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Kenichiro Tsukuda Discusses 'Daemon X Machina: Titanic Scion' and 'Astro Boy' Interviews

Interview with Daemon X Machina: Titanic Scion producer Kenichiro Tsukuda discusses upcoming features of the game

Develops Daemon X Machina: Titanic Scion and discusses Astro Boy with Kenichiro Tsukuda
Develops Daemon X Machina: Titanic Scion and discusses Astro Boy with Kenichiro Tsukuda

Kenichiro Tsukuda Discusses 'Daemon X Machina: Titanic Scion' and 'Astro Boy' Interviews

In the realm of mecha games, Kenichiro Tsukuda has left an indelible mark, having been at the helm of numerous groundbreaking titles for over two decades. A veteran producer, Tsukuda first gained notoriety with the release of Armored Core 3 in 2002, and since then, he has continued to push the boundaries of mech-focused gaming.

His latest venture is as series producer for the Daemon X Machina franchise, including the original game in 2019 and the highly anticipated sequel, Daemon X Machina: Titanic Scion, set for release on September 5, 2025, on Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam.

Tsukuda's approach in Daemon X Machina has been to shift the focus from colossal mechs to customizable combat suits known as Arsenals. This decision allows players a diverse range of fighting styles and personal play customization. To add authenticity to the design, Tsukuda employs advanced development tools like 3D printing, refining armor design beyond conventional screen visuals, ensuring unique, mechanically distinct player equipment.

In Titanic Scion, the mecha are closer in scale to power armour compared to the previous game, necessitating a rethink of exploration, missions, and various other elements to make the game open world. Special controls have been developed for the bigger mecha seen in the trailers, and these have been revised to accommodate new mechanics and can be fully customized.

Character designer Kimihiko Fujisaka was consulted to depict a world that has changed over time, while Tsukuda's history of working on mecha games, including Armored Core and Frame Gride, has provided a solid foundation for the series. The story of Titanic Scion aims to be more accessible while maintaining depth, and Tsukuda's aim is to explore themes of human interaction with technology, emphasizing not just the scale of robots but how technology affects the human condition.

Tsukuda moved to development company Feelplus at some point in his career, and he has been involved in the development of multiple titles, including the Fate/Extella series, Bakumatsu Rock, Rune Factory: Guardians of Azuma, and the Daemon X Machina series. The interviewer had previously interviewed Tsukuda for a UK games magazine, and the interview took place around the time of Armored Core 3 in 2002.

In Titanic Scion, players can summon and use Heavy Armor by building up their energy gauge during battle. The game also allows players to move freely between the air and the ground, offering an immersive and dynamic gameplay experience.

With the upcoming release of Daemon X Machina: Titanic Scion, Tsukuda's career since 2002 showcases a sustained dedication to advancing mech games by blending gameplay innovation, narrative depth, and technological artistry, with Daemon X Machina as his current hallmark franchise.

[1] https://www.gamespot.com/articles/daemon-x-machina-interview-kenichiro-tsukuda-on-mak/1100-6471718/ [2] https://www.polygon.com/2019/7/25/20713665/daemon-x-machina-interview-kenichiro-tsukuda-marvelous [3] https://www.ign.com/articles/2019/09/13/daemon-x-machina-interview-kenichiro-tsukuda-on-the-making-of-the-game [4] https://www.gamesradar.com/daemon-x-machina-interview-kenichiro-tsukuda-on-the-making-of-a-giant-robot-game/

  1. In the interview, Kenichiro Tsukuda discusses the upcoming Daemon X Machina: Titanic Scion, highlighting the shift from colossal mechs to customizable combat suits (Arsenals) and the use of advanced development tools like 3D printing for authentic armor design.
  2. As series producer for Daemon X Machina: Titanic Scion, Kenichiro Tsukuda showcases his passion for mecha games and technology, aiming to explore themes of human interaction with technology and create an immersive, open-world gameplay experience.

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