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]
Native name | Long が như くスタジオ |
---|---|
Romanizedname | Ryū Ga Gotoku Sutajio |
Company type | Division |
Industry | Video games |
Predecessor | AM11 (1998–1999) R&D4 (1999–2000) Amusement Vision (2000–2005) New Entertainment R&D Dept. (2005–2009) |
Founded | August 31, 2011 |
Founder | Toshihiro Nagoshi |
Headquarters | , |
Key people | Masayoshi Yokoyama(studio head) Ryosuke Horii Yutaka Ito Hiroyuki Sakamoto |
Products | Like a Dragonseries (2012–present) Binary Domain Judgment Super Monkey Ballseries (2019–present) |
Number of employees | 300+[1](2021) |
Parent | Sega |
Website | http://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
editAmusement Vision
editToshihiro 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.
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
editBy 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
editThe 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
editOne 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
editAs Amusement Vision
editYear | 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
editYear | 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
editYear | 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
editThe RGG Studio logo was established in late August 2011,[70]and was first used to promoteBinary Domainin Japan back in February 2012.
See also
editNotes
editReferences
edit- ^"Ryu Ga Gotoku Studio is Working on a New IP".17 November 2021.RetrievedMay 23,2022.
- ^"Yakuza 5 in development, Yakuza studio formed".Shacknews.31 August 2011.Retrieved2021-06-22.
- ^Gamer; lượng thái, tế sơn điền.Danh việt nhẫm dương thị suất いるクリエイター tập đoàn が tân しい thiết kế での “Long が như く5” の khai phát を quyết định! “バイナリー ドメイン” のゲーム khái yếu も phát biểu “Long が như くスタジオ” phát túc ký giả phát biểu hội |ゲーム tình báo サイト Gamer.www.gamer.ne.jp(in Japanese).Retrieved2021-06-23.
- ^https://retrocdn.net/images/2/24/DCM_JP_19991119_1999-36.pdfPage 15, Dreamcast Magazine
- ^"Toshihiro Nagoshi Interview Summer 2006".Kikizo.June 22, 2006.RetrievedNovember 9,2019.
- ^"Sega Corporation Annual Report 2002"(PDF).Sega Corporation. July 2002. p. 18. Archived fromthe original(PDF)on March 3, 2016.RetrievedNovember 9,2019.
- ^"ビデオゲームの ngữ り bộ たち đệ 5 bộ: “バーチャストライカー” を tác り thượng げた tam thuyền mẫn thị と trung 込 bác chi thị の lữ lộ ".Archived fromthe originalon 2023-11-30.Retrieved2024-02-16.
- ^December 2018, Nathan Brown 28 (28 December 2018)."From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development".Edge Magazine.Retrieved2021-06-23.
{{cite web}}
:CS1 maint: numeric names: authors list (link) - ^"GameSpy: SEGA-AM4".GameSpy.Retrieved2021-06-23.
- ^Carter, Chris (2018-08-14)."Sega CCO reflects on Super Monkey Ball, F-Zero GX, and why they 'lost the hardware war' to Nintendo".Destructoid.Retrieved2021-06-23.
- ^"Kikizo | News: Sega Studio Mergers: Full Details".archive.videogamesdaily.com.
- ^Long が như く kiến tham! ( セガ ) - CRI Middleware.www.cri-mw.co.jp.Retrieved2021-06-22.
- ^Chu thức hội xã インプレス (2009-06-16).1 niên 1 tác リリースという kinh dị đích な khai phát tốc độ を khoa る “Long が như く” シリーズの bí mật “GTMF2009” の tràng で minh かされた, キャラクター chế tác における triệt để đích な hiệu suất hóa の nội thật とは?.GAME Watch(in Japanese).Retrieved2021-06-23.
- ^Yakuza 6: The Song of Life "Essence of Art" Exhibit Live Stream,retrieved2023-11-17
- ^【ファミキャリ! Hội xã tham phóng (27)】 cực thượng のエンターテインメント tác phẩm 『 long が như く』シリーズを thủ がけるセガゲームス コンシューマ・オンラインカンパニーを phóng vấn.ファミ thông.com.30 July 2015.
- ^"@RGGStudio"onTwitter
- ^"Profile: Toshihiro Nagoshi - Interview".SPOnG.Retrieved2021-06-23.
- ^"The beginning story of" Yakuza "— the battle with video game regulations, and the difficult path Toshihiro Nagoshi chose. [Passion of the Game Designers]".Điện ファミニコゲーマー – ゲームの diện bạch い ký sự đọc んでみない?(in Japanese). 21 November 2017.Retrieved2021-06-23.
