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Regarding the world’s layout, Furushima noted: “The adventure spans a diverse array of environments, essentially functioning as one expansive, detailed route. Instead of a fully open-world sandbox, it’s more like a historic pilgrimage to Kyoto, divided into various ‘district’ stages.”
The decision to omit online functionality was intentional, designed to keep the spotlight on the core premise. “The bond between the human protagonist and their animal companion is the heart of the experience,” Furuyama noted, “which is why we chose to focus entirely on a solo journey.”
Beyond standard difficulty toggles, players can tailor the challenge through various passive skills. Furushima aims to make the title accessible to a broad audience, including those less experienced with demanding action games.
“We’ve designed it to be approachable for everyone,” Furushima explained. “You can adjust the difficulty at any time, but I also encourage players to explore the skill trees. The support provided by Koo, the dog, allows players to find unique strategies that naturally ease the combat’s intensity.”
The combat highlights the synergy between Emma and her dog, Koo, blending real-time action with tactical pauses. Successful parries generate points that Emma can spend to trigger Koo’s “Bloom Art,” a powerful ability that temporarily halts time, letting the player carefully select their next offensive move.
Koo’s utility also grows alongside their relationship. “Initially, you’ll have a single slot for passive skills,” Furushima explained. “However, as you strengthen your bond through feeding and petting him, that capacity expands to six slots. Showing him affection is vital to his growth.”
In short: petting the dog isn’t just a charming feature—it’s a core gameplay mechanic.
Source: gamesradar.com


