

People who enter the company will just naturally sense that, and just get on the same track as everybody else. The company has that atmosphere - strong feeling.

You feel the existence of those strong titles, so I naturally felt that I had to live up to that standard, and that kept me moving forward. But I saw the titles that Falcom had developed up to that point - the legendary games - and I felt like they're there, and they're watching you. However, when I joined the company 13 years ago, it was the same with me, too. TK: Whenever new people join the company, we don't educate our employees. We're detail-oriented, and we've been doing that throughout the whole 30 years of our company history.įalcom seems to carry the torch for the way games have been for a long time, and doesn't seem to change with fashions and trends in the industry. Toshihiro Kondo: This is our current philosophy, but it's also a philosophy that we kept over the 30 years of our history: we carefully create our games with a lot of care and details. What do you think of the current state of Falcom? What's the company's current philosophy? In this interview, Kondo shares his thoughts on why he thinks Falcom has enjoyed a resurgence in its popularity on the PSP, how the Western and social game markets are affecting the way he looks at game creation, why Falcom games have a particular aesthetic that's remained almost unchanged since the 1980s, and why the company typically focuses on one platform at a time. He's been with the company since 1998, when he worked his way up from the IT department to become a developer and eventually take charge of the company, after being a long-time fan. These latest games were produced and dircted by Toshihiro Kondo, president of Falcom.
