Kenta Tanaka on Unique Game Mechanics: Lessons from Lost Soul and Starblade

Kenta Tanaka on Game Innovation: Lessons from Lost Soul and Starblade

Let's talk about what makes a game truly memorable. For Kenta Tanaka, the creator behind titles like Devil May Cry, Bayonetta, and The Great Satanic, it's all about those "only here" moments—mechanics that stick with you long after you've put the controller down. Recently, in a conversation with Fami and the creator of the indie game Morbid Metal, Tanaka laid out his thoughts on why innovation matters more than ever in the action genre. And let's be honest, with the rise of flashy visuals and cookie-cutter systems, it's easy to forget that a game needs something unique to stand out.

Take Bayonetta's "Magic Hour." That moment when you dodge, and time slows down—it wasn't just about making the game look cool; it was about giving players a tactical edge, a reason to push their skills further. Then there's The Great Satanic's "air combo" system, which allowed for fluid, almost cinematic combat. These weren't just bells and whistles; they were core experiences designed to immerse players in a way nothing else could. Tanaka believes these kinds of innovations are what players crave, especially in an era where too many games rely on incremental updates rather than bold ideas.

But Tanaka isn't just nostalgic for the past. He's excited about where the genre is headed. He pointed to the success of games like Lost Soul and Starblade, both of which he praised for their fresh takes on 3D action. "It's amazing to see new teams stepping up and delivering experiences that rival established giants," he remarked. His tone was one of genuine admiration, almost disbelief. "Someone can start from scratch and reach this level of quality—it's mind-blowing."

And while Tanaka is busy leading the development of The Great Satanic sequel at Clover Studio, his focus remains on pushing boundaries. He's not just tinkering with existing ideas; he's asking, "What if we inverted the entire concept?" That's the kind of thinking that turns a good game into something unforgettable.

The key, Tanaka suggests, lies in balancing player freedom with guided innovation. "Great mechanics don't just let you do more—they make you want to do more," he explained. "They're like invitations to explore." That’s not just a philosophy—it’s a blueprint for how developers can elevate their craft. Whether it’s through visual flair or mechanical ingenuity, the goal is the same: create moments that resonate, that demand a second playthrough, that make players say, "I can't believe no one thought of that before."

In the end, Tanaka’s message is simple: innovation isn't about being different for the sake of being different. It's about carving out experiences that matter. And in a world saturated with content, that’s what keeps players engaged and developers on their toes.