The next entry in Spike Chunsoft’s long-running Mystery Dungeon series is Fushigi no Chronicle: Furikaerimasen Katsu Madewa (Mystery Chronicle: I Won’t Look Back Until I Win), and it’s coming to PlayStation 4 and PS Vita in Japan this spring, the latest issue of Famitsu reveals.
As with previous entries in the Mystery Dungeon series, the in-game areas that players explore remain randomly generated. However, with every turn that passes, the screen forcibly scrolls as the world gets slowly swallowed up by a mysterious light, leading Spike Chunsoft to officially classify the game as a “forced scrolling RPG.” Players are able to name their worlds, which is then used by the game to generate its random layout. Should players then go online and play in the same world, they can compare their progress to those of other players who have played in the same world by inputting the same name.
Though specific gameplay details beyond that remain unknown as of this writing, those who are knowledgeable about the Japanese indie game scene might find much of this basic concept to resemble that of the PC game One Way Heroics. This is entirely by design. In an excerpt of an interview that’s running in this week’s issue of magazine, producers Yuichiro Saito and Yoshinori Terasawa describe Fushigi no Chronicle as a remake of sorts, albeit one that puts their on spins on the core design.
“We first discovered the base of our game, One Way Heroics, at [Japanese indie game developer gathering] BitSummit,” Saito explains. “The combination of a roguelike RPG mixed with forced scrolling elements sounded a bit strange to us at first, but once we gave it a spin, it turned out to be a really novel idea that was fun to play. The Japanese game market in recent years has a seen a big push from foreign indie games, it feels like, so when we found out about this game, we thought we had struck gold.”
When asked to clarify in what way Fushigi no Chronicle is a remake of One Way Heroics, Saito states, “Originally we thought that maybe we could just port the original game over to home consoles. The problem with that idea is that the [original version] can be played for free, meaning nobody would be particularly happy if we suddenly slapped a price tag on such a port. So while we were in the middle of porting it to game consoles, we started getting ideas for where we could touch things up and expand upon the original game. We felt we were onto something, so we asked the original developer if he’d let us build something new from scratch with his original work as the foundation of it.”
Terasawa concurs, adding that “One Way Heroics is already plenty interesting on its own merits. But we figured that if we as a company could get in there and rebuild it in such a way as to better fit in with our overall image, our game could stand as a separate take on the original One Way Heroics, one that could reach out to a wider audience. That’s what compelled Saito to go talk with the developer to make this game happen.”