" choose tower defense as the core gameplay of the game?

Kawada: Personally, I really like these tower defense strategy games, they're quite esoteric and interesting. We thought that if players could control their own characters in addition to strategy and command, we would be able to create more interesting strategies. Every time you complete a level, you'll feel the joy of working with the villagers to fight off enemies.

Q: What kind of novel experience can the combination of tower defense gameplay and action elements bring to players?

Kawada Tsuki: The combination of how to command the villagers and how to manipulate the Zong (the player's character) to deal with the enemy is the key to the game's core strategy. Not only do you prepare for the defense before each night, but the dynamics of the battlefield situation in each battle also test the player's resilience. You'll need to think about whether to control the clan to charge through the enemy crowd and let the villagers defend the goddess, or work with the villagers to defend against enemy attacks. Every time you manage to spend a night, there is a feeling of "everyone overcame it together!" A sense of accomplishment. Also, as mentioned earlier, it is also a game to cooperate with the villagers to fight off the enemies

"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

Q: The game's theme and art style are very reminiscent of the "Hundred Dragons Night Walk" gameplay in Monster Hunter Rise and "Okami". Was the development of "Prayer: The Way of the Goddess" influenced by these works?

Yoshiaki Hirabayashi: The two have little to do with each other in terms of story and content. However, the production concept of "Okami", which is committed to building a unique world view and game experience, and adheres to the spirit of challenge, is very much in line with this work. As for the Hundred Dragons Night Walk, there is no direct connection to this work, because the "Hundred Ghost Night Walk" itself is also a well-known legend in Japan, and it is natural to be used as the theme of the game.

"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

Q: Why did "Prayer: The Way of the Goddess" choose Japanese ghosts and religious elements as the theme? How do they affect the gameplay of the game?

Kawada: I'm a big fan of all kinds of old and strange folklore in Japan. I came up with the idea of a scene where the mountains of Japan are set in a world where monsters from other worlds appear every night. The player needs to protect the goddess while dealing with them. In a way, I think the idea fits in well with tower defense gameplay. I think that the gameplay of the game, the behavior of the players, and the relationship between the enemies are unified by the culture of Japan.

Q: I saw special levels in the game, such as naval battles and the inability to control the main character. Is this kind of level common in the process? Will players be able to play something new in each level?

Kawada: We designed these levels with a lot of things in mind. These manifest themselves in the levels as new classes, new mechanics, new enemies, and more. And as the various elements increase, players will need to consider more and more things in the battle.

"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

Q: How long is the main game story? How many hours does it take to clear the game?

Yoshiaki Hirabayashi: If it's just a week, it will take at least 20 hours. But we also have a lot of missions and challenge objectives in the game that can keep players entertained for longer.

Q: During the trial process, I didn't see much of the plot and story. What is the status of the plot in "Gi: The Way of the Goddess"? Does the game tell a whole story, or does the story only provide the context for the game?

Yoshiaki Hirabayashi: The goal of this game is to put the game experience at the core, and the story of the game is simple, and the purpose of this is to give players more room to think. We have tried to avoid adding dialogs and voice to the game and cutscenes in order to allow players to experience the grand world of the game more immersively.

"Gi: Path of the Goddess" Interview: Tower Defense + Action Can Create More Fun

Q: After clearing the main story of the game, is there anything like endless mode that can be replayed?

Yoshisho Hirabayashi: Please experience the specific content in the game for yourself. It can only be said that in addition to challenging missions, there are other elements that require the player's time and energy to invest.

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