“I actually gave up pretty early” Takeshi Ichikawa on quitting DQ7, Dragon Quest VII Reimagined’s cut content, new stories and more [Exclusive]

Discover the transformative changes in Dragon Quest VII Reimagined with insights from producer Takeshi Ichikawa

Producer Background and Development History

Dragon Quest VII Reimagined interview Takeshi Ichikawa
During our hands-on preview session, we conducted an exclusive interview with Dragon Quest VII Reimagined producer Takeshi Ichikawa (Image via Square Enix & Sportskeeda)

In October 2025, I had the opportunity to preview Dragon Quest VII Reimagined and conduct an extensive interview with producer Takeshi Ichikawa through a translator. This particular Dragon Quest installment holds special significance for me as someone who has extensively covered the series, despite it not originally ranking among my personal favorites. The protagonist’s compelling character arc remains one of the most powerful in the entire franchise.

Takeshi Ichikawa: I’m Takeshi Ichikawa, serving as Producer for Dragon Quest VII Reimagined. My industry career began with Dragon Quest Builders 2, where I worked as Assistant Producer. That project provided invaluable experience in understanding player expectations and game development workflows.

Jason Parker: Builders 2 represents one of my preferred gaming experiences! Although construction games typically don’t appeal to me, Builders 2 completely captivated me with its innovative mechanics. I continue to anticipate potential future installments in that subseries.

Takeshi Ichikawa: Beyond Dragon Quest Builders 2, I contributed to Dragon Quest XI S as Assistant Producer. Dragon Quest VII Reimagined marks my inaugural project as lead producer, bringing both excitement and significant responsibility.

Jason Parker: Dragon Quest XI stands among my top series entries alongside DQIII. It approaches near-perfect execution of classic Dragon Quest formula elements.

Q. What’s your personal history with the Dragon Quest franchise? Did you play extensively during your childhood years?

Takeshi Ichikawa: My initial Dragon Quest experience began with Dragon Quest Monsters: Terry’s Wonderland. The first mainline title I encountered was actually Dragon Quest VII during elementary school. I must confess I never completed that original playthrough, abandoning the game midway. Following that experience, I explored various mainline and spinoff titles before eventually joining Square Enix.

Jason Parker: My experience with Dragon Quest VII shares some parallels. Although I didn’t completely abandon the game, I took an extended break from playing. The title released when I was approximately 18 years old, and initially it failed to capture my interest, similar to my early experience with Dragon Quest II. Both games eventually grew on me, particularly DQII during my HD-2D Remake playthrough.

Content Changes and Removed Features

Q. According to Yuji Horii’s previous interview, specific content elements have been confirmed for removal from Dragon Quest VII. Reports indicated Immigrant Town, Monster Meadows, and Excellence Grading Organization might be excluded. Was the translation accurate regarding these cuts?

Takeshi Ichikawa: I can verify that the content you referenced has indeed been removed from Dragon Quest VII Reimagined. These decisions resulted from extensive playtesting and community feedback analysis.

Q. Conflicting information exists regarding Grondal, Providence, and El Ciclo scenarios. Some sources claim elimination while others suggest conversion to side content. Can you provide clarification?

Takeshi Ichikawa: Those scenario elements have also undergone significant restructuring. We’ve re-evaluated their placement within the overall narrative flow.

Q. Dragon Quest VII occupies an unusual position within my franchise experience as the only mainline title I’ve completed just once during its American release. The streamlined storyline represents a welcome improvement since the original introduction felt excessively prolonged. What narrative modifications should players anticipate?

Takeshi Ichikawa: Our remastered edition involves comprehensive scenario and narrative reworking. This constitutes a complete structural overhaul where we meticulously examined pacing elements and rearranged content to create more streamlined engagement for contemporary audiences. Crucially, we preserved all the original’s strongest aspects while enhancing accessibility.

Your observation about the prologue duration proves quite accurate. We specifically addressed the extended timeframe required to reach initial combat encounters. Your estimate of 3-4 hours on PlayStation platforms matches our internal analysis.

The Reimagined version features complete scenario reorganization and pacing adjustments. Players should encounter their first battle within approximately one hour rather than the original extended introduction period.

Practical Tip: New players should focus on dialogue interactions during the first hour to unlock battle mechanics faster. Veteran players can utilize new skip options for certain tutorial segments.

Revolutionary Vocation System Overhaul

Q. Recent Dragon Quest remakes introduced significant innovations, including Monster Wrangler Vocation in DQ3’s Roto Trilogy. Should we expect new Vocations or substantial Vocation system modifications in DQVII Reimagined?

Takeshi Ichikawa: Our Vocation system refinement concentrates specifically on “Human Vocations” rather than the “Monster Vocations” available in earlier releases. Those monster-focused elements have been removed from this version.

Before accessing the complete Vocation system and Moonlighting mechanics, each party member receives a Unique Vocation assignment. This represents the primary addition to our Vocation framework.

