Ryu Ga Gotoku Studio

(Redirected fromSega AM4)

Ryu Ga Gotoku Studio(Japanese:Long が như くスタジオ,Hepburn:Ryū ga Gotoku Sutajio)is avideo game developerhoused within the Japanese video game companySegaas part of itsSega CS Research and Development No. 1(セガ đệ nhất CS nghiên cứu khai phát bộ,Sega daiichi shīēsu kenkyū kaihatsubu)division. It is known for developing the games in theLike a Dragonseries, which the studio is named after, sinceYakuza 5.[2][3]

Ryu Ga Gotoku Studio
Native name
Long が như くスタジオ
Ryū Ga Gotoku Sutajio
Company typeDivision
IndustryVideo games
PredecessorAM11 (1998–1999)
R&D4 (1999–2000)
Amusement Vision (2000–2005)
New Entertainment R&D Dept. (2005–2009)
FoundedAugust 31, 2011;13 years ago(2011-08-31)
FounderToshihiro Nagoshi
Headquarters,
Key people
Masayoshi Yokoyama(studio head)
Ryosuke Horii
Yutaka Ito
Hiroyuki Sakamoto
ProductsLike a Dragonseries (2012–present)
Binary Domain
Judgment
Super Monkey Ballseries (2019–present)
Number of employees
300+[1](2021)
ParentSega
Websitehttp://ryu-ga-gotoku.com/

The studio's origins can be traced back to Sega AM11 in 1998, which was renamed to R&D4 or AM4 in 1999.[4]It was headed by Toshihiro Nagoshi who joined Sega AM2 in 1989 and has been credited as the creator of the arcade titlesDaytona USAandVirtua Striker.[5][6]AlthoughVirtua Strikeris attributed to another developer, Satoshi Mifune.[7]Nagoshi requested his own development division during the development ofShenmue.[8]

In 2000, AM4 was reestablished as Amusement Vision, where it was best known forSuper Monkey BallandF-Zero GX.[9][10]Several structural changes occurred in the years that followed. During a reorganization in 2003, the non-sports staff ofSmilebitmerged with Amusement Vision,[11]and a year later Sega merged with Sammy to formSega Sammy Holdings.Amusement Vision becameNew Entertainment R&D Dept.and the firstLike a Dragongame was released.Ryū ga Gotoku Kenzan!was the lastLike a Dragongame to be developed under the New Entertainment R&D name.[12]

SinceYakuza 3,they were referred to as Sega's CS1 team, all the way up toYakuza: Dead Souls.[13]The first game to use the RGG logo wasBinary Domainin Japan, released in February 2012. Eventually, the RGG Studio's logo became used consistently and the way they brand themselves and give themselves an identity of their own. The current iteration of the logo was introduced during the announcement of the western release ofYakuza Kiwami 2in 2018.[14]

According to studio head Masayoshi Yokoyama, the studio is not a company organization but refers to a production team within Sega.[15]Nevertheless, the studio's logo and name have become more recognizable internationally, and the logo has been used consistently.[16]

History

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Amusement Vision

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Amusement Vision logo

Toshihiro Nagoshi joined Sega in 1989 as a designer.[17]As Sega began developing 3D games such asVirtua Racing,he was able to apply his knowledge of film in choosing the right camera angles in three dimensional spaces, something that the other team members had no experience with.[18][19]Nagoshi became producer, director and chief designer ofDaytona USA,which became one of the most successful arcade games of all time.[20]Next he worked on another racing game,Scud Race,which, while successful, did not make as much money asDaytona USA.Nagoshi felt pressure to constantly deliver racing games as he became known for the genre in the company.[21]He developedSpikeOut,which he described as a "personal rebellion" as it was a character based action game where players could play for a long time with just one credit, though profits for arcade operators suffered.[22]Nagoshi requested his own development division during the development ofShenmue.

Toshihiro Nagoshi

In what has been called "a brief moment of remarkable creativity", in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top creators. In 2000,Toshihiro Nagoshiwas the president of AV (Amusement Vision). Nagoshi chose the name because he was fond of the term "vision", and amusement was the core market of the studio. AV refers to Adult Video in Japan, however Nagoshi thinks with all adult videos being streamed in the future, people will instead think of amusement video when they see AV. Speaking about initial plans for AV, Nagoshi wanted to make original titles in addition to sequels. He also was not fond of doing ports of arcade titles, believing console and arcade titles should be developed separately and in mind for their target market.[23]Of the nine studios that Sega established, AV was the smallest, with about 50 employees.[24]