- ^Johnston, Lachlan (2019-02-06)."EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI (Part 1) - The Image of Yakuza".OTAQUEST.Archived fromthe originalon 2020-09-07.Retrieved2021-06-23.
- ^"SEGA Annual Report 2002"(PDF).Archived fromthe original(PDF)on 30 November 2018.
- ^Takeuchi, Takuya (2020-06-02)."SEGA 60th Anniversary Special Presentation: Interview with Toshihiro Nagoshi".OTAQUEST.Archived fromthe originalon 2021-06-24.Retrieved2021-06-23.
- ^"[interview]Toshihiro Nagoshi".N1ntendo.Retrieved2021-06-23.
- ^https://retrocdn.net/images/9/9f/Edge_UK_089.pdfp.78
- ^"Amusement Vision interview".GameSpot.Retrieved2021-06-23.
- ^"You Gotta Roll With It – Super Monkey Ball Step & Roll developer diary #1".SEGA Europe Blog.2010-09-05. Archived fromthe originalon 2010-09-05.Retrieved2021-06-23.
- ^Nathan, Brown (2018).Collected Works - Toshihiro Nagoshi.United Kingdom: Future plc. Edge. pp. 83–93.
- ^"IGN: The F-Zero Press Conference".January 15, 2008. Archived fromthe originalon January 15, 2008.
- ^セガ・ danh việt nhẫm dương が ngữ るクリエイター hoạt động 30 niên sử. 200 ức giá いだ『デイトナUSA』 khai phát bí thoại と, sơ めて minh かす sư ・ linh mộc dụ への tưởng い【 đặc biệt xí họa tiền biên 】.
- ^Lehecka, Eddie (2020-06-23)."SEGA 60th Anniversary Special Interview with Masayoshi Kikuchi".OTAQUEST.Archived fromthe originalon 2021-06-24.Retrieved2021-06-23.
- ^https://www.segasammy.co.jp/english/media/file/ir/release/sega/20040519_4.pdf[permanent dead link ]Page 4
- ^Hirohiko Niizumi (June 1, 2004)."Sammy reveals new logo, changes at Sega".GameSpot.Archivedfrom the original on August 28, 2018.RetrievedNovember 16,2016.
- ^Fahey, Rob (June 29, 2004)."Sega development studios return to the fold".GamesIndustry.biz.Gamer Network.Archivedfrom the original on July 11, 2018.RetrievedJuly 11,2018.
- ^Fahey, Rob (October 4, 2004)."Sega and Sammy complete merger, new holding company launched".Gamesindustry.biz.Archivedfrom the original on June 12, 2018.RetrievedMarch 31,2020.
- ^Horowitz, Ken (2018).The Sega Arcade Revolution, A History in 62 Games.McFarland & Company. pp. 253–257.ISBN9781476631967.
- ^"FFT: Ryu Encyclopaedia".
- ^Sato (25 May 2016)."Yakuza Director Says 20% Of Their Players Are Female, But They'll Still Keep It A Manly Series".Siliconera.
- ^【CEDEC 2010】『 long が như く』はなぜ tảo い?.
- ^Inc, Aetas.[CEDEC 2010]プログラマの lập tràng から khảo える, HDゲーム khai phát に tất yếu な sự tiền chuẩn bị と khai phát thủ thuận.www.4gamer.net(in Japanese).Retrieved2021-06-23.
{{cite web}}
:|last=
has generic name (help) - ^ab『 long が như く』シリーズ10 chu niên ký niệm bổn long đại toàn.Japan: Kadokawa. 21 January 2016. pp. 24–29.ISBN978-4047331099.
- ^Rogers, Tim."We Talked To YAKUZA and JUDGMENT Director Toshihiro Nagoshi".YouTube.
- ^"Yakuza Remastered interview: producer Daisuke Sato on bringing the complete Kiryu saga to PS4".VG247.2019-08-20.Retrieved2021-05-02.
- ^"Interview with: Daisuke Sato on the past and future of the Yakuza series • JPGAMES.DE".JPGAMES.DE(in German). 2021-02-23.Retrieved2021-05-02.
- ^Aubrey, Dave (2019-09-30)."Yakuza's Daisuke Sato Interview: 'I'd Like to Challenge Myself to Make Games That Are Widely Accepted Globally'".Wccftech.Retrieved2021-05-02.
- ^"Announcement from Ryu Ga Gotoku Studio | セガ công thức サイト".
- ^Plunkett, Luke (October 8, 2021)."Yakuza Creator Confirms He's Leaving Sega, Former Series Producer Joins Him".Kotaku.RetrievedOctober 8,2021.
- ^"『 long が như く7』 phát mại ký niệm インタビュー tiền biên! Cước bổn はあの nhân も tham gia して" long が như くスタジオ "が tổng lực chấp bút 【 điện kích PS】".Điện kích オンライン(in Japanese). 2020-01-16.Retrieved2024-03-06.