Q. The Moonlighting dual-class capability particularly appeals to me. Was this implementation motivated by Dragon Quest’s historical difficulty, especially in challenging titles like VII and VIII? Could dual-classing potentially reduce gameplay difficulty?

Takeshi Ichikawa: Moonlighting implementation primarily addresses technical issues present in previous 3DS and PlayStation versions. Original mechanics involved specific Vocation proficiency levels where maximizing one Vocation then switching to higher ranks reset proficiency to level 1, causing attribute degradation that frustrated players.

Our Moonlighting system resolves this persistent problem by enabling simultaneous equipment of two Vocations without attribute penalties. This approach provides greater flexibility for experimenting with diverse Vocation combinations while eliminating previous statistical drawbacks.

We’ve concurrently adjusted combat balancing to accommodate dual-Vocation capabilities. Game difficulty remains challenging despite system enhancements, ensuring engaging gameplay experiences. The Moonlighting implementation achieves dual objectives: smoothing progression systems and expanding creative possibilities.

Common Mistake to Avoid: Don’t immediately switch Vocations upon unlocking Moonlighting. First master your primary Vocation’s key abilities before experimenting with secondary combinations. This ensures you maintain combat effectiveness during transition periods.

Optimization Strategy: Experiment with complementary Vocation pairs early. Magic users benefit from physical Vocations for survivability, while warriors gain versatility from spellcasting classes. The system encourages strategic planning rather than random experimentation.

New Story Content and Character Development

Q. The current Dragon Quest renaissance includes new Monsters titles, III HD-2D Remake, and imminent I & II HD-2D Remake. DQIII’s remake featured significant lore revelations absent from the original. Will DQVII Reimagined’s Hero & Maribel storyline follow similar expansion patterns with additional contextual depth?

Takeshi Ichikawa: Beyond storyline adjustments and optional content conversion, we’re introducing completely new narrative arcs. These additions provide deeper exploration of party member backgrounds and motivations, including substantial story expansions that will deliver fresh experiences even for veteran Dragon Quest VII players.

Horii-san’s TGS stage presentation somewhat spoiled this revelation. A new episode specifically examines the relationship dynamics between protagonist and Maribel, adding emotional depth to their interactions.

Jason Parker: This immediately recalls Dragon Quest XI’s approach where each character received significant storyline development that enhanced their narrative importance and player connection.

Q. Why was Dragon Quest VII selected for remake treatment over potentially more popular entries like VIII, IX, or V?

Takeshi Ichikawa: Dragon Quest VII possesses distinctive characteristics separating it from other mainline installments. These unique aesthetic qualities and the comparatively darker adversities faced by characters differentiate it within the series. After 25 years since original release, current timing feels appropriate for reintroducing this particular narrative to modern audiences.

Advanced Player Insight: Pay close attention to character interactions during new story segments. These scenes often contain subtle foreshadowing about late-game developments and character evolution throughout the journey.

Gameplay Optimization and Player Experience

Q. Returning to your personal Dragon Quest VII experience, where exactly did your initial playthrough stall? What factors contributed to discontinuing gameplay?

Takeshi Ichikawa: Honestly, I abandoned the game quite early. My departure occurred before reaching the first combat encounter. The prolonged introductory sequence conflicted with expectations established by Dragon Quest Monsters: Terry’s Wonderland where monster battles commence almost immediately. As an elementary school student, the delayed combat initiation created engagement challenges.

Jason Parker: This completely resonates with my experience! During that era, Final Fantasy X released concurrently, leading me to question why I struggled with Dragon Quest VII when I could invest hundreds of hours into FFX instead.

Q. Final question: Which Dragon Quest title represents your personal favorite and why?

Takeshi Ichikawa: Naturally, I must select Dragon Quest VII given my current project involvement and historical connection. Alternatively, Dragon Quest Builders 2 holds special significance as my inaugural development project. Both titles maintain important positions in my career and personal gaming history.

Dragon Quest VII Reimagined launches February 5, 2026, across PlayStation 5, Xbox Series X/S, PC, Nintendo Switch, and Nintendo Switch 2 platforms. Based on hands-on experience, this expansive reimagining should captivate both series veterans and newcomers alike with its refined mechanics and enhanced storytelling.

Pro Tip for Returning Players: Don’t assume you know all the dungeon layouts. Many areas have been redesigned with new puzzles and enemy placements that will surprise even experienced players. Approach each location with fresh eyes to discover all the new content.

Accessibility Note: The game includes multiple difficulty options and extensive customization features that allow players to tailor the experience to their preferred playstyle, whether they prioritize story or challenge.

No reproduction without permission:SeeYouSoon Game Club » “I actually gave up pretty early” Takeshi Ichikawa on quitting DQ7, Dragon Quest VII Reimagined’s cut content, new stories and more [Exclusive] Discover the transformative changes in Dragon Quest VII Reimagined with insights from producer Takeshi Ichikawa