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The director on working with gamefreak
>Masao Taya: I applied to be a programmer here at Game Freak 20 years ago with the hope of one day being able to make a game I came up with on my own. Since then, I’ve been working mostly on the battle system in Pokémon. I’ve programmed all of the systems after Black and White. And the dream I had when I entered the company came true when I got to direct Pocket Card Jockey. Little Town Hero, too, was born out of the desire to make the type of RPG my friends and I have always wanted to play.
On his affinity with RPGs
>But despite my love for this genre, I haven’t really been playing turn-based RPGs other than Pokémon as of late. Of course, becoming an adult has reduced the amount of time I can devote to games, but I believe that’s not all. RPGs are really time-consuming, and with how big the maps are, you can easily get lost and stuck in areas where you only get to battle weak opponents. That was a large part of the reason that I stopped playing as much.
On little town hero difficulty
>So with Little Town Hero, we’ve been careful not to prepare maps that are infinitely huge, or maps filled with opponents that can defeated just by spamming the attack button. Instead, we’ve aimed for an interesting battle system that really makes you consider how to go about defeating your enemy, each and every time.
>So unlike other turn-based RPGs you can’t beat the higher-level enemies by just using your strongest move over and over, or simply choosing the best units for the job. You must think about the moves you make.
On creativity
>Well, I am just a programmer for Pokémon, so I don’t have any influence on the story or the characters. It’s due to my experience playing other RPGs other than Pokémon when I was younger (Like Dragon Quest etc.) that I wanted to make a game with a story I came up with, so I’m happy that my dream came true with Little Town Hero.
Hope you faggot bought pocket card jockey