“Enjoy the Struggle”: An interview with Director of ‘Let It Die’ Hideyuki Shin

“We hope that getting to top is a struggle in all the right ways.”

Written by Drew Dixon / Published on January 18, 2017

Let It Die, the free-to-play hack and slash video game from developer Grasshopper Manufacture and published by GungHo Online Entertainment recently released on Playstation 4. In light of this, we wanted to share with you our interview with the game’s director, Hideyuki Shin.

How would you describe Let It Die?

Its a hardcore survival game. To sum it up, Let It Die is about survival.

What reaction or emotions are you hoping to drive into people who play this game?

I guess the biggest thing is that there are so many weapons combinations and possibilities—each weapon you pick up drastically changes the way you play the game and how you approach enemies. So various ways to play based on different weapon sets is really the focus. We want players to experiment and see what feels best to them. We’ve done our best to create an awesome action game that gives players freedom to figure out how they want to play.

I noticed that Death is a character in the game. Can you give us a little insight into the story of the game and what you are trying to say about death?

At the beginning of Let It Die, you the player are thrown into this world with only your underwear. You don’t really know what is going on or why you are here but Death comes and greets you and gives you some hints. He doesn’t tell you why but he tells you to climb to the top of the Tower of Barbs. So you start climbing and killing a bunch of enemies. As you progress through, you start activating more story elements and Death becomes more of a storyteller and you begin to figure out more about why you are there and what you are actually doing. We can’t spoil too much so you will have to play to understand more.

If you had to narrow it down to one thing, what do you hope players gain from their experience with Let It Die?

The demo only focuses on a very small portion of the game—mostly combat with AI enemies. In the full version of the game there is much more to play, including PvP elements where players are pitted in combat against each other. But there is a great deal for players to do as they strive to reach the top of the Tower of Barbs. For instance, when you die, your data gets shared with other players. You are going to encounter other players—we are combining PvP and PvE elements combine in some unique ways. I think there is just so much to do in this world. We hope that getting to top is a struggle in all the right ways. We want players to enjoy the struggle and interact with each other in compelling ways.

Why do you make games?

There are a lot of reasons. Originally I worked more with graphics in games and eventually, because I am a gamer, I wondered if I could make a game that is better than some of the other games I had been playing. Making games was, in many ways, a challenge for myself. As I worked my way up to the position of game director, I found myself loving the challenge of thinking through what kinds of fun and challenging games I could create that people would enjoy. I have a drive to make things better and better and to create experiences that are original.

About the Author:

Drew Dixon is editor-in-chief of Game Church. He also edits for Christ and Pop Culture and writes about videogames for Paste Magazine, Relevant Magazine, Bit Creature, and Think Christian.

  • Ailingforale

    This feels like some interviews I’ve done where you ask a question and they talk about the aspect of the game they wanted to instead of directly answering the question. That kind of drives me nuts. Interesting game though, still not sure if I’m feeling it…