Certainly, as a Japanese-style hunting game, Wild Hearts has some things in common with Toukiden. Takuto Edagawa: We wanted Wild Hearts to appeal to a more global audience than the Toukiden series. Why did this feel like it needed to be a new IP, rather than a Toukiden sequel? IGN: As you mention, this shares similarity with your previous work on the Toukiden series. We believe that Wild Hearts, born from these core ideas, is a hunting game that offers a new and innovative experience. The ideas that formed the core of the project were Kemono, a fusion of nature and animals and Karakuri, a craft element that was added specifically to suit the hunting elements of this game. To achieve this, we went through several prototypes and trial and error over a very long period of time. One challenge we faced was creating something unique with universal appeal that would be accepted by players around the world. Our goal of creating a Japanese-style hunting game for a new generation remained consistent from start to finish, but making this core idea a reality was not something that happened overnight. It was informed by our experience developing hunting games, specifically the Toukiden series. Kotaro Hirata: This project began as an attempt to create a Japanese-style hunting game that a new generation of players around the world could have fun with. What was the spark of an idea for Wild Hearts? IGN: Omega Force is best known for its Musou/Warriors games, but this looks like a big departure from that approach.
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