Fairy Tail 2 Interview - Talking combat changes, improvements, Steam Deck support, & more with Hiroshi Kataoka
After Fairy Tail from Gust and Koei Tecmo released back in 2020, I was curious to see if we would end up getting a sequel that built on the original because there was a lot of potential despite the flaws. Four years later, Fairy Tail 2 was announced, and it looked to be quite a shake up over the original. With changes to combat, story, and it being a numbered sequel, I had a lot of questions and hopes ahead of the full game's launch this December. I had a chance to interview the producer — Hiroshi Kataoka — over email about Fairy Tail 2's story, combat changes, Steam Deck, accessibility, a potential Xbox version, upcoming DLC, and a lot more with translations done by Koei Tecmo America.
This interview has been slightly edited for clarity.
RPG Site: What learnings from the first game helped shape Fairy Tail 2?
Hiroshi Kataoka, Producer on Fairy Tail 2: From creating the first game, we have a deeper understanding of Fairy Tail-ish expressions and direction of facial animations, so I think it has helped with an additional improvement in quality. We also received direct feedback from fans on what they wanted to see in the game, which we used as a reference to meet their needs as much as possible.
Hiroshi Kataoka, Producer on Fairy Tail 2: From creating the first game, we have a deeper understanding of Fairy Tail-ish expressions and direction of facial animations, so I think it has helped with an additional improvement in quality. We also received direct feedback from fans on what they wanted to see in the game, which we used as a reference to meet their needs as much as possible.
RPG Site: Should newcomers play Fairy Tail 2 directly and is it accessible without prior knowledge of the IP?
Hiroshi Kataoka: Yes, newcomers can play this directly. At the beginning of the game, there is an event where dialogue between characters will look back at the story of the first Fairy Tail game. Along with that, players can also refer to a database in the main menu that contains this summary. There is also an in-game glossary that can be used when characters refer to specific terms, so I believe those who are interacting with Fairy Tail for the first time, along with those who may have read the manga in the past but may have forgotten some of the details can find themselves immersed in the story.
Of course, playing the previous Fairy Tail game or having previous knowledge of the anime or manga can increase the enjoyment of the game, but I think going back to the original work after enjoying and completing the game is fine as well.
Hiroshi Kataoka: Yes, newcomers can play this directly. At the beginning of the game, there is an event where dialogue between characters will look back at the story of the first Fairy Tail game. Along with that, players can also refer to a database in the main menu that contains this summary. There is also an in-game glossary that can be used when characters refer to specific terms, so I believe those who are interacting with Fairy Tail for the first time, along with those who may have read the manga in the past but may have forgotten some of the details can find themselves immersed in the story.
Of course, playing the previous Fairy Tail game or having previous knowledge of the anime or manga can increase the enjoyment of the game, but I think going back to the original work after enjoying and completing the game is fine as well.
RPG Site: The new original content in Fairy Tail 2 sounds very interesting. Would you like to make a completely original story using the world and characters next?
Hiroshi Kataoka: To preface, as this game takes place during the final chapter of the series, we are focusing all our efforts on making sure that it is done right, so we have no thoughts on what is next.
I think that it will depend on whether fans want a sequel and, if so, what they want, but I think a completely original story that takes advantage of being a game is one option.
Hiroshi Kataoka: To preface, as this game takes place during the final chapter of the series, we are focusing all our efforts on making sure that it is done right, so we have no thoughts on what is next.
I think that it will depend on whether fans want a sequel and, if so, what they want, but I think a completely original story that takes advantage of being a game is one option.
RPG Site: Are you able to tell us anything about the DLC and game editions for this release or is it too soon to discuss those aspects?
Hiroshi Kataoka:To start, we have announced the details of our Digital Deluxe edition, and the content is a step above the previous game! Also, those who buy the physical version of the game will be able to purchase the Digital Deluxe content as an upgrade pack.
As for DLC, we are considering various content that will make the game even more enjoyable, so please look forward to future updates!
Hiroshi Kataoka:To start, we have announced the details of our Digital Deluxe edition, and the content is a step above the previous game! Also, those who buy the physical version of the game will be able to purchase the Digital Deluxe content as an upgrade pack.
As for DLC, we are considering various content that will make the game even more enjoyable, so please look forward to future updates!
RPG Site: How has the combat been updated for Fairy Tail 2 from the original?
Hiroshi Kataoka: With the first game, in order to have fans who weren't used to playing video games enjoy the game, we decided on a turn-based system that allowed more time for thinking, magic with pre-set with a range or elemental attribute that could be used with MP, resulting in being able to see cool skills or team battle scenes at a slower pace.
However, since this game focuses on replicating the intense battles in the final arc of the original series, while keeping the base of a game system that isn't too difficult to grasp and anyone can easily play, we incorporated a real-time system that increased the action elements where skills can be executed faster and with ease. When playing the game, I can really feel that this format is a better match for this story.
