Dragon Quest VII Reimagined interview: hand-crafted dolls, overhauled UI, nostalgia, and more

Set for release on February 5, Dragon Quest VII Reimagined for PlayStation 5 reinterprets the classic 2000 PlayStation title, Dragon Quest VII: Fragments of the Forgotten Past. Featuring distinctive 3D diorama visuals with a warm, handcrafted doll-like aesthetic, the remake also introduces new storylines, including one that reunites the hero with his now-adult friend, Kiefer.

Over 25 years after the original release, producer Takeshi Ichikawa shares insights on the creative process and the decisions behind reimagining this beloved RPG for a new generation.

​​

Takeshi Ichikawa, Producer, Dragon Quest VII Reimagined 

PlayStation Blog: Before we discuss the upcoming Dragon Quest VII Reimagined, let’s take a moment to revisit the original Dragon Quest VII: Fragments of the Forgotten Past, released for the original PlayStation in 2000. The title drew major attention at the time as the first in the series to feature 3D polygons and for offering an adventure that stretched beyond 100 hours. Do you have any special memories of that game?

I was a young kid in elementary school back in 2000, so my memories are a little fuzzy, but I do remember playing the original Dragon Quest VII. Funny enough, my first Dragon Quest game wasn’t one of the mainline entries – it was Dragon Quest Monsters Terry’s Wonderland. So when I finally played one of the mainline installments, I was surprised to learn that you actually fight as human characters.

Dragon Quest VII is known for its sheer scale, and it takes a while to reach your first battle. Honestly, as a child, I remember getting impatient, wondering when the fighting was going to start. Ultimately, I didn’t finish the game and gave up partway through. However, when I revisited the game later as an adult, I was really struck by how dark and unsettling the game’s world was, and how strangely relevant it felt in this day and age.

*Screenshot of Dragon Quest VII: Fragments of the Forgotten Past on the original PlayStation

It’s one of the more melancholic works in the series, isn’t it?

Yes. In conversations with Yuji Horii, the creator of the series, we often used the word “irrational” to describe the game’s world and its themes.

What parts of the game felt irrational to you?

Even though the protagonists haven’t done anything particularly wrong, the story keeps drifting into darker territory and shows the raw, ugly sides of human nature. I think that lack of salvation and sense of unfairness made the game feel irrational at times.

And that Dragon Quest VII is now being remade as Dragon Quest VII Reimagined. Can you tell us how this project first came about?

The original game was released in 2000 and celebrated its 25th anniversary in 2025. We felt that its distinctive world and story would resonate even more strongly with players today, which is what led to the start of this project.

Why did you choose to develop a full remake from the ground up, rather than a remaster?

After 25 years, we wanted to create a game that was enjoyable for both past players and those new to the series. That’s why we went back and reviewed every single element from square one and rebuilt everything for a wider audience.

Figuring out where to begin on an epic exceeding 100 hours sounds quite daunting. What was your guiding principle, and what type of experience were you envisioning?

Our core concept was “nostalgic yet innovative.” We aimed to preserve Dragon Quest VII’s signature essence and nostalgic charm while adding new touches that we thought were fitting as the series’ latest installment. Development revolved around three key pillars: story, visuals, and combat.

What kind of input did Yuji Horii give after he saw your proposal?

We pitched to Horii-san the idea of restructuring everything around those three pillars, overhauling the framework of the narrative, and adding new storylines for certain characters to create a deeper emotional connection with the players. He was on board right away.

Did Horii-san provide any feedback during development?

He gave us input on the UI. Past Dragon Quest games stuck to pop-up window-based interfaces, but we went with tabs for the main menu this time, which was a bold move. Horii-san liked the overall feel but suggested tweaks for specific elements, like the shopping interface. His insights helped us create a more user-friendly UI.

You highlighted story, visuals, and combat as the three main pillars. Could you elaborate on the changes your team made to the story?

While preserving the original’s distinctive vibe and atmosphere, we refined sections of the story – which can exceed 100+ hours – that felt redundant. We aimed to streamline the overall structure of the narrative so it was easier to follow and get immersed in.

Yes, the overall story felt tighter when I played the preview. You mentioned you didn’t just trim the story; you also added new storylines?

That’s right. We trimmed or condensed parts that didn’t deeply impact the core narrative while also adding new scenarios. For example, the reunion with an adult Kiefer gives original fans something new to enjoy.

Does the adult Kiefer play a big role in the story?

Yes, he properly appears as part of a new storyline. I can’t go into details because it’s integral to the story, but I’m excited for players to experience it firsthand.

Let’s talk about the graphics – the doll-like visuals really stand out. Why did you choose this style?

Akira Toriyama oversaw character designs for the Dragon Quest series, and Dragon Quest VII stood out with its endearing character designs with shorter proportions. We chose a doll-like aesthetic to match that. Given the global popularity of doll-inspired visuals in films and games, we thought this style would suit Dragon Quest VII perfectly.

I understand the character creation process was unique, too. You worked with doll artisans to craft wooden dolls by hand, photographed them, and turned the photos into CG models.

