I think Geoff Keighley had asked us a couple of times if we had something to show at the awards many years ago, but for Sayonara Wild Hearts all of that was mostly through Annapurna! Well, besides the trailer that we created here. Having Sayonara Wild Hearts unveiled at The Game Awards must have been a pretty big deal. I would say gameplay, vibe and emotional impact was most of the focus over story. This time around we wanted story to step back, so it is more about the general vibe and a feeling, rather than an outspoken story. How did you balance the game between its gameplay, music, and story? Did one ever become more of a focus than the other? Sayonara Wild Hearts also has a fair focus on narrative. Would you consider Sayonara Wild Hearts to be more of an album or a videogame? Rhythm games can be really scary to a lot of people, so we wanted to make a game that was based around music, but rather followed the flow of tracks rather than being about beat matching. How does Sayonara Wild Hearts differ from other rhythm games? We wanted to give Sayonara Wild Hearts our everything, as if it was our last game, so we wanted it to have a name that reflected that. I was inspired by the myth (at least I think it has now been debunked?) that “Final Fantasy” got its title from the creators believing it would be their last game. Where did the idea for the title of the game “Sayonara Wild Hearts” come from? Things like the cafe racer culture as well as the teddy girls subculture was really influential, visually.
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