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The Details Behind the Making of ‘Rise of Ronin’

In an interview with Recreio Magazine, producer Yosuke Hayashi revealed the details behind the creation of ‘The Rise of Ronin’

Launching in March of this year, “Rise of Ronin” is the latest exclusive release from PlayStation. The game, set at the end of the Edo period, a shogunate that lasted from 1603 to 0868, takes fans to an important historical moment for Japan: when the country began to open up to Western culture and economy.

To understand more about the title, RECREIO spoke to Yosuke Hayashiproducer at Koei Tecmo Games responsible for “Rise of Ronin”. Check it out!

PLAYGROUND:Many of the big titles today that deal with Asian themes feature a more folkloric take on the subject. Why did you decide to take a different approach and set the game in a real historical period?

Yosuke Hayashi: As the title “Ronin” suggests, the game’s concept is for players to grow as Ronin through a story shaped by the bonds they form with various figures. That’s why we opted for a grounded approach to how we portray the characters. Of course, in order to deliver a fun action game, we also took creative liberties in terms of enemy design and action gameplay, while ensuring that we didn’t stray from this grounded direction.

PLAYGROUND:The game is set in late feudal Japan. Was there a specific reason why this period was chosen for the storyline?

Hayashi-san: The Bakumatsu period marked a significant change for Japan and is one of the most turbulent periods in the country. We were inspired to portray this chaotic world—characterized as the darkness before dawn—and the energy of those who fought for various ideals, along with the townspeople who anticipated revolution. The core idea behind this game was to have players experience this setting as a free and masterless Ronin, without a preconceived set of beliefs.

PLAYGROUND:What was the historical research process like to recreate this period? How long did it take to complete the research?

Hayashi-san: The game is set in mid-19th century Yokohama, Edo (modern Tokyo), and Kyoto. Many shrines, temples, and other architecture from this period still exist today, and we conducted fieldwork to reference the game’s environment and level design. This research was conducted over a two- to three-year period during the coronavirus pandemic. This was somewhat of a plus for us, as the absence of large tourist crowds allowed us to research these locations more efficiently.

RECREATION: Was there any difficulty in accurately representing Edo-period Japan in the game?

Hayashi-san: We used documents and photographs to research cultural and architectural aspects that no longer exist. The diaries of Rutherford Alcock and Ernest Satow, which appear in the game, as well as the photographs of Felix Beato, who also appears in the game, provided valuable insight into the perspectives of foreigners who visited Japan during this time. These materials helped us recreate the period, from its conditions and atmosphere to its sounds.

Source: Recreio

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