![]() (crazy cause you look at the game, and it's such a Switch game) But they tend to leave things out in terms of ports and releases: for example Sakuna of Rice and Ruin wasn't considered for Switch until a Nintendo rep showed up and expressed their interest on the game. Their former publisher Marvelous/XSEED is very selective on what kind of games to bring over and which platforms (while also generally prioritizing PC), which has some advantages, like undoubtedly their localization work is great (better than NISA), if you look at Trails in the Sky and how much is praised for the quality of the writing compared to Ys VIII localization mess at launch (tho props the publisher for improving it). ![]() So for a while they preferred focusing on fewer platforms while prioritizing PC anyway. It's due to various reasons: Falcom being a small sized studio, and in a way wanting to stay small (common for japanese studios). Yearly releases PS only will make their finances quite worse in the long run than having to invest in Switch and development taking longer There is no alternative for Falcom nowadays is either they invest at least now on a Switch audience for the future or they will be forced to reduce a lot the budget and size of their projects. Switch success in Japan especially for niche titles was established as early as 2017 with almost all small/medium devs jumping ship as early as 2018/H1 2019 Falcom decided to stick with the shinking ship and they paid the conquences.īut even then day 1 releases of Switch should boost sales quite a bit we have seen Switch being at least around 25% of the sales of franchises they had no audience before on Nintendo hardware that would already be a huge boost in sales for Falcom. When it comes to having to build an audience that’s all their fault they knew most of their audience were in portables and still decided to go PS4 only for CSIII dropping the vita and losing 40% of their sales during peak PS4 sofware years. Outsourcing as I said is something they already do right now a lot and the excuse of them not having money to invest for Switch releases (even if outsourced) makes little sense when they spent a lot of money developing their own engine instead of using something like UE4/5, Falcom has had the resources to invest on Switch/PC ports they just have prefered to go the easy way and license it. Of course, these discussions aren't just limited to Trails, and we're also considering the possibility of releasing our other franchises on the platform.Ĭlick to expand.They can have smaller releases still with smaller games, remasters and late ports to still make money they can skip Trails one year and in any case the dependence on Trails is a huge reason why they are on the situation they are right now. At the same time, we're evaluating to the degree we might be able to have further entries in the series developed for the hardware. Kondo: In addition to Kuro no Kiseki, we're currently testing out the feasibility of porting the other entries in the Trails series that aren't represented on the platform to Nintendo Switch. Famitsu: Are there any plans to port the latest Trails title, Kuro no Kiseki, to Nintendo Switch? I can't specify exactly which ones at the current time, but we believe our fans on Switch have a lot to look forward to. Kondo: That's the plan, and we even have already decided on titles we want to release next. Famitsu: So beyond the current project ( The Legend of Nayuta: Boundless Trails), Nihon Falcom plans to continue releasing games for Nintendo Switch? ![]() ![]() When we think of other titles we can port, I begin to wonder if we might be able to release some of our classic titles that would otherwise be difficult to justify a physical release for, digitally. I'd like for players to expect something along those lines for the titles we plan to port in the future. However, I can't deny that we can feel a sense of safety in handling these releases ourselves, and there's a merit in the flexibility that's afforded from being able to more directly put our ideas into motion. Recently, I'd like to think that because of the hard work and care that's been put into these projects, that these complaints have subsided. Toshihiro Kondo: In the past, we received a lot of comments from fans telling us "Nihon Falcom should release this themselves" likely due to some small changes or issues here and there in the end products. Famitsu: How has the response been for Nihon Falcom titles that have been licensed to other companies? ![]()
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