Following the release of a new gameplay video this week, Dengeki Online spoke with Code Vein producer Keita Iizuka and director Hiroshi Yoshimura, who shared new information about the upcoming action RPG.

Get the tidbits below.

Are you developing the game simultaneously across all three platforms as well as for both Japan and international releases?

That’s right. We’re developing all versions of the game together. We are aiming to release the game on the same day worldwide.

When you decided the game’s genre and direction, did you look at western development and aim for a global audience from the start?

Although we started development while communicating with Japanese games, Code Vein became new challenge for us and we want to make a game that will be enjoyed by players around the world. Moreover, we took the recent game market into account and thought we should make a title that will garner worldwide recognition.

Is there any part of the game that you adjusted in aiming for a global audience?

Since Code Vein is a new title, we are starting from scratch. I don’t think there is a difference between western and Japanese gamers when it comes to dungeon crawling RPGs and their experience with them. Based on that, we will make final adjustments for the overall direction based on a universal standards. We want it to be a satisfying game, but on the other hand, we are bearing in mind not to break the player’s spirit. I think there’s a difference between players based on region when it comes to motivation upon having to retry a section, but we are working hard to make it enjoyable by everyone without breaking their spirit. One way to preserve player motivation is through the existence of buddies. Maybe players are attached to certain characters and think “this girl is cute so I’ll try my best,” or “she told me to do my best so I’ll work hard.” Each character has special abilities that you can mix and match with through trial and error, so if you don’t like one character you can try another.

In the video we saw some dramatic moments and unique looking characters. These were popular aspects of God Eater as well, but can we anticipate even further improvement?

In God Eater, you gained affection from characters by fighting together, which was a large discovery for us. In Code Vein we have evolved a part of that concept. While exploring new territory, your buddies will react to various things that occur. More than just things like your teammates helping when the player is defeated and vice versa, I think we can make more emotional relationships.

Can you give any hints or information about the characters who will appear in the game?

Code Vein will feature a variety of vampires with different upbringings. Depending on the situation, you may split up with certain characters. Also, although they are all Revenants, they have a variety of different perspectives. Characters with different perspectives interacting results in various types of bonds that can be formed.

You released a video showing off how the combat works, but will you continue to make adjustments to the combat?

Of course. The video we released was just a display of our current progress. We will continue to make adjustments until the end of development.

The blood spraying in the video was impressive, but since the player is a vampire does it have some gameplay function?

We’ve already introduced things like the Blood Veil, but we are still preparing some unique features. I think we will reveal that information soon, so please look forward to it.

How will you acquire weapons?

If I had to say, I’d say we’re stressing the importance of finding them in dungeons and via enemy drops.

Regarding the game world, is it more of an open-world or is there more of a set path you follow?

It’s difficult to define “open world,” but all the fields are connected and can be traveled between on foot.

There seems to be some concern that some areas like the underground location will repeat too often.

We’re working passionately to add a variety of places like natural caverns and ancient ruins to change up the scenery and not bore the players.