How does it feel to be back on the system, and showing off a product with such an immense fan base watching?
Igarashi: Thank you. Well the team has obviously experienced the release of the last two games, but I can tell you we're really trying hard to do some incredible things with this version.
During the presentation you mentioned that Order of Ecclesia takes place in a time where the Belmonts are all gone. That makes this the most futuristic entry thus far for the series, correct?
Igarashi: In regards to the timeline, this game takes place right after the era of Richter Belmont, where the last Belmont disappears with the whip. That's where the series fits overall in the timeline; right after the era of Richter Belmont.
Wait. Does that mean no Vampire Killer whip this time around?
Igarashi: (laughs) Yes, that one [the whip] probably won't come out this time.
This is now the third chapter of Castlevania on DS. How challenging has it been to keep things fresh throughout three GBA games, and now three DS titles. Fans of course want Symphony of the Night over and over, but each game still has that need to feel different and unique, right?
Igarashi: Very true. Things like the left and, right hand attack system was used in Symphony of the Night, if you may remember, so there are some similarities. With regards to the storyline though, this is a very different experience from the normal Castlevania experience, but I think fans will really like it.
In the progression from Symphony of the Night until now, we've seen a huge mass of different battle systems. There have been soul systems, magic systems, card battling in Circle of the Moon, and soul harnessing in the Sorrow series. How did you come across the whole "glyph" concept, and is this a way to blend the best of everything into one large experience?
Igarashi: The main thing I really focused on in regards to how I wanted this version to play, was the feeling of it taking time and causing tension to grab these new skills away from enemies, sometimes in the heat of battle. Instead of just killing enemies, grabbing their weapons, and using the items right away, I wanted that feeling you get when you're actively pulling away the magic and taking time to absorb the new powers. So that certainly ties into the whole design on my end.
The new game has an all-new look, and an all-new lead character. How many bosses and enemies will make a return this time around? Is it a blend of old and new, or are you really stepping away from the original enemies?
Igarashi: Well in regards to the main monsters in the game, we've brought back some familiar faces along with the new, so as you saw in the trailer you're still battling skeletons and traditional Castlevania enemies, but this time around with bosses I think you'll be very surprised. There will be quite different.
We've got a few questions on the finer points of the game. In Portrait of Ruin, character switching was an integral part of the game. Will that make a return again, or is this a solo mission?
Igarashi: Well, the development team is always pushing to do something new; they get bored really easily, so we're always changing things up. This time around though, there isn't a switch system, no.
As a quick note, we're loving the idea of a female lead again. The last time we had that was Castlevania Legends!
Igarashi: (laughs) Yes we're very excited for that as well. It was a huge request from the fans.
So there's no character switching, but there will still be online for players, right?
Igarashi: Yes, that is making a return in the form of head-to-head and shop mode via Wi-Fi, but we'll give you more details on that very soon.
Well we hate to ask, since I'm sure you've been asked a million times, but what was with the "Wii Connect" option on that first screenshot of the game? It was everywhere on the internet.
Igarashi: Ahhhh yes. Well, that's a secret. We'll have to wait on that for now. (laughs)
Did someone get fired over that one?
Igarashi: Well, things happen. (laughs) Please erase that from my memory.