Nagoshi devised the concept of rolling spheres throughmazesbased on his desire to create a game that was instantly possible to understand and play, as a contrast to increasingly complex games at Japanese arcades at the time.[25]Another desire for developing the game was to prove that games can be successful without a huge budget, which was a particular complaint from Sega's CEO at the time.[26]

AV developed it initially as an arcade title,Monkey Ball.Monkey Ballwas first released in Japanese arcades in June 2001, and then received an upgraded version —Super Monkey Ball— as a GameCube launch title in all regions. After the success of the firstSuper Monkey Ball,it spawned a direct sequel on the GameCube. Following that, a collaboration withNintendohappened. AV would developF-Zero GXin a contracted development, while Nintendo would be responsible for the supervision, production and publishing of their IP. In the end, Nintendo was impressed with the product, considering it a step forward for theF-Zerofranchise.[27]

Amusement Vision consistently produced high selling titles and was profitable every year. Nagoshi was promoted within Sega along with Yuji Naka and Hisao Oguchi who also ran profitable studios in the form of Naka'sSonic Teamand Oguchi'sHitmaker.When Oguchi became company president in 2003, he announced his intention to consolidate Sega's studios into "four or five core operations". As part of the consolidation, the non-sports staff ofSmilebit,developers of games likeJet Set Radio FutureandPanzer Dragoon OrtaonXbox,were absorbed by Amusement Vision. Smilebit was considered to be less commercially successful than AV and also focused more on the console market, but had high technical skills. Nagoshi had to think about how to use everyone's skill to the best of their ability.[28]When the idea of a game portraying the Japanese underworld came about from Nagoshi, Masayoshi Kikuchi who previously worked on theJet Set Radioseries at Smilebit, agreed to the concept. Coincidentally he was watching yakuza type movies and also had a desire to turn that type of atmosphere into a game.[29]By 2004, AV had about 124 employees.[30]

During 2004,Sammy Corporationbought a controlling share in Sega and created the new companySega Sammy Holdings,an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged.[31]Prior to the acquisition by Sammy, Sega began the process of re-integrating its subsidiaries into the main company,[32]which was completed by October 2004.[33]Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.[34]

Development ofYakuza/Like a Dragonand building a franchise

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By 2005, most Amusement Vision members were located at theNew Entertainment R&D Dept.The firstLike a Dragongame had a difficult development cycle, as the first pitch was rejected by the higher-ups, due to expecting something different out of Nagoshi. The CEO of Sega Sammy,Hajime Satomisaw footage ofLike a Dragonthat was forcibly sneaked in a preview of upcoming Sega games, in spite of that it wasn't officially a project yet. Satomi took an interest in it, though the Sega executives were unhappy about this move. Through perseverance however, Nagoshi managed to get the project started.

The project was risky as there was no estimate on how the market would accept a game aimed at only adult Japanese males, based in the Japanese underworld. The highest estimate was only 70,000 copies in Japan. However, over time, the game sold over 1 million copies. Nagoshi said that it gave the team confidence to press on and continue to evolve it into a series. The staff from Amusement Vision and Smilebit worked on many different console and arcade games, and they had confidence in their genres and careers. However,Like a Dragondid not match any of their past experiences, which Nagoshi saw as them all playing on a level playing field. Every element of the game had to go through Nagoshi first, because only he had a concrete idea of how the game was supposed to end up. However, some staff did not like the uncertain nature and overall pressure of the project, and ended up quitting.[35]When the game grew into a franchise, the staff gained more freedom and independence in regards to which elements to put into the game, due to established rules by Nagoshi. Therefore, the games became more varied as the series went on. The initial target audience was adult Japanese males but overtime, the series audience expanded into females and also overseas players, though the primary target audience still remains the adult Japanese males.[36]

Nagoshi says that the development team of theLike a Dragonseries always needs to have a sense of challenge. ForYakuza 2,they first thought about having a two-year development cycle, but after discussion, it was thought that releasing and developing the game just one year later would be better to keep audiences attention, though it meant more work for them. For the first spin-offRyū ga Gotoku Kenzan!,the team initially made fun of their goal of making the game for the newPlayStation 3while also moving to a different setting. However, they managed to make it in just a year and a bit, and the staff felt refreshed. The team held seminars in Japan explaining how to develop an HD game in 10 months.[37][38]

While certain things have become routine, each game is still hard work for the team, but the fanbase keeps Nagoshi motivated.[39]Nagoshi explains that the fast release schedule of one game per year with a massive amount of content is based on the team's desire to constantly keep delivering the fans with not just what they want, but also to surprise them.[40]

