

So if this is an ongoing gacha-style RPG, but with an emphasis on narrative, I had to ask about how deep the story goes-a question that Yoko-san left hanging, telling me, "I think the story will continue for as long as sales continue. They mention that it's "the only game in the world that lets you experience Alice written by Yoko Taro." Maeda-san also added that while the gacha system (think loot boxes for cosmetics and gear) is the same as it is Japan, they've "made some arrangements such as some guaranteed slots, and more likeliness of things you can acquire outside of gacha, compared to the Japanese version." Three separate screenshots from SinoAlice. It's been three years, but we still feel the same way."īoth of them also cite the uniqueness of world-building and narrative when asked about what makes the game stand out in a sea of gacha RPGs. Maeda-san picked it up, saying, "Even before the Japan release, we thought this was a title that could put up a good fight globally in terms of its world-building Yoko's fan base. "The folks at Pokelabo said, 'We really want to release this globally,'" Fujimoto-san said in reply to why SinoAlice came West after three years. Quotes have been lightly edited for clarity. In anticipation of the game's launch, I was able to reach out to Yoko-san along with SinoAlice producers Shogo Maeda (Pokelabo) and Yoshinari Fujimoto (Square Enix), while sneaking in a few questions about Nier. Hell, SinoAlice's subtitle is "A Cruel Tale Of Girls Who Must Kill To Live." Several story episodes offer peeks into each character's relationship to their original author and their new dark past that's kind of messed up. Maybe "mobile game" has you doing a double-take, but hear me out: Yoko Taro writes his own dark take on fairy tale characters like Alice (in Wonderland), Cinderella, Snow White, Red Riding Hood, and a whole bunch of others.

It's been out in Japan for three years, but has finally been localized in English and released. It's a mobile RPG for iOS and Android with gacha elements called SinoAlice. And if you're hyped up for the next thing from the creator of the Nier and Drakengard series, well, it actually just launched this week in the West. In many ways, it's an attitude that's spilled into games he's worked on, typically designed with unconventional storytelling, melodrama, and sometimes crude irreverence. You'll never catch him in the public eye without his Emil helmet on and you'll recognize his wild but inoffensive eccentricity as distinct from pretty much any other developer in the industry. Everyone may think that I became arrogant because I made a hit and got carried away-I'm upset because I've always been arrogant!"įor those unfamiliar, Yoko Taro kind of doesn't give a damn about professional norms in how he presents himself. "I've always been stubborn, but once Automata became a hit, everyone began to say yes to my stubborn demands.

What's changed for you since Nier: Automata?" That's a question I sent over to Yoko Taro via email through a PR rep and translator, hoping to get some insight on how his career has evolved since directing one of 2017's best games. "You're designing Final Fantasy XIV raids and remaking the original Nier now.
