If you're a regular visitor to the site, you'll know that I'm a little obsessed with the Rune Factory series. I took a chance on the original Rune Factory quite some time ago, despite having no history with Harvest Moon, and found myself captivated by the game. Something about blending the farm-management gameplay of Harvest Moon with the trappings of an action RPG just clicked, and I found myself not just playing the main game, but also working down several of the game's optional paths to creating über-vegetables or forging all sorts of weapons, pursing the kinds of things I rarely pursue these days—it became an obsession.
Rune Factory 2 promises to be all that only bigger and better, and when the opportunity presented itself to ask questions of Natsume's Graham Markay, who knows quite a bit about the new title, I jumped—needless to say. This interview is geared toward people who are wondering what's new in the sequel; newbies might want to read my series love piece first.
Rune Factory 2 promises to be all that only bigger and better, and when the opportunity presented itself to ask questions of Natsume's Graham Markay, who knows quite a bit about the new title, I jumped—needless to say. This interview is geared toward people who are wondering what's new in the sequel; newbies might want to read my series love piece first.
So, Rune Factory 2 is coming! I take it you were happy with how well the original did, to be bringing the sequel stateside?
Let's start with the story, then: tell us how this game ties in to the old one.
Some of us were great fans of the original Rune Factory, but we found it unwieldy at times. We hear that Rune Factory 2 plays much more smoothly, with improvements to the menu systems and controls. Can you speak to that?
One of most interesting new features I've heard about was the training dojo, for combat training. Can you explain how that works, as well as the schools for learning other skills?