Ahead of Rise of the Ronin launching on Steam today, I had a chance to talk to Yosuke Hayashi, Producer and Executive Vice President at Koei Tecmo, and Fumihiko Yasuda, Development Producer & Head of Team Ninja, about the game’s PC version, potential story DLC, working with PlayStation Studios, Inon Zur’s soundtrack the state of the industry in Japan, coffee, and more with translations done by Koei Tecmo America.
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This interview has been slightly edited for clarity.
Yosuke Hayashi:
I’m the producer of Rise of the Ronin, Yosuke Hayashi.Fumihiko Yasuda: I’m the development producer and director, Fumihiko Yasuda of Team Ninja.
Fumihiko Yasuda:
We progressed through development by incorporating the user feedback and our own development experience from the PS5 version. While the game content has not changed significantly for the PC version, it has been designed to allow a wider range of players to enjoy it across various PC environments.Yosuke Hayashi: Koei Tecmo has been focusing on PC versions in recent years, and we worked on this title with the same commitment. We hope you and everyone will enjoy it on their own PCs.

Fumihiko Yasuda:
This title presented a significant challenge, differing greatly from previous Team Ninja titles with its open world and romance elements with characters. While there were certainly trade-offs, we were able to implement many elements to reach the concept we aimed for in this game.Yosuke Hayashi: Right from the start, the concept of this game is “Team Ninja’s newest challenge.” It was designed to be accessible for players who have never played our titles before, so we hope players will give it a try.
Fumihiko Yasuda:
There was a vast amount of data, such as stages and characters, but we focused on ensuring a seamless experience with a stable frame rate so that players can especially enjoy the action.
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Fumihiko Yasuda:
Currently, there are no plans for DLC.Fumihiko Yasuda:
Given that Team Ninja has released various PC versions, there may not have been many surprised by this announcement, but we believe we have received a positive response. Particularly in Asia and Japan, the number of PC players has been increasing, leading to a response that was bigger than we anticipated.
Fumihiko Yasuda:
We received support in publishing and localization for the Nioh series, but for Rise of the Ronin, in addition to that, PlayStation Studios was involved in almost the entire PS5 version development process. They shared valuable insights on various aspects, including accessibility and improving onboarding accuracy, which not only enhanced the value of the title but also provided a significant experience for Team Ninja.Yosuke Hayashi: This project would not have started without the support of PlayStation Studios. We are extremely grateful to the PlayStation Studios team for lending their strength to this new challenge.
Fumihiko Yasuda:
In depicting the captivating world of 19th century Japan during the Bakumatsu period, the music composed by Inon Zur has been indispensable, and the implementation of his tracks during development significantly enhanced the overall feeling of the game. It was an honor to have Inon Zur participate in this project, especially since he has worked on outstanding open-world titles like Fallout, which is a soundtrack I personally love.
Fumihiko Yasuda:
In Rise of the Ronin, we prioritized a more accessible game to ensure that a wide audience, including those who are not action gamers, could enjoy the game. For core gamers, we plan on considering the approach we’ll take according to title or series.Fumihiko Yasuda:
This game revolves around the theme of connections with various characters centered around the protagonist who is a free-spirited ronin. Since the story is inspired by historical events, we aimed to create a grounded impression through the setting and design. However, we have also incorporated Team Ninja’s signature style in the action elements.
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Fumihiko Yasuda:
Including Rise of the Ronin, each game has its own unique design and intent, but they all share the common theme of Japanese history and samurai swordplay, so I enjoy playing each of them and take inspiration from the character and weapon designs, as well as the depiction of the game worlds.Fumihiko Yasuda:
In terms of consoles, there has been a long-standing situation in Japan where there is a significant number of Switch players, and I am closely watching how this will change with the release of Switch 2. For games like the ones we create, there are many PS5 players, but I also feel that the number of PC players has significantly increased in Japan over the past few years.Yosuke Hayashi: I have a strong impression that the divide between console and PC gaming is getting smaller. I think we are entering an era where players no longer consciously think about which platform they are using to play a game.

Fumihiko Yasuda:
I enjoy thinking about game design while drinking black coffee and having a smoke.Yosuke Hayashi: I’m addicted to coffee to the extent that I bring coffee to the office every morning. I usually have it black. Speaking of black, please also check out Ninja Gaiden 2 Black.







































































































































































































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