Yes. Given the doll motif, scanning actual dolls felt like the best method for nailing the texture and creating a distinctive visual style. We commissioned Studio Nova, a Japanese doll studio, to handcraft the dolls of the main characters, then scanned them to capture their unique texture in the game.

The velvety texture of Kiefer’s outfit and similar details are very realistic. Are there any visual elements you want players to pay particular attention to?

We’ve put a lot of care into each character’s outfit. Kiefer wears a plush royal attire fit for a prince, while the protagonist, a fisherman’s son, wears something humbler, and Maribel, the mayor’s daughter, wears an, elegant fancy dress. The highlights are in the fine details, like the worn, scuffed texture on the protagonist’s leather shoes. You’ll find many hidden details if you pay close attention.

The environments and buildings also blend in seamlessly with the doll-like characters. Can you describe the creation process?

Once we settled on the doll motif, we styled the towns like dioramas and the buildings like dollhouses to complement the characters. I think the standout is the protagonist’s hometown, Estard Island. We started working on this area first, so we put extra effort into creating Estard.

The original lets you spin the camera around to find hidden chests, pots, and barrels. That has been faithfully recreated as well.

That’s right. Spinning the camera around for exploration was a key feature in the original, so we made sure to keep it. We hope players spend time investigating every nook and cranny.

Let’s talk about the final pillar of the three: combat. What was the thinking behind its redevelopment?

The basic idea was to keep regular battles “quick and snappy” while making fights against tougher enemies more “intense and deliberate.” For regular combat, we focused on pacing, such as adding battle speed options and a “Field Attack” feature where you can one-shot weaker enemies as your party levels up.

Meanwhile, powerful enemy encounters are key story moments, so we wanted players to spend their time strategizing and taking it slow. Some fights ended up being quite challenging, but we received a stamp of approval from Horii-san after he tested it out, so I believe we’ve achieved a good balance.

Tell us about the Vocation system. Special Vocational Perks activate when a character gets “worked up.” How does this new mechanic make combat more dynamic and engaging?

Characters “let loose” at optimal moments during battle. It unleashes powerful effects based on your Vocation, and once you can “Moonlight” two Vocations, you can equip two Vocational Perks at the same time. Experimenting with different Vocation combinations is a lot of fun.

How does the Moonlighting feature work?

As the story progresses and Vocation changes become available, you can choose one preferred Vocation, like warrior or mage. Further into the game, you unlock the ability to “Moonlight” two Vocations. During battles, you can use skills and perks from either Vocation. Character attributes are also combined, which significantly affects your character’s overall capabilities.

So, players can mix and match any Vocations they want?

Yes. For example, you can combine warrior and martial artist for a powerful attacker, or pair warrior with priest for a balanced fighter. The choice is yours, depending on your playstyle. Once your Beginner Vocations reach maximum proficiency, you’ll unlock Intermediate Vocations that you can also Moonlight. Mastering both warrior and martial artist unlocks the gladiatrix, which can then be paired with either a Beginner Vocation or another Intermediate Vocation.

The Buccanham Palace: Battle Arena has been added as an extra feature. What are its key highlights?

The Battle Arena is one of the new side contents. With its unique format, it delivers fights unlike the regular battles for a fresh experience. There’s also content designed to test your strength, so players can jump in and test their limits.

How is it different from regular battles?

Regular battles are fought with a party of up to four members, but in the Battle Arena, you pick one character to fight solo. Players can beat the challenges to earn rewards, and if they finish within a set number of turns, they can win even better prizes. We hope these extra rewards make your journey a bit easier.

Speaking of rewards, you can also score valuable items from the Lucky Panel.

That’s right. Both the Battle Arena and Lucky Panel can sometimes reward you with powerful items or weapons that you cannot normally pick up at that point in the story. Horii-san often calls this “cheating” (laughs). Of course, it’s not really cheating, and there’s a lot of fun in gaining an advantage that way, so we encourage players to keep trying their luck.

Did you take any new approaches to production?

We added voice-overs to Dragon Quest VII for the first time. The battles and adventures feel much more immersive, and the story pulls you right in. The voice actors really brought the characters to life.

Upon playing myself, the overall pacing felt noticeably smoother while perfectly capturing the original’s unique charm. Striking that balance between nostalgia and modern RPG standards must have been quite challenging.

Yes. The Dragon Quest series is celebrating its 40th anniversary this year, and it’s been loved by so many people for decades. Mindful of our most dedicated long-term fans, we prioritized equilibrium between nostalgia and innovation. We made sure to preserve the classic feel and core narrative, so I think many of the cutscenes will bring back a lot of emotions and memories from their original playthroughs.

Dragon Quest VII Reimagined launches on PS5 on February 5.

Leave a Reply

Your email address will not be published.

Previous post Ubisoft is now memeing about Black Flag remake leaks, which is a change from threatening to sue its lead actor over them
Next post Nvidia GeForce Now is officially on Linux, and after testing it I’m equal parts impressed and optimistic for the future of non-Windows gaming