Destructoid’s been chatting withMajin and the Forsaken Kingdomproducer Daisuke Uchiyama. One of the things that really attracted me to it was its original premise and unique sense of character. Naturally, I wanted to know more about how the game came about and what it aims to do … so I asked!

“First, a theme we had was for two characters with different traits to explore a fantasy world combining their wits and powers,” says Uchiyama. “By having two characters cooperate in battle and solving puzzles, we thought we could deliver a unique, innovative game. In order to express our key concept of a ‘large and powerful, but oafish partner’ in contrast to the hero, we created several hundred concepts for the Majin and ended up with the current design which we are extremely satisfied with.

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“In trying to create a storybook world, we have put a significant focus on the story so that players can easily understand and be fully immersed in the experience. Furthermore, the narrative and amount of dialogue within the game are done in such a way that it will draw players emotionally into theMajinworld.”

Majincertainly put a smile on my face, and when I told Uchiyama, he was very pleased to see that the game’s goal had already been met: “Thank you very much! Putting a smile on people’s faces was one of our ultimate goals and it is great to hear that we’ve accomplished just that. We feel that this is something other games also prioritize but we have taken a different approach to creating an emotional attachment. Specifically, we added a variety of phrases and comical movements to the Majin for added depth and laughs for the player.”

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Majin and the Forsaken Kingdomis out for Xbox 360 and PS3 on November 23.

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