Interview: Creator of Ghosts’ n Goblins, Tokuro Fujiwara

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When the description “most difficult video game” comes to mind, many jump to titles like Dark souls and Cuphead. Before it came Ghosts a goblins, a game from the brilliant mind of Tokuro Fujiwara that defines the word “difficult” and lives on as a pleasant nightmare in the dreams of 80s kids everywhere. Fujiwara has directed many previous Capcom titles, such as Sweet Home, the horror classic that inspired the Resident Evil series, as well as the legendary platform Bionic command. But Ghosts a goblins is still recognized as his baby and his first true breakthrough title.

It’s now more than two decades since the launch of the last true mainline of Ghosts’ n Goblins, and years since Fujiwara directed his most recent game, Crazy world. Now Fujiwara and Ghosts’ n Goblins are reunited for a promising new entry in the series, Ghosts’ n Goblins Resurrection – which he talked about in this interview with Polygon, among other things.

Polygon: How does it feel to return to Ghosts after all these years?

Fujiwara Tokuro: It’s been 35 years since the original Ghosts a goblins released, and I’m very grateful that fans continue to cherish this series. It makes me incredibly happy to deliver a brand new title after the 35th anniversary of the series.

How has the world of games changed in your eyes since you first worked on it? Ghosts a goblins back in 1983?

Over the years, many new game genres have been born. The world of games has become so diverse that there is game content that seems to satisfy everyone’s enjoyment. I imagine you feel the same way, but I think games still stay loved because what players enjoy differs from person to person. There are so many game creators who create experiences that meet the needs and interests, with different genres and means of expression. There are titles that are attractive because they change and evolve, but at the back there are also titles that are attractive because they stay the same. The fact that there are a variety of players with different tastes makes me very happy and gives me a sense of purpose in my work.

Tokuro Faujiwara, creator of Ghosts' n Goblins

Photo: Capcom

Have recent video games influenced any elements of the classic Ghosts A Goblins formula for you during the development of this new title?

I wanted this game to focus on what I think is the hallmark of the series, and so took no inspiration from other titles. From the start, the stages have been inspired by a ‘horror theme park’ concept and filled with obstacles that give players the sense of accomplishment they feel when they overcome a difficult challenge through their own efforts. These two extremely important elements were my best in my approach to Ghosts a goblins Resurrection.

I heard that you’re a big fan of creating a real challenge for players, and that problems with the game are very popular these days. What do you think is a real problem in video games versus cheap obstacles?

I touched on this in my previous answer, but an important element I wanted players to enjoy during this series is a sense of accomplishment. I offer a ‘challenge’ to get players this sense of accomplishment, but the ‘challenge’ part is not the main goal.

Players feel that sense of accomplishment when they are able to overcome challenges in a difficult game through their own creativity and efforts. I believe players get frustrated and feel that the game is cheap when there are too many random or random elements that become the challenge and affect the player’s progress, rather than allowing players to use their own creativity and effort.

This new installment now contains more difficulty options, much like Ultimate Ghosts’ n Goblins. How do you feel about this? If you could go back to the original and add difficulty options, would you?

Given the player base at the time, I probably would not have more difficulty limits for the arcade or console version of Ghosts a goblins. When Ghosts a goblins launched, there was no significant difference in skill between players, so they could compete against each other on a similar playing field.

Many fans had very polarizing reactions to the new art style of Resurrection, compared to the usual style of Ghosts’ n Goblins. What are your thoughts on the new look?

The fact that I saw many different reactions and opinions about the art style after the announcement made me realize how much love and good memories players have for the series, and knowing that brings me a lot of joy. I believe the original Ghosts a goblins had a wonderful, pleasing art style. For Ghosts’ n Goblins Resurrection, we really wanted to use concepts like an “animated scroll” or a “picture book” motif that we think would be at home with the inspiration of the “horror theme park” series. I think if people play it, they will agree that it fits in well with the series.

Did you have nerves to return to “revive” the series? What do you think would be the most challenging thing to remake this game?

I was very happy to get this opportunity and return to the Ghosts a goblins series. Since this title is a reload of both Ghosts a goblins and Ghouls’ n Ghosts, it requires me to go back many years, but the memories from those times came to mind quickly.

Regardless of the title, game development is a huge undertaking. I was very excited to be able to express this title on such a large scale compared to the limitations we had on the original Ghosts a goblins. At the same time, however, I was also aware of the challenges involved.

Now that Ghosts’s Goblins is back, are there any other games you’d like to revive? (Can be Gargoyle’s Quest?)

The team came together and worked very hard to create Ghosts’ n Goblins Resurrection, so my attention is still on making it the best possible experience. I can not say much else at the moment, but I hope you look forward to it.

Where did the idea for Arthur’s famous heart – patterned underwear come from?

There is one very important detail that I have to share with you and that people may not know: the pattern on his underwear is actually strawberries.

Arthur has this air of robustness when he wears his armor, but on the inside he gets a little lazy and wears his favorite boxers.

However, his underwear is not just something he would like to wear. It was actually a gift from the princess and serves as a ‘charm’ to protect Arthur in battle.

It’s probably safe to say that the strawberry design was something the princess loved.

Ghosts’ n Goblins Resurrection will be released on February 25 on Nintendo Switch.

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