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Many of the enemies within the game’s labyrinth have specialized attacks or are able to inflict harmful status conditions on your party members. He describes it as a game that looks slender on the outside, but has a lot going on underneath.Īs the Boy Scouts motto goes, Be Prepared However, he did mention the volume of data that went into the game is on par with many of the numbered Final Fantasy titles from the past. Kato also seems to be content with the “skin and bones” expression. He explains the Dungeon Encounters project was all about focusing on the structure, aka the bones, of the game first, then packaging into a bare minimum amount of skin. According to Ito, that expression actually fits the game quite nicely. Reactions to the “skin and bones” assessmentĭungeon Encounters has been described as a “skin and bones game” in reviews by both players and various media outlets. However, they also predicted that “after a couple months had passed and players had been given enough time to thoroughly explore the game, the reviews would begin to lean toward the positive side.” And indeed, player reviews have been doing exactly that in the months since the game’s initial launch. Kato explained that due to the game’s unique design, they were prepared for mixed reviews as soon as it was released. We asked the director and producer what they thought of the game’s reception and whether or not they had anticipated such divided opinions.
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Square Enix’s recent title, Dungeon Encounters, features a minimalistic game design that has received mixed reviews since its release. We were prepared for a mixed reception Producer Hiroaki Kato Director Hiroyuki Ito This article is a summary of an email interview with Dungeon Encounters’ producer Hiroaki Kato and director Hiroyuki Ito, originally published here on the Japanese edition of AUTOMATON. Publication date of the original Japanese article: 17:00 (JST)
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