- ^"Yakuza Creator Talks 007 Inspirations, Wacky Humor, And What's Next".GameSpot.Retrieved2024-03-06.
- ^Điện kích オンライン."Mộc thôn thác tai thị chủ diễn の『JUDGE EYES』を nữu giải く danh việt tổng hợp giam đốc & tế xuyên Pインタビュー! 【 điện kích PS】".Điện kích オンライン(in Japanese).Retrieved2024-03-06.
- ^"『428 ~ phong tỏa された渋 cốc で~』 âm lặc tọa đàm hội tham gia メンバー thiệu giới: ゲーム âm lặc chế tác chu thức hội xã ノイジークローク".www.noisycroak.co.jp.Retrieved2024-03-06.
- ^"Binary Domain - Developer Interview".Game.co.uk.
- ^Hinkle, David (April 13, 2012)."NPD: Binary Domain sold 20K in March".Joystiq.Archived fromthe originalon December 2, 2013.RetrievedFebruary 12,2023.
- ^"Toshihiro Nagoshi Yakuza interview – 'we want to create an authentic Japanese experience".Metro.5 July 2019.
- ^『 long が như く』シリーズ10 chu niên ký niệm bổn long đại toàn.Japan: Kadokawa. 21 January 2016. pp. 201–207.ISBN978-4047331099.
- ^Virtua Fighter 5 Ultimate Showdown Is a PS4 Exclusive Remake Coming Next Week - IGN,25 May 2021,retrieved2021-06-23
- ^"Jun Tokuhara".
- ^Dino, Oni (2019-07-20)."Super Monkey Ball: Banana Blitz HD devs talk new modes, making the game easier, glitches, and why the time is ripe for a remake".Nintendo Everything.Retrieved2023-02-24.
- ^"『 tân サクラ đại chiến 』に『 long が như く7』! 2020 niên に hướng けて phi dược するセガゲームスの thủ り tổ みを danh việt thị に tấn く【 điện kích PS】".Điện kích オンライン(in Japanese). 8 November 2019.Retrieved2023-02-24.
- ^"Find Out Why SEGA's Masao Shirosaki Revived Monkey Ball & More!".www.crunchyroll.com.Retrieved2024-03-06.
- ^"Crunchyroll - Find Out Why SEGA's Masao Shirosaki Revived Monkey Ball & More!".Archived fromthe originalon 2019-12-20.
- ^Cryer, Hirun (June 15, 2021)."Super Monkey Ball Banana Mania is coming to Switch, consoles, and PC later this year".GamesRadar.Retrieved2021-07-06.
- ^"Super Monkey Ball: Banana Mania dev on project origins, physics, camera, more".Nintendo Everything.September 26, 2021.RetrievedMarch 12,2023.
- ^"シリーズ tối tân tác! “たべごろ! スーパーモンキーボール 1&2リメイク” công thức サイト ".シリーズ tối tân tác! “たべごろ! スーパーモンキーボール 1&2リメイク” công thức サイト(in Japanese). SEGA.Retrieved2023-02-24.
- ^"セガに tân thiết されたオンラインエンタテインメント nghiên cứu khai phát bộ は hà を mục chỉ すのか? Trung tâm メンバー nhị nhân に thoại を văn いた".www.4gamer.net(in Japanese). Aetas Inc.Retrieved2021-07-11.
- ^"Masayoshi Kikuchi Video Game Credits and Biography".MobyGames.Retrieved2021-07-11.
- ^LINE UP
- ^SEGA.Long が như くスタジオ|セガ công thức サイト.Long が như くスタジオ|セガ công thức サイト.Archived fromthe originalon 2021-06-24.Retrieved2021-06-23.
- ^@RGGStudio (16 July 2019)."We're not monkeying around, Super Monkey Ball: Banana Blitz HD lands on the Nintendo Switch, PlayStation 4, and Xbo…"(Tweet).Retrieved2021-06-23– viaTwitter.
- ^@RGGStudio (25 May 2021)."Virtua Fighter is back. Re-made in RGG Studio's Dragon Engine, the 3D fighting game that started it all never looke…"(Tweet).Retrieved2021-06-23– viaTwitter.
- ^@RGGStudio (15 June 2021)."Get ready to go bananas! 🍌 RGG Studio's @SuperMonkeyBall Banana Mania brings the series back to its beginnings fo…"(Tweet).Retrieved2021-06-23– viaTwitter.
- ^ASCII.Tối tân tác 『5』の khai phát もスタート! "Long が như くスタジオ" phát túc phát biểu hội.Chu khan アスキー(in Japanese).Retrieved2021-06-22.