近日,卡普空在社交媒體分享了《鬼武者:劍之道》製作人門脅章人的開發筆記。製作人表示,團隊目前正在全力以赴進行遊戲的最終階段。
With the year almost over, our development team is pushing hard through the final stretch! It’s been about a year since we released the announcement trailer. The opening scenes—spirits drifting around the Kiyomizu-dera temple area, and Musashi absorbing souls on stage and deflecting sword strikes—were created specifically for that announcement. (Those scenes don’t actually appear in the game.) At the time, we really wanted to include at least a bit of gameplay footage, so we managed to work in the swordplay action against the Hitotsume Gasa. Looking back at it now, it’s clear just how much the visuals and gameplay have been polished since then. Right now, we’re preparing multiple new trailers and discussing what kind of visuals they should feature. Since we’re capturing footage alongside ongoing development, each scene goes through careful checks by the team—making sure there aren’t any unfinished elements, and that we’re choosing the best possible cuts. Everyone on the team is incredibly detail-oriented and demanding, but thanks to that, we can really feel each trailer becoming better and better. We still have many new trailers and supporting videos planned, so please look forward to what we’ll be sharing next year as well! —Producer Kadowaki
他表示,距離《鬼武者:劍之道》首支預告片發布已過去約一年。預告開頭在清水寺區域遊蕩的靈魂,以及武藏吸收靈魂、格擋劍擊的場景,是專門為預告片製作的特別內容,並不會在正式遊戲中出現。
當時團隊非常希望展示一些實機畫面,因此盡力加入了與一目連戰鬥的劍術動作片段。回顧來看,自那時起遊戲的畫面表現與玩法系統都已得到顯著優化。

目前,《鬼武者:劍之道》團隊正在籌備多支新的預告片,並討論它們應呈現何種視覺效果。由於團隊在開發過程中同步拍攝素材,每個場景都會經過團隊的仔細檢查——確保沒有未完成的部分,並且選擇最合適的鏡頭。

門脅章人指出,團隊每位成員都對細節極為專注、要求嚴格,而這正推動每一部預告片的品質不斷提升。他表示,未來仍計劃公開多支新的預告與輔助影片,也請玩家期待明年陸續公開的更多內容。







