Interview: Tokuro Fujiwara, creator of Ghosts’ n Goblins

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When the description “video game more difficult” comes to mind, many move on to titles like Dark Souls and Cuphead. Before they came Ghosts’ n Goblins, a brilliant mind game by Tokuro Fujiwara that defines the word “difficult” and lives like a pleasant nightmare in the dreams of children of the 80’s everywhere. Fujiwara directed many of Capcom’s early titles, such as Sweet Home, the horror classic that inspired Resident Evil series as well as the legendary platform game Bionic Commando. But Ghosts’ n Goblins he is still recognized as his baby and his first successful title.

More than two decades have passed since the release of the last true Ghosts’ n Goblins title, and years since Fujiwara directed his most recent game, Crazy world. Now Fujiwara and Ghosts’ n Goblins are reunited again for a promising new entry in the series, Resurrection of Ghosts’ and Goblins – which you spoke about, among other things, in this interview with Polygon.

Polygon: What is it like to go back to Ghosts’ n Goblins after all these years?

Tokuro Fujiwara: It’s been 35 years since the original Ghosts’ n Goblins released, and I am very grateful that fans continue to appreciate this series. I am incredibly happy to deliver a brand new title after the series’ 35th anniversary.

How the gaming world has changed in your eyes since you first worked Ghosts’ n Goblins in 1983?

Over the years, many new game genres have emerged. The gaming world 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 continue to be loved because what players like varies totally from person to person. There are so many game creators creating experiences that accommodate these needs and interests with various genres and media. There are titles that are attractive because they change and evolve, but on the other hand, there are also titles that are attractive because they remain 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

Did any recent video games influence any element of the classic Ghosts’ n Goblins formula for you during the development of this new title?

I wanted this game to focus on what I believe are the hallmarks of the series, so I didn’t draw any inspiration from other titles. From the beginning, the stages were inspired by a concept similar to that of a “horror theme park” and full of obstacles that give players the feeling of accomplishment that one feels when winning a difficult challenge through their own efforts. These two extremely important elements were the main ones in my approach Ghosts’ n Goblins Resurrection.

I heard that you are a big fan of creating a real challenge for players, and the difficulty of the game is a very hot topic today. What do you think counts as real difficulty in video games versus cheap obstacles?

I mentioned this in my previous answer, but an important element that I wanted players to like throughout this series is the sense of accomplishment. I am delivering a “challenge” for players to achieve that sense of accomplishment, but the “challenge” part is not the main objective.

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 that players are frustrated and think that the game is being cheap when there are many accidental or random elements that become the challenge and affect the player’s progression, instead of allowing players to use their own creativity and effort.

This new installment now features more difficulty options, as well as Ultimate Ghosts’ n Goblins. How do you feel about it? If you could go back to the original and add difficulty options, would you do it?

Considering the player base at the time, I probably wouldn’t have created multiple levels of difficulty for the arcade or console version. Ghosts’ n Goblins. When Ghosts’ n Goblins released, there was no significant difference in the level of proficiency between players, so they were able to compete against each other on a similar playing field.

Many fans had very polarized reactions to the new art style of Resurrection, compared to the usual style of Ghosts’ n Goblins. What do you think of the new look?

Seeing many different reactions and opinions about the art style after the announcement made me realize how much love and good memories the players have for the series, and knowing that brings me a lot of joy. I believe in the original Ghosts’ n Goblins he had a great and pleasant art style. For Resurrection of Ghosts and Goblins, we really wanted to use concepts like an “animated parchment” theme or an “image book” that we felt would stay at home with the inspiration from the series “horror theme park”. I think as people play, they agree that it suits the series well.

Were you nervous about going back to “resurrect” the series? What did you think would be the most challenging in remaking this game?

I was extremely happy to have this opportunity and to return to Ghosts’ n Goblins Series. Since this title is a reset of both Ghosts’ n Goblins and Ghouls’ n Ghosts, it forced me to go back many years, but the memories of those times came back quickly.

Regardless of the title, game development is a huge task. I was very excited to have been able to express this title on such a large scale compared to the limitations we had with the original Ghosts’ n Goblins. However, I was also simultaneously aware of the challenges involved.

Now that Ghosts’ n Goblins is back, are there any other games you’d like to relive? (It might be Gargoyle search?)

The team got together and worked hard to create Resurrection of Ghosts and Goblins, so my attention is still on making it the best experience possible. I can’t say much more at the moment, but I hope you are looking forward to the game.

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

There is a very important detail that I need to share with you that people may not know: the pattern of your underwear is actually strawberries.

Arthur has that air of sturdiness when he’s wearing his armor, but inside, he looks a little chic and wears his favorite boxer.

However, his underwear is not simply something he likes to wear. In fact, it was a gift from the princess and acts as an “amulet” to protect Arthur in battle.

It is probably safe to say that the strawberry design was something the princess liked.

Resurrection of Ghosts’ and Goblins will be released on February 25 on the Nintendo Switch.

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