Interviews

Published on February 6th, 2026 | by Admin

Nioh 3 Interview (Masaki Fujita, Game Director)

With the release of Nioh 3, we catch-up with Game Director Masaki Fujita to talk… well NIOH 3.

Welcome to Impulse Gamer Masaki! So tell us, how does Nioh 3 plan to evolve the series’ blend of historical fiction and supernatural mythology?

For this game we’ve modeled it after Japanese historical fact of brothers who battled over the position of shogun, and by adding the element of ‘traversing time’ into the story, you will encounter various historical heroes you were never meant to meet and they can become your opponent or join you in battles for a unique drama that unfolds.

In addition, each period will have their own Crucible that affects the natural environment and structures of Japan and fuses them into a dark fantasy world unique to Nioh 3 that expands onto the field.

What major gameplay systems from Nioh 1 and 2 are returning, and how have they been refined?

We’ve added the new Samurai combat style, but the traditional Samurai action still remains. For this game, we’ve strengthened the Samurai features, and have added features such as Deflects, which will guard right when the enemy attack hits and also recover Ki, and Arts Proficiency, which unleashes stronger Martial Arts when its gauge is filled, for evolved Samurai-like actions that block enemy attacks then deliver a finely honed, powerful strike.

Does Nioh 3 introduce a new protagonist, and how does their story connect to the previous games’ lore?

Nioh 3 has a completely new protagonist. The story is also a completely new original story that is not connected to the previous game, but the world setting is the same, and some characters and yokai that appeared in previous games will appear in this one.

What new weapon types or combat stances are being added to expand build variety?

There aren’t any new weapon types in this game, but we’ve created and added new attack actions with Ninja style, and we’ve adjusted and refined existing Samurai Martial Arts. The biggest strength of this game is the two combat styles, and since the equipment and Martial Arts skill tree are different between Samurai and Ninja, you can think about the combinations to expand the character build. For example, you could focus on defense for one style and equip them with heavier equipment, while the other would focus on mobility and attacks and be equipped with lighter equipment, maybe give them different elemental attacks, so we’ve given players a lot of depth into what to consider.

How is the Ki management system being rebalanced or reimagined for the new entry?

The way Ki is managed is different for Samurai and Ninja. For Samurai, you can continue to use the Ki Pulse technique, and Deflect to recover Ki, so the ability to control has been strengthened. In contrast, Ninja style does not have Ki Pulse or other actions to recover Ki. But they can use Mist, which doesn’t deplete Ki and is a unique, instant mobility action, so you can evade without using Ki and maintain distance from the enemy. With this type of agility, if you’re running low on Ki you can get away from the enemy and then attack with Ninjutsu for a hit-and-run approach to manage your Ki.

What innovations are being made to Yokai abilities or transformations compared to Nioh 2

Yokai abilities and transformations were possible in Nioh 2 since the protagonist was a “Shiftling” who was half yokai and half human, but the protagonist for Nioh 3 is human so this is not possible. However, they are highly sensitive to Guardian Spirits, can use Guardian Spirit abilities and also use Living Artifacts to temporarily strengthen up by merging with a Guardian Spirit. Also, you can use yokai in a different form as a way to attack, so when certain conditions are met, that yokai can be summoned with Onmyo Magic to attack enemies.

How does the level design approach shift — more open, more vertical, or more interconnected?

Traditionally, the series was a single mission, single stage design, but this time we have incorporated an open field. Also, we’ve added jump actions. As a result, the map has become more three-dimensional, and there is more freedom to explore. It’s possible to head straight for the boss, or along the way if there’s something that catches your attention you can also take a detour. Also, if you’re faced with a strong enemy that you just can’t defeat, it’s possible to clear a different area first, then once you’ve become stronger, go back and re-challenge that enemy.

What quality‑of‑life improvements are being introduced to reduce grind without losing depth?

We’ve structured the game so that even if you don’t repeatedly try and defeat enemies in the same spot, there are Myths (side quests) on the field, you can search for new Scampusses or Chijiko, discover rare equipment, gain new Martial Arts or skills, etc. for various ways that players can really strengthen up.

How is Team Ninja updating enemy AI and boss design to keep the challenge fresh?

From movies to manga and anime, if there’s something where there’s character action, regardless of genre we reference it. Also, we take inspiration from other Team NINJA titles and other company’s games and see if we can come up with movement patterns for new bosses.

What new multiplayer or co‑op features are being explored to enhance replayability?

In this game, in order to enjoy multiplayer longer with other players, we’ve done our best to make it playable as long as possible by not limiting it to just missions but also extending it to the field. A new online feature is the Bloodedge Demon, which appears in the demo. It is an extremely tough extra boss and the changes of battling it are limited, so in order to defeat it you can recruit others to help, or look for an opportunity to battle it outside your world by searching for others seeking help in multiplayer, so we’ve aimed for a more active multiplayer experience and improved replayability.

Also, we are planning DLC to expand the game experience like we did for previous games, and also considering new forms of endgame content, so we’re planning these adjustments through such content that can also be enjoyed in multiplayer.

NIOH 3 IS NOW AVAILABLE


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