Elliot’s Adventure Team Surprised by Fans’ Feedback on Chatty Fairy Companion
It’s becoming increasingly common for new games to offer free demos, network tests, or open betas, allowing players to get a taste of the game before its official launch and share their thoughts on what works and what doesn’t. However, it’s a refreshing change to see tangible results from that feedback, as demonstrated by *The Adventures of Elliot: The Millennium Tales*. One notable change? Players voiced that one of the main characters needed to tone it down a bit.
While many developers tend to respond to feedback with vague statements about “more polish,” Team Asano has taken a different approach. They recently shared a detailed list of significant updates based on player feedback from the game’s initial demo released last year. The new “prologue demo” is now available, showcasing a variety of improvements. Menu navigation has been streamlined for quicker access to weapons and abilities, equipping Magicite has been revamped for easier load-out management, Elliot’s base movement speed has been notably increased, and multiple difficulty levels have been introduced. These are substantial changes, and the speed of their implementation suggests that some were already on the developers’ radar. It’s impressive to see how much feedback from last year’s demo has been acted upon.
The most intriguing change, however, isn’t listed in the official updates. Producer Naofumi Matsushita revealed that the team was genuinely surprised to discover that many players found Faie, Elliot’s fairy companion, a bit too chatty. Faie had a comment for nearly every situation, from spotting treasure chests to getting hit by enemies. Matsushita explained that the team had grown fond of Faie during development and hadn’t realized her dialogue might be overwhelming until players pointed it out. To address this, they’ve added an option in the settings to reduce her dialogue, which many players will likely activate upon first encountering her.
In a recent email interview, Matsushita and I delved into various topics, including the nostalgia evoked by Square Enix’s HD-2D games, Team Asano’s transition from traditional RPGs to action RPGs, and even whether players can pet the cats in *The Adventures of Elliot*. The game is set to launch on June 18 for Switch 2, PS5, Xbox, and PC.
**Q: What inspired the creation of *The Adventures of Elliot*, and what was the original prototype like?**
Matsushita: We first explored the RPG genre through the HD-2D visual style with *Octopath Traveler*, followed by the strategy genre with *Triangle Strategy*. For this latest HD-2D title, we aimed to reach a broader audience by adopting the action RPG genre. In the initial prototype, Elliot looked different, and we used a temporary field focused on action mechanics, testing sword swings, jumping, and other elements. As we progressed, we completed a simple map to evaluate the overall gameplay experience.
**Q: How has *The Adventures of Elliot* evolved during development?**
Matsushita: After completing the prototype, we began creating the fields and towns of the Age of Safekeeping while finalizing Elliot’s design and Faie’s abilities. Once these elements were playable, I felt the game had significantly evolved. I was particularly satisfied with the fairy controls, including abilities like warp and sprint. We systematically refined each element based on necessity.
**Q: Does *The Adventures of Elliot* draw inspiration from classic Square Enix titles?**
Matsushita: We’re thrilled to hear that the game evokes memories of past Square Enix games! Team Asano has a rich history with RPGs, and we believe that the past is vital to storytelling. The concept of a narrative that takes players through different eras via the Doorway of Time emerged from this belief. Instead of exploring every corner of the world, the story focuses on the history of a single nation. While we didn’t intend to directly reference *Chrono Trigger*, the nostalgia players feel likely stems from our appreciation for those older titles.
**Q: How does *The Adventures of Elliot* differentiate itself from other recent HD-2D games?**
Matsushita: Most of our previous titles featured ensemble casts, so creating a single-protagonist action RPG was a challenge. We aimed to craft an experience that allows players to empathize with Elliot, enhancing immersion in the story. Elliot embodies many elements we love, and we ensured his character resonates with players.
**Q: How has the HD-2D style evolved since *Octopath Traveler*?**
Matsushita: With *Live A Live*, we adapted the presentation for each era, highlighting unique chapter characteristics. For this title, we noticed that pixel-based 2D action games often feel flat due to the ground plane dominating the screen. To combat this, we implemented a “drumroll” approach, curving the map into the background to enhance depth perception. This attention to detail was a collaborative effort with the development studio, ensuring each game under the HD-2D style has its unique features.
**Q: What challenges did you face transitioning from a party of heroes to a solo adventurer?**
Matsushita: The main challenge was ensuring Elliot’s background and personality would resonate with players. I was careful during the scriptwriting process to make him relatable and likable.
**Q: How do you differentiate weapon types in the game?**
Matsushita: We focused on giving each weapon distinct characteristics. For instance, swords have a wide frontal range, spears strike directly ahead, chains and sickles have a circular range but can miss close targets, and hammers cover a wide area but swing slowly. We also introduced Magicite as a progression element, some of which alter weapon actions.
**Q: What feedback did you receive from the demo survey, and how is it being implemented?**
Matsushita: We’re grateful to all players who provided feedback on the debut demo! We received a lot of positive responses, indicating strong demand for core game systems. We carefully reviewed detailed adjustments and requests, leading to several menu improvements and increased movement speed for the protagonist. We also added four difficulty options to make the game accessible to a wider audience. One surprising piece of feedback was the request to reduce Faie’s dialogue frequency, which we’ve addressed by adding an option to lower her chatter.
**Q: Can players trust Faie?**
Matsushita: As a fan of *Bravely Default*, I understand your concerns! I encourage you to play the game and see for yourself whether Faie can be trusted.
**Q: Can players collect cats in the game?**
Matsushita: While Asano-san is a cat person, both the development director and I are dog lovers. We wanted to understand cat lovers’ perspectives, so we assigned the “Cat Collecting” feature to team members who are cat enthusiasts. Cats blend well into various environments, making them ideal for this feature. While you can’t actually pet the cats, you can give them treats and play with them once they become attached to you.
**Q: Who composed the soundtrack, and what should players look out for?**
Matsushita: The composers are Tomohiro Nakamichi and Yuto Moritani. We selected them from a large pool and had them create demo tracks to choose from. Given the project’s scope, we decided to have both work on it. The soundtrack includes tracks not featured in the game, showcasing their unique strengths, and each track has its own ending for a satisfying listening experience. The release also features newly illustrated artwork and liner notes from both composers.