There are two main staples to the gameplay.
The first is the attack cycle of the controllable party characters. There is no MP in this game, but rather SP (skill points) which accumulate through a series of regular attacks and can be used to activate skills. As you activate skills, your “FAIRY RANK” increases, and the amount of SP you can accumulate and your speed increases, leading to stronger skills and consecutive activation of skills. So, an attack will lead to more attacks, and you can see how the Fairy Tail characters get stronger during battle.
The second is attack and defense against enemies. Enemies have a “Break Gauge” in addition to their HP, and when the gauge is reduced, a “Link Attack” is triggered for the player, which is a joint attack between party members. When the enemy's Break Gauge is reduced, they enter a state of 'Break’ where all player attacks become critical attacks. With certain strong enemies, “Link Attack” changes to “Unison Raid” during Break, allowing you to unleash a more powerful attack. Also, when an enemy is about to launch a strong move, a 'Risky Gauge' appears, which can only be reduced with a character skill that has an affinity against it, but if is reduced during the warning period, a Link Attack can be activated. Your battle party consists of three characters and the others are reserve characters. The party's characters can be switched at any time, so you can attack as a team while taking compatibility of your characters into consideration.
In addition, there are of course other elements that make combat even more exciting, such as “elements,” “awakening,” and “mode change,” so I hope players will look forward to them!
Hiroshi Kataoka: With the first game, in order to have fans who weren't used to playing video games enjoy the game, we decided on a turn-based system that allowed more time for thinking, magic with pre-set with a range or elemental attribute that could be used with MP, resulting in being able to see cool skills or team battle scenes at a slower pace.
However, since this game focuses on replicating the intense battles in the final arc of the original series, while keeping the base of a game system that isn't too difficult to grasp and anyone can easily play, we incorporated a real-time system that increased the action elements where skills can be executed faster and with ease. When playing the game, I can really feel that this format is a better match for this story.
There are two main staples to the gameplay.
The first is the attack cycle of the controllable party characters. There is no MP in this game, but rather SP (skill points) which accumulate through a series of regular attacks and can be used to activate skills. As you activate skills, your “FAIRY RANK” increases, and the amount of SP you can accumulate and your speed increases, leading to stronger skills and consecutive activation of skills. So, an attack will lead to more attacks, and you can see how the Fairy Tail characters get stronger during battle.
The second is attack and defense against enemies. Enemies have a “Break Gauge” in addition to their HP, and when the gauge is reduced, a “Link Attack” is triggered for the player, which is a joint attack between party members. When the enemy's Break Gauge is reduced, they enter a state of 'Break’ where all player attacks become critical attacks. With certain strong enemies, “Link Attack” changes to “Unison Raid” during Break, allowing you to unleash a more powerful attack. Also, when an enemy is about to launch a strong move, a 'Risky Gauge' appears, which can only be reduced with a character skill that has an affinity against it, but if is reduced during the warning period, a Link Attack can be activated. Your battle party consists of three characters and the others are reserve characters. The party's characters can be switched at any time, so you can attack as a team while taking compatibility of your characters into consideration.
In addition, there are of course other elements that make combat even more exciting, such as “elements,” “awakening,” and “mode change,” so I hope players will look forward to them!
RPG Site: What should we expect in terms of platform specifications like frame rate targets for Fairy Tail 2 like potentially 120 FPS support on PS5 and are there any plans to optimize it for Steam Deck?
Hiroshi Kataoka: For PS5, it does not have 120 FPS support. For Steam Deck, optimization is being considered.
Hiroshi Kataoka: For PS5, it does not have 120 FPS support. For Steam Deck, optimization is being considered.
RPG Site: Was there any consideration to give Fairy Tail 2 an English dub?
Hiroshi Kataoka: We did consider English dubs along with English subtitles, but this game will have the same structure as the previous one. We will continue to consider this in the future, depending on the circumstances.
Hiroshi Kataoka: We did consider English dubs along with English subtitles, but this game will have the same structure as the previous one. We will continue to consider this in the future, depending on the circumstances.
RPG Site: Are there any plans to bring Fairy Tail 2 and the original game to Xbox in the future?
Hiroshi Kataoka: Currently there are no plans, but we can consider it if there is demand.
Hiroshi Kataoka: Currently there are no plans, but we can consider it if there is demand.
RPG Site: What has your favorite project been over the years across various franchises?
Hiroshi Kataoka: Every IP I have been involved with has a special place within me, so unfortunately, I can't answer this!
Hiroshi Kataoka: Every IP I have been involved with has a special place within me, so unfortunately, I can't answer this!
RPG Site: How do you like your coffee?
Hiroshi Kataoka: I prefer somewhat strong bitterness with low acidity.
Hiroshi Kataoka: I prefer somewhat strong bitterness with low acidity.