Yakuza 0increased the fanbase internationally. Previous localized installments did not always meet expectations in terms of sales.Yakuza 0,being a prequel, made it an easy jumping-in point for new fans as well as the expertise of recently mergedAtlus USA,were factors in its success. This also led to the previous games getting remasters and remakes in the form of the two remakesYakuza KiwamiandYakuza Kiwami 2and remasters ofYakuza 3,Yakuza 4andYakuza 5.[41][42]Producer Daisuke Sato wanted to continue to do titles that are well accepted globally, not only limited to Japan and niche consumers.[43]

In October 2021, Sega announced that Nagoshi and Daisuke Sato were leaving the company after decades working in it. Due to this, series producer and writer Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning. With the shift in leadership, the studio confirmed they were working on a sequel toYakuza: Like a Dragon.[44][45]

Writing

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The main writer behind the stories and scenarios of most of theLike a Dragonseries has been Masayoshi Yokoyama, who previously was a senior planner forJet Set Radioand director ofOllie King.When developing the first game, the tagline was "The maddog Yakuza and the 10 billion yen girl" and various members of the team were able to pitch a story. Yokoyama's proposal stood out where instead of focusing on a big plot twist that concerned the girl and the 10 billion yen, he drew up a character correlation chart, and explained how the various characters were related to each other. As a whole, Yokoyama focuses on entertaining characters and scenes, and only decides the culprit at the very end in the writing process, with a focus on who would be the most interesting to fight as a final boss. Yokoyama himself doesn't read novels and has no training in script writing, and is mostly inspired by visual mediums like film and TV shows. For the first twoLike a Dragongames, crime novelistHase Seishuwas an editor of Yokoyama's scripts. He heavily critiqued the first draft, suggesting that it lacks realism, so Yokoyama did further research and adjusted the script in his own way. For the second game, Yokoyama only needed one round of editing from Seishu. Nagoshi is very involved in the creation of the scripts, and advocated for the various elements found inYakuza 3,such as the more heartwarming atmosphere with the kids at the orphanage, the return of Joji Kazama, as well as suggesting the keywords "base" and "defense" for the story. ForYakuza 2,the goldenOsaka Castle,was also Nagoshi's idea.[39]ForYakuza: Like a Dragon,Nagoshi wanted to write all the lines for Saeko.[46]As far as endings are concerned, Nagoshi insisted that they should be uplifting which is similar to Hollywood productions, while the rest adheres to different rules than western cinema.[47]

A different writer includes Tsuyoshi Furuta, who wrote the scripts ofJudgmentandLost Judgment.Before those games, Furuta was one of the writers of the well receivedYakuza 0and he was thought of Nagoshi to be the best choice to make a script that differentiates from theLike a Dragonseries.[48]Furuta did not start his game development career at Sega, but atSpike Chunsoftand worked on428: Shibuya Scramble.[49]

Other projects

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One detour for the team was the gameBinary Domain,which unlike theLike a Dragonseries, was an attempt to make something for the worldwide audience.[50]However, it was acommercial failure,only selling 20,000 copies in North America by April 2012.[51]It made the team reflect on preferring to keep making authentic Japanese games rather than pretending to be something else.[52]The new Dragon Engine developed forYakuza 6and used in subsequent games used technology fromBinary Domainand was evolved further.[53]The Dragon Engine was also lent toVirtua Fighter 5: Ultimate Showdown,which was co-developed with Sega AM2.[54]

Nagoshi said that for theSuper Monkey Ballseries,he put the wheels in motion at the very beginning, but eventually, other staff continued where he left off when subsequent games got made. Jun Tokuhara who joined 1999 as a programmer, directed series entriesSuper Monkey Ball Step & Roll,Super Monkey Ball 3DandSuper Monkey Ball: Banana Splitz.Between those, he worked on minigames ofRyu Ga Gotoku: KenzanandYakuza 3.[55]Talks of bringing back theSuper Monkey BallIP with remasters were happening as the IP has remained important to the studio,[56][57][58]but nothing came into fruition, due to struggling to get the right team of people. Masao Shirosaki was pondering what to work on next after finishing development as chief planner onJudgment,and as Shirosaki and some staff became available, the project officially began. Shirosaki revealed thatBanana Blitzspecifically was chosen for a remaster, because with the limited time and budget they had, it was the most reasonable choice. However, he stated that if successful, remakes of 1 and 2, as well as a new game would be possible.[59]While there was initially no official word from Sega on howBanana Blitz HDperformed, a remake of the first 3Super Monkey Ballgames,Super Monkey Ball Banana Maniathat takes the series back to its origins, had ultimately come into fruition.[60]Shirosaki later revealed in a September 2021 interview thatBanana Blitz HDdid actually receive a lot of support from the fans.[61]The RGG Studio branding was not used in Asian regions of the game.[62]

CS1 moved on to mobile games withRyu Ga Gotoku Mobilereleased forGREEandKingdom Conquestfor iOS. The team that handled these mobile games formed a new team and left CS1 to establish a new division exclusively dedicated to these mobile games, due to the growth of mobile games and the release of internet enabledPlayStation Vita.[63]It is headed byLike a Dragonproducer Masayoshi Kikuchi, thus effectively leaving the studio with his last credit beingYakuza 5.[64]

Games developed

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As Amusement Vision

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Year Title Platform(s) Ref.
1998 SpikeOut Arcade
2000 Planet Harriers Arcade
Daytona USA 2001 Dreamcast
2001 Super Monkey Ball Arcade,GameCube
2002 Super Monkey Ball 2 GameCube
Virtua Striker 3 Arcade, GameCube
2003 F-Zero GX GameCube
F-Zero AX Arcade
2004 Ollie King Arcade
Shining Force: Resurrection of the Dark Dragon Game Boy Advance

As New Entertainment / CS1 R&D

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Year Title Platform(s) Ref.
2005 Super Monkey Ball: Touch & Roll Nintendo DS
Yakuza PlayStation 2
2006 Super Monkey Ball: Banana Blitz Wii
Yakuza 2 PlayStation 2
2008 Ryū ga Gotoku Kenzan! PlayStation 3
2009 Yakuza 3 PlayStation 3
2010 Super Monkey Ball: Step & Roll Wii
Yakuza 4 PlayStation 3
Kurohyō: Ryū ga Gotoku Shinshō PlayStation Portable
2011 Super Monkey Ball 3D Nintendo 3DS
Yakuza: Dead Souls PlayStation 3

As Ryu Ga Gotoku Studio

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Year Title[65] Platform(s) Ref.
2012 Binary Domain PlayStation 3,Windows,Xbox 360 [66]
Kurohyō 2: Ryū ga Gotoku Ashura hen[a] PlayStation Portable
Ryū ga Gotoku 1&2 HD PlayStation 3,Wii U
Yakuza 5 PlayStation 3
2014 Ryū ga Gotoku Ishin! PlayStation 3,PlayStation 4
2015 Yakuza 0 PlayStation 3, PlayStation 4, Windows,Xbox One,Amazon Luna
2016 Yakuza Kiwami PlayStation 3, PlayStation 4, Windows, Xbox One, Nintendo Switch
Yakuza 6: The Song of Life PlayStation 4, Windows, Xbox One
2017 Yakuza Kiwami 2 PlayStation 4, Windows, Xbox One
2018 Fist of the North Star: Lost Paradise PlayStation 4
Yakuza 3 Remastered PlayStation 4, Windows, Xbox One
Ryū ga Gotoku Online[b] Android,iOS,Windows
Judgment PlayStation 4
2019 Yakuza 4 Remastered PlayStation 4, Windows, Xbox One
Yakuza 5 Remastered PlayStation 4, Windows, Xbox One
Super Monkey Ball: Banana Blitz HD Nintendo Switch,PlayStation 4, Windows, Xbox One [67]
2020 Yakuza: Like a Dragon PlayStation 4,PlayStation 5,Windows, Xbox One,Xbox Series X/S
2021 Judgment Remastered PlayStation 5,Stadia,Windows, Xbox Series X/S
Virtua Fighter 5: Ultimate Showdown[c] PlayStation 4, Arcade (Sega ALLS UX) [68]
Lost Judgment PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
Super Monkey Ball Banana Mania Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S [69]
2023 Like a Dragon: Ishin! PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
Like a Dragon Gaiden: The Man Who Erased His Name
2024 Like a Dragon: Infinite Wealth
Super Monkey Ball Banana Rumble Nintendo Switch
Virtua Fighter 5 R.E.V.O. Microsoft Windows
2025 Like a Dragon: Pirate Yakuza in Hawaii PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S

Marketing

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The RGG Studio logo was established in late August 2011,[70]and was first used to promoteBinary Domainin Japan back in February 2012.

See also

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Notes

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  1. ^Co-developed with Syn Sophia
  2. ^Co-developed with Sega Division 3
  3. ^Co-developed withSega AM2.Dubbed asVirtua Fighter esportsin Japanese version

References

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  65. ^LINE UP
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