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Vanillaware Ltd.
Native name
ヴァニラウェア hữu hạn hội xã
Vanirawea Yūgen-gaisha
FormerlyPuraguru (2002–2004)
Company typeYūgen gaisha
IndustryVideo games
FoundedFebruary 8, 2002;22 years ago(February 8, 2002)
Founder
  • George Kamitani
  • Takehiro Shiga
  • Kentaro Ohnishi
Headquarters,
Japan
Key people
George Kamitani (presidentand game director)
Products
Number of employees
39[1](2024)
Websitevanillaware.co.jp

Vanillaware Ltd.[a]is a Japanesevideo game developerbased inOsaka.An independent company, it was founded in 2002 under the namePuraguruby George Kamitani, a game developer who had previously worked atCapcomandAtlus,and directedPrincess Crown(1997) for theSega Saturn.Beginning as a small studio developingFantasy Earth: The Ring of DominionforEnix,in 2004 the company moved toOsaka,Kansai,and changed its name. Kamitani wanted Vanillaware to create successor projects toPrincess Crown,beginning withOdin Sphere.

The company is noted for their use of two-dimensional artwork, with character models having jointed hand-scripted movements similar toFlash animation.Later titles have experimented with layered levels and2.5Dgraphics. Kamitani based many of his games on the classicbeat 'em upgame titles he worked on while at Capcom, which had similarly influencedPrincess Crown.Vanillaware debuted with two games in 2007;Odin Sphere,which was delayed by publisherAtlus;andGrimGrimoire,areal-time strategygame forNippon Ichi Software.They have worked with many different publishers, though most frequently with Atlus.

History

[edit]

Origins

[edit]

Company founder George Kamitani had an extensive career in video games reaching back to the 1980s, working on pixel art for an unnamed company and forCapcomas an artist and designer onSaturday Night Slam MastersandDungeons & Dragons: Tower of Doombefore leaving to become a freelancer. His first effort as a director was at the Kansai branch ofAtlusonPrincess Crownfor theSega Saturn,released in 1997. Originally planned as alife simulation gamesimilar toPrincess Maker 2,he changed it into arole-playing game(RPG) to appeal toSega.[2]The game was a commercial failure, resulting in Atlus Kansai being closed, Kamitani's team being blacklisted in the industry, and an intendedDreamcastsequel being cancelled.[2][3][4]While it was developed prior to Vanillaware's official founding,Princess Crownremains strongly associated with Kamitani and the company.[2][5][6]

Between 1998 and 2004, Kamitani continued as a freelance designer forRacjinand thenSony Computer Entertainment,during which time he moved toTokyo.During his time freelancing, he met with artist Takehiro "Shigatake" Shiga and struck up a friendship.[2]While living in straitened circumstances, he still wanted to create his own games. After Sony, he was hired byEnixas one of the core staff onFantasy Earth: The Ring of Dominion(later retitledFantasy Earth Zero).[2][7]Originally a very small project, it ballooned in scale. To help facilitate its development, Kamitani formed a new company to manage its logistics.[2][5]At that time, it was known under the name Puraguru. The company consisted of only three employees; Kamitani, Shiga, and programmer Kentaro Ohnishi.[2][7][8]Puraguru was officially founded on February 8, 2002.[1][7]

2002–2006

[edit]

Under Puraguru and Kamitani's influence as director,Fantasy Earthmoved away from its premise of a human-vampirewar to a traditional fantasy RPG setting involving princesses.[2]Art designs and 3D models for the cancelledPrincess Crownsequel were recycled intoFantasy Earth.[3][9]The production of the game was stressful for all staff, with problems ranging from technical ones to marketing pressure to the merger of Enix withSquareto becomeSquare Enixwhich happened during its development.[2][10]Ultimately, Kamitani and Square Enix parted on poor terms, with Kamitani saying Square Enix took the project away from him.[5][11]Puraguru left production in 2004, resulting in Square Enix giving it to developer Multiterm.[11][12]

Kamitani moved the company down into offices in the Iwatani No.2 Building inOsaka,Kansai.[1][2]There, it changed its name to Vanillaware; Kamitani chose the new name to evoke the enduring and timeless popularity of vanilla flavoring in ice cream.[7]Kamitani wanted to create a sequel or successor toPrincess Crown,and his team began development onOdin SphereforPlayStation 2(PS2) with funding and publishing by Atlus. Kamitani was able to gain support from Atlus thanks to contacts there, overcoming the negative stigma attached to him from the failure ofPrincess Crown.[2][8][13]

Production was completed in 2006, but Atlus delayed its release into the following year so as not to cannibalize the market for their other titles. They also refused to take any more titles from Vanillaware until they saw the sales ofOdin Sphere.To keep the company afloat during the delay, Vanillaware took on more projects for other publishers.[2]Kamitani had been approached during production ofOdin SpherebyNippon Ichi Softwarepresident Sohei Shinkawa, who was a fan ofPrincess Crown.As the team were lovers ofStarCraftand were given complete creative freedom by Shinkawa, they created a fantasy-themed real-time strategy title for PS2 calledGrimGrimoire.[9][14]GrimGrimoirewas completed in a very short time, estimated at around six months.[15]The production ofGrimGrimoireentirely drained Vanillaware's funds, and to tide over the period to release Kamitani took out a personal loan of 20 million yen.[2]

2007–2012

[edit]

Odin Spherewas a critical and commercial success, with its sales allowing Kamitani to pay off his loan, distribute staff bonuses, and help finance future projects.[2]GrimGrimoiremet with less commercial success, leading to Kamitani's plans for sequels being scrapped.[9][15]FollowingOdin Sphere,the team began a second project which would evolve the gameplay ofPrincess CrownasOdin Spherehad evolved its narrative. This title wasMuramasa: The Demon Bladefor theWii.[16]The concept originated during production ofOdin Sphereand was sold toMarvelous Entertainmentin 2006, who co-funded production.[2]

During this period, Vanillaware made an attempt at "two-line development", with Shiga leading development on a second project.[15]TitledKumatanchi,the game was a life simulation title based on Shiga'sHabanero-tanmascot character, and co-developed with Shiga's doujinshi group Ashinaga Oji-san.[17][18][19]Production was hard, as there were few staff for the project and Shiga was both director and lead artist and animator.[15][19]Kumatanchiwas published in 2008 for theNintendo DSbyDimple Entertainment.[20]After its release, Shiga voiced his wish to step away from directing further projects, and Vanillaware reverted to producing one game at a time.[15]

Following the completion ofMuramasain 2009, Vanillaware began work on two different projects;Grand Knights Historyfor thePlayStation Portable(PSP), andDragon's CrownforPlayStation 3andPlayStation Vita.[21][22]Born from a wish for Vanillaware and Marvelous Entertainment to work on a PSP title,Grand Knights Historychanged from previous action-based gameplay to a turn-based structure incorporating multiplayer while preserving the company's signature art style.[23][24]Its two-year production was led by director Tomohiko Deguchi, with art direction by Kouichi Maenou.[22][24]

Dragon's Crownwas a resurrected version of Kamitani's proposedPrincess Crownsequel. AfterMuramasa,Kamitani pitched the project to different publishers, eventually being accepted byUTV Ignition Entertainment.The title drew inspiration from Capcom's earlybeat 'em uptitles.[21][25][26]It was Vanillaware's most expensive project at the time, with a budget of over¥100 million (over US$1,000,000).[27]The team put a large amount of effort into the game, indirectly leading to the localization ofGrand Knights Kingdombeing cancelled.[28]When UTV Ignition Entertainment was suffering financial troubles, the game was in danger of being cancelled. Kamitani went to Atlus, who agreed to co-produce and fund the project. As part of the agreement, Atlus hadright of first refusalfor Vanillaware's next project.[2][29]Ultimately,Dragon's Crownwas a great success for Vanillaware.[26]

2013–present

[edit]

Alongside and followingDragon's Crown,four different projects emerged; an original game titled13 Sentinels: Aegis Rim,and high-definition remakes or re-releases ofMuramasa,Odin SphereandDragon's Crown.[20]Muramasa Rebirthfor the Vita was an expanded port of the original with gameplay tweaks and additionaldownloadable content(DLC) released under the bannerGenroku Legends.[30][31][32]Odin Sphere: Leifthrasirfor PS3, Vita andPlayStation 4(PS4) was a remake ofOdin Sphere.The team sought to preserve the original narrative while updating the gameplay to be more in line withMuramasaandDragon's Crown.[8][33][34]Dragon's Crown Prowas a port of the original game for PS4 which included support for the console'sPro model.[35]

Kamitani was tired of fantasy worlds afterDragon's Crownand conceived13 Sentinels: Aegis Rimas ascience fiction-themed video game set in the 1980s, combiningmechawith ashōjo mangaaesthetic. Originally a small domestic project with a toy line tie-in, Kamitani grew frustrated by the publisher's demands and showed it to Atlus. They agreed to take it as a new game aimed at the international market, allowing Kamitani full creative freedom.[29][36]Production of13 Sentinelsbegan following the release ofOdin Sphere: Leifthrasirin 2015. The team faced numerous problems born from its ambitious thirteen-character narrative, real-time strategy gameplay building off concepts fromGrimGrimoire,and more layered artwork and area variety. Kamitani ended up writing the entire scenario by himself and handing character design duties to other staff members.[29]Kamitani later described the game as the culmination of his work and skills up to that point.[37]

13 Sentinels: Aegis Rimwas originally planned for PS4 and Vita. It met with several delays, and the Vita version was cancelled so production could focus on the PS4 version.[38]To compensate, a demo-type release called13 Sentinels: Aegis Rim Prologuewas released, with feedback used to adjust the final game.[39][40]13 Sentinelswas released in Japan in 2019, and later in the West in 2020.[41]The game met with critical praise,[42]a port to theNintendo Switchwas released in 2022,[43]and by 2023 it had sold one million copies worldwide.[44]GrimGrimoirewas remastered for PS4 and Switch in 2022, with its 2023 Western release including a port toPlayStation 5.The remaster included gameplay enhancements and improved graphics, along with a new principal voice cast.[45][46]Vanillaware worked in parallel on a new project teased within13 Sentinels: Aegis Rim Prologue,described as their biggest project to date.[47]That title,Unicorn Overlord,was released worldwide in 2024.[48]Kamitani is also planning a further title that is some years off, planning on entering full production whenUnicorn Overlordreleases.[49]

Games developed

[edit]
Original releases
Year Title Launch platforms Publisher Additional details
2006 Fantasy Earth: The Ring of Dominion Windows Square Enix Developed from 2002 to 2004 as Puraguru. Released in 2006 under developer Multiterm.[5][11][12]
2007 GrimGrimoire PlayStation 2 Nippon Ichi Software Co-developed with Nippon Ichi Software.[50]
Odin Sphere Atlus
2008 Kumatanchi Nintendo DS Dimple Entertainment Co-developed with dojinshi group Ashinaga Oji-san.[17]Exclusive to Japan.[51]
2009 Muramasa: The Demon Blade Wii Marvelous Entertainment
2011 Grand Knights History PlayStation Portable Exclusive to Japan. Localizations byXseed Games(North America) andRising Star Games(Europe) cancelled.[52][53]
2013 Dragon's Crown PlayStation 3,PlayStation Vita Atlus
2019 13 Sentinels: Aegis Rim PlayStation 4 Nintendo Switchport released in 2022.[43]
2024 Unicorn Overlord Nintendo Switch, PlayStation 4,PlayStation 5,Xbox Series X/S
Remasters
Year Title Launch platforms Publisher Additional details
2013 Muramasa Rebirth PlayStation Vita Marvelous AQL Remaster ofMuramasa: The Demon Blade,expanded with DLC dubbedGenroku Legends.[32]
2016 Odin Sphere Leifthrasir PlayStation 3, PlayStation 4, PlayStation Vita Atlus Remake ofOdin Spherewith updated gameplay.[33][34]
2018 Dragon's Crown Pro PlayStation 4 Port ofDragon's Crown.[35]
2022 GrimGrimoire OnceMore Nintendo Switch, PlayStation 4 Nippon Ichi Software Expanded remaster ofGrimGrimoire.[45]Western-exclusive PlayStation 5 port released in 2023.[46]

Philosophy and influences

[edit]

Vanillaware was born because Kamitani wanted to create original games, with the designs being influenced entirely by the team's tastes.[15]He has strong views on both changing a project's direction halfway through and outsourcing to other companies who might not be as passionate as the main developers.[6]The only outsourcing Vanillaware engages in is its sound design and music, which had been handled since its origins by Basiscape, a company founded byHitoshi Sakimoto.First meeting during the production ofFantasy Earth,Kamitani and Sakimoto took a liking to each other and became drinking companions, leading the two to frequently collaborate.[2][15][54]An important element to Kamitani as cited by Ohnishi is "company branding", with sales based on the reputation and fan demand for its kind of games.[8]

In contrast to the standard staff proportions of video game developers, the majority of Vanillaware's staff are artists.[5]The company originally focused on the entire team making one game, as their attempt at developing two games at once withKumatanchimet with mixed results.[2][15]However, by 2013, Kamitani made efforts to divide Vanillaware's staff of 24 into two teams, transitioning into a situation where the teams could work on two different projects at once.[2]The design of Kamitani's games, along with the focus on side-scrolling action, was directly inspired by his work at Capcom, particularly titles such asDungeons & Dragons: Tower of Doom.[2][55]

As the industry is dominated by 3D graphics, Kamitani saw that 2D art was "stagnating", and he wanted Vanillaware to be at the cutting edge of 2D art in gaming.[55]The company uses proprietary programming toolsets inspired byAdobe Flash,as well as a graphic development process known astebinerior "hand-shaping", which allows the artists to create characters and environments that look 3D but are rendered entirely from two-dimensional pixels.[5]The entirely digital tools the team was using by 2008 took a while for Kamitani to get used to.[11]This style goes back to Kamitani's days at Capcom, and was used when designing the art ofPrincess Crown.[2]Later titles incorporated sophisticated effects such as shadows and effects like sunlight and water movement more commonly associated with 3D rendering.[8]13 Sentinels: Aegis Rimsaw the company completely rethink their level design, seeing the incorporation of depth of field and both2.5Dpresentation and incorporating 3D models into the environment. They also needed to redo their cutscene engine, as their original versions were incapable of showing character emotion with the redesigned presentation.[29]

Reception and impact

[edit]

The release ofOdin Sphereestablished