Set for launch on February 5, Dragon Quest VII Reimagined for PlayStation 5 reinterprets the traditional 2000 PlayStation title, Dragon Quest VII: Fragments of the Forgotten Previous. That includes distinctive 3D diorama visuals with a heat, handcrafted doll-like aesthetic, the remake additionally introduces new storylines, together with one which reunites the hero together with his now-adult buddy, Kiefer.
Over 25 years after the unique launch, producer Takeshi Ichikawa shares insights on the inventive course of and the selections behind reimagining this beloved RPG for a brand new technology.
Takeshi Ichikawa, Producer, Dragon Quest VII Reimagined
PlayStation Weblog: Earlier than we focus on the upcoming Dragon Quest VII Reimagined, let’s take a second to revisit the unique Dragon Quest VII: Fragments of the Forgotten Previous, launched for the unique PlayStation in 2000. The title drew main consideration on the time as the primary within the collection to function 3D polygons and for providing an journey that stretched past 100 hours. Do you’ve any particular recollections of that sport?
I used to be a younger child in elementary faculty again in 2000, so my recollections are a bit of fuzzy, however I do keep in mind taking part in the unique Dragon Quest VII. Humorous sufficient, my first Dragon Quest sport wasn’t one of many mainline entries – it was Dragon Quest Monsters Terry’s Wonderland. So after I lastly performed one of many mainline installments, I used to be stunned to be taught that you just truly struggle as human characters.
Dragon Quest VII is understood for its sheer scale, and it takes some time to achieve your first battle. Actually, as a baby, I keep in mind getting impatient, questioning when the preventing was going to begin. In the end, I didn’t end the sport and gave up partway via. Nevertheless, after I revisited the sport later as an grownup, I used to be actually struck by how darkish and unsettling the sport’s world was, and the way surprisingly related it felt nowadays.
*Screenshot of Dragon Quest VII: Fragments of the Forgotten Previous on the unique PlayStation
It’s one of many extra melancholic works within the collection, isn’t it?
Sure. In conversations with Yuji Horii, the creator of the collection, we regularly used the phrase “irrational” to explain the sport’s world and its themes.
What elements of the sport felt irrational to you?
Though the protagonists haven’t carried out something notably fallacious, the story retains drifting into darker territory and reveals the uncooked, ugly sides of human nature. I believe that lack of salvation and sense of unfairness made the sport really feel irrational at instances.
And that Dragon Quest VII is now being remade as Dragon Quest VII Reimagined. Are you able to inform us how this challenge first took place?
The unique sport was launched in 2000 and celebrated its twenty fifth anniversary in 2025. We felt that its distinctive world and story would resonate much more strongly with gamers at present, which is what led to the beginning of this challenge.
Why did you select to develop a full remake from the bottom up, slightly than a remaster?
After 25 years, we wished to create a sport that was pleasurable for each previous gamers and people new to the collection. That’s why we went again and reviewed each single aspect from sq. one and rebuilt every little thing for a wider viewers.
Determining the place to start on an epic exceeding 100 hours sounds fairly daunting. What was your guideline, and what kind of expertise had been you envisioning?
Our core idea was “nostalgic but progressive.” We aimed to protect Dragon Quest VII’s signature essence and nostalgic allure whereas including new touches that we thought had been becoming because the collection’ newest installment. Improvement revolved round three key pillars: story, visuals, and fight.
What sort of enter did Yuji Horii give after he noticed your proposal?
We pitched to Horii-san the thought of restructuring every little thing round these three pillars, overhauling the framework of the narrative, and including new storylines for sure characters to create a deeper emotional reference to the gamers. He was on board instantly.
Did Horii-san present any suggestions throughout growth?
He gave us enter on the UI. Previous Dragon Quest video games caught to pop-up window-based interfaces, however we went with tabs for the primary menu this time, which was a daring transfer. Horii-san favored the general really feel however recommended tweaks for particular parts, just like the buying interface. His insights helped us create a extra user-friendly UI.
You highlighted story, visuals, and fight because the three essential pillars. Might you elaborate on the modifications your group made to the story?
Whereas preserving the unique’s distinctive vibe and ambiance, we refined sections of the story – which might exceed 100+ hours – that felt redundant. We aimed to streamline the general construction of the narrative so it was simpler to observe and get immersed in.
Sure, the general story felt tighter after I performed the preview. You talked about you didn’t simply trim the story; you additionally added new storylines?
That’s proper. We trimmed or condensed elements that didn’t deeply influence the core narrative whereas additionally including new situations. For instance, the reunion with an grownup Kiefer offers unique followers one thing new to take pleasure in.
Does the grownup Kiefer play an enormous function within the story?
Sure, he correctly seems as a part of a brand new storyline. I can’t go into particulars as a result of it’s integral to the story, however I’m excited for gamers to expertise it firsthand.
Let’s speak in regards to the graphics – the doll-like visuals actually stand out. Why did you select this fashion?
Akira Toriyama oversaw character designs for the Dragon Quest collection, and Dragon Quest VII stood out with its endearing character designs with shorter proportions. We selected a doll-like aesthetic to match that. Given the worldwide recognition of doll-inspired visuals in movies and video games, we thought this fashion would swimsuit Dragon Quest VII completely.
I perceive the character creation course of was distinctive, too. You labored with doll artisans to craft wood dolls by hand, photographed them, and turned the pictures into CG fashions.
Sure. Given the doll motif, scanning precise dolls felt like the most effective technique for nailing the feel and creating a particular visible fashion. We commissioned Studio Nova, a Japanese doll studio, to handcraft the dolls of the primary characters, then scanned them to seize their distinctive texture within the sport.
The velvety texture of Kiefer’s outfit and comparable particulars are very practical. Are there any visible parts you need gamers to pay explicit consideration to?
We’ve put lots of care into every character’s outfit. Kiefer wears a luxurious royal apparel match for a prince, whereas the protagonist, a fisherman’s son, wears one thing humbler, and Maribel, the mayor’s daughter, wears an, elegant fancy costume. The highlights are within the high-quality particulars, just like the worn, scuffed texture on the protagonist’s leather-based footwear. You’ll discover many hidden particulars for those who pay shut consideration.
The environments and buildings additionally mix in seamlessly with the doll-like characters. Are you able to describe the creation course of?
As soon as we settled on the doll motif, we styled the cities like dioramas and the buildings like dollhouses to enhance the characters. I believe the standout is the protagonist’s hometown, Estard Island. We began engaged on this space first, so we put further effort into creating Estard.
The unique permits you to spin the digicam round to search out hidden chests, pots, and barrels. That has been faithfully recreated as effectively.
That’s proper. Spinning the digicam round for exploration was a key function within the unique, so we made certain to maintain it. We hope gamers spend time investigating each nook and cranny.
Let’s speak in regards to the ultimate pillar of the three: fight. What was the considering behind its redevelopment?
The fundamental thought was to maintain common battles “fast and snappy” whereas making fights towards more durable enemies extra “intense and deliberate.” For normal fight, we targeted on pacing, comparable to including battle velocity choices and a “Area Assault” function the place you possibly can one-shot weaker enemies as your occasion ranges up.
In the meantime, highly effective enemy encounters are key story moments, so we wished gamers to spend their time strategizing and taking it sluggish. Some fights ended up being fairly difficult, however we obtained a stamp of approval from Horii-san after he examined it out, so I imagine we’ve achieved a superb stability.
Inform us in regards to the Vocation system. Particular Vocational Perks activate when a personality will get “labored up.” How does this new mechanic make fight extra dynamic and interesting?
Characters “let unfastened” at optimum moments throughout battle. It unleashes highly effective results primarily based in your Vocation, and as soon as you possibly can “Moonlight” two Vocations, you possibly can equip two Vocational Perks on the identical time. Experimenting with totally different Vocation mixtures is lots of enjoyable.
How does the Moonlighting function work?
Because the story progresses and Vocation modifications change into obtainable, you possibly can select one most well-liked Vocation, like warrior or mage. Additional into the sport, you unlock the power to “Moonlight” two Vocations. Throughout battles, you should utilize expertise and perks from both Vocation. Character attributes are additionally mixed, which considerably impacts your character’s general capabilities.
So, gamers can combine and match any Vocations they need?
Sure. For instance, you possibly can mix warrior and martial artist for a robust attacker, or pair warrior with priest for a balanced fighter. The selection is yours, relying in your playstyle. As soon as your Newbie Vocations attain most proficiency, you’ll unlock Intermediate Vocations that you would be able to additionally Moonlight. Mastering each warrior and martial artist unlocks the gladiatrix, which might then be paired with both a Newbie Vocation or one other Intermediate Vocation.
The Buccanham Palace: Battle Enviornment has been added as an additional function. What are its key highlights?
The Battle Enviornment is without doubt one of the new aspect contents. With its distinctive format, it delivers fights not like the common battles for a contemporary expertise. There’s additionally content material designed to check your energy, so gamers can soar in and check their limits.
How is it totally different from common battles?
Common battles are fought with a celebration of as much as 4 members, however within the Battle Enviornment, you decide one character to struggle solo. Gamers can beat the challenges to earn rewards, and in the event that they end inside a set variety of turns, they’ll win even higher prizes. We hope these further rewards make your journey a bit simpler.
Talking of rewards, you may also rating priceless objects from the Fortunate Panel.
That’s proper. Each the Battle Enviornment and Fortunate Panel can typically reward you with highly effective objects or weapons that you just can’t usually decide up at that time within the story. Horii-san typically calls this “dishonest” (laughs). In fact, it’s not likely dishonest, and there’s lots of enjoyable in gaining a bonus that approach, so we encourage gamers to maintain making an attempt their luck.
Did you’re taking any new approaches to manufacturing?
We added voice-overs to Dragon Quest VII for the primary time. The battles and adventures really feel far more immersive, and the story pulls you proper in. The voice actors actually introduced the characters to life.
Upon taking part in myself, the general pacing felt noticeably smoother whereas completely capturing the unique’s distinctive allure. Hanging that stability between nostalgia and trendy RPG requirements should have been fairly difficult.
Sure. The Dragon Quest collection is celebrating its fortieth anniversary this yr, and it’s been beloved by so many individuals for many years. Conscious of our most devoted long-term followers, we prioritized equilibrium between nostalgia and innovation. We made certain to protect the traditional really feel and core narrative, so I believe most of the cutscenes will convey again lots of feelings and recollections from their unique playthroughs.
Dragon Quest VII Reimagined launches on PS5 on February 5.











