Glixel: Is there a backstory to the game? Are you going to explore the lore in more detail somewhere other than the game like Overwatch does?
Kosuke Yabuki: We're doing a bit of that right now. So far it's only happening on Japanese social media, but it's starting to provide some background on where the arm abilities come from, and we've started to talk about why people have stretchy arms in the game. That's the kind of thing we're creating to bring a greater sense of reality to the game. We're hoping to do a lot more of that as time goes on. That said – if you really want to know why they have stretchy arms? The real answer is: because Nintendo.
Masaaki Ishikawa: The most important thing for us is that it's more fun if the arms extend. So that's what we did. We are preparing a proper background story though. Don't worry.
Glixel: When you're designing the characters, are you thinking of a story? Does that live somewhere and we just haven't been exposed to it? Or does the gameplay come first and you worry about that stuff later?
Kosuke Yabuki: He thinks about it a lot.
Masaaki Ishikawa: It's a matter of priorities. Fun is more important than anything. The setting and the story has be fun too, but has to be subordinate. I'm thinking about backgrounds and stories, but if it gets in the way of the game – it has to take a back seat. We have a lot of fans that really get into the lore of the game. That's a powerful thing.
Glixel: The art style is very distinctive, and is in a similar vein to Splatoon in a way. What's the inspiration for the design, and is there a connection between the way the current Nintendo games look?
Masaaki Ishikawa: Dragon Ball was definitely an influence on what we're doing. I've loved that since I was a kid. The other big influence is Akira.