Pendant les finales du World Tour, Hiroki Tomoko, productrice de Dragon Ball FighterZ, a accepté de répondre aux questions de la rédaction.


During the World Tour Finals, the face of Dragon Ball FighterZ Hiroki Tomoko answered our questions.

Hello Hiroki Tomoko. What are your thoughts about the 2019 World Tour?
Hiroki Tomoko
: 2018 was a test for us, because it was our first World Tour. We learnt a lot during this, and for 2019 our goal was to create a meeting between esports fans and Dragon Ball fans. For us FighterZ is a game that can create a connection between the different communities, and we don't want to let one behind. We want to see Dragon Ball fans getting interested in fighting games and esports, but we also want to share our love of Dragon Ball. I think that 2019 World Tour showed this.

During this Tour, you had a strong partnership with Red Bull. Will this collaboration continue in 2020?
We had the chance to work with Red Bull this year, with people that are trully Dragon Ball fans. Their experience in esports and tournament organization helped us a lot, and we are really thankful to them. We still have a lot of things to take in consideration for 2020, so I can't say anything currently about the future.

Could you tell us a bit more about the Z-assist? Will it be the same type for every character, like each one could use a beam?
We don't categorize Z-assist with type, like beam assist. Our goal is to take the original moveset of character, and use it in a different way. It's more adding a variety of how a character can do an assist, and a character could have different types of assist. At the end of the day, our goal is to let the player chose the assist he wants, the one that fits well with his playstyle. We want people to play with the character they love, and not make them pick a character for his assist.

What is your main direction for the season 3 balance?
We want all the characters to fit with the new system. We can't speak about details right now, but we'll inform the community of what we changed, and why we changed it so stay alert about the next news.

How do you work when you create a character? Do you think first about the moves he had in the manga and animated series, or do you think first about his playstyle?
We are all real fans of Dragon Ball, and we think first about the moves we want to make in a Dragon Ball game. Moves like Kameha or Final Flash per example are some must have, and we cannot imagine a Dragon Ball game without adding them. But we also want to give each character a unique identidity. For example we can talk about Frieza's Kienzan which came back and can hurt him. We didn't want him to just have a basic Kienzan, so we added their return. Even if it wasn't exactly the move he made in the manga, it's still relevant because he was cut by one of his Kienzan.

Any last word?
Compared to other fighting games series, FighterZ is really young. We are very thankful for the support of our beloved players, because thanks to this support, we were able to make season 3. We'll try our best to improve the game, to make you love it even more than you already do. Our ultimate goal is to rank the game among the greatest fighting games, so thank you community for playing Dragon Ball FighterZ.

The redaction thanks Garry for his translation Japanese/English.