
"Dragon Ball Xenoverse 3" is set to be released in 2027. Here’s a recap of the joint interview with the development team conducted in conjunction with a hands-on demo event.
In this interview, we asked about the reasons for setting the game in AGE 1000, as well as the evolution of combat, character development elements, interactions with Akira Toriyama during development, and future operational plans.
The Reason for Setting the Game in AGE 1000 and the Expanding Battle Scenarios
――The previous title, *Dragon Ball Xenoverse 2*, was a long-running hit, selling over 10 million copies. What kind of evolution did you aim for with the new *Xenoverse 3*?
Masayuki Hirano (hereinafter Hirano): With *Xenoverse 2*, I felt we had fully realized the experience of “stepping into the world of the original series and fighting.” So, when planning *Xenoverse 3*, in line with the series’ concept of “a new Dragon Ball experience,” I wanted to show a world that no one had ever seen before.After consulting with everyone involved, including Mr. Akira Toriyama, we decided to center the game around the unknown future world of AGE 1000 and its characters.
Of course, we’ve definitely retained the elements where you train and fight alongside the classic characters. While there are still many details we can’t reveal yet, our primary focus for the story is to let players enjoy a “Dragon Ball experience in a new future world.”
Another major evolution is in the battle system. Compared to the previous title, we’ve significantly expanded the range of combat scenarios. In addition to standard one-on-one battles, we’ve included one-against-many, many-against-many, and battles with special rules. We’ve designed the game so that players can enjoy a variety of playstyles, including different combat approaches and character builds.

――In addition to the mentor-apprentice system unique to the *Xenoverse* series, could you tell us about the mechanisms and changes involved in developing your own character?
Hirano: The mentor-apprentice system itself is implemented as a core feature available to all players. On top of that, players can choose the specific path they want to take for their character’s growth. For example, they can decide whether to utilize Soul Change or aim for Awakening. As for new customization elements that define a character’s strength, there are also “Soul Assist,” “Battle Style,” and “Equipment Abilities.” You can continue to pursue the traditional playstyle of focusing on your own strength, not just co-op play.
We’ve maintained a high degree of freedom, including the option to fight without using assists. Also, since the protagonist belongs to a team called the GS (Great Saiyan) Squad in this installment, we’ve expanded the cooperative play elements, significantly broadening the scope of gameplay.
――I don’t believe there’s an “Easy Control Mode” setting at the moment, but are there any features designed to make the game more accessible for players who aren’t particularly skilled at video games?
Hirano: We plan to implement key configuration and button remapping features, but at this point, we haven’t prepared a blanket “Easy Control Mode.”However, the game is designed so that you can fight using simple controls—basically, just getting close to your opponent and landing attacks. Since this title offers a massive amount of content, we’ve made the mission difficulty settings easy to understand and created a system that allows players to take on challenges at their own pace.
――The previous game featured “Expert Missions” where up to six players could take on large bosses. Will *Xenoverse 3* also include multiplayer modes designed for large groups?
Hirano: The cooperative play in this title is structured around 4-player missions as its core. Therefore, there is currently no mode for 6-player gameplay. However, the retail version will definitely include missions where you battle large bosses. We’re considering various options, including post-launch updates, so please stay tuned for further updates.
――Will the full release include missions where players take on large bosses?
Hirano: Of course, there will be large bosses as well.
――Equipment items had effects like skills attached to them—are these fixed for each piece of equipment?
Hirano: Details will be announced later, but we’ve implemented a system where even equipment with the same name can have randomly assigned, different effects. We’ve incorporated the “hack-and-slash” philosophy, where players can farm and carefully select gear to achieve their ideal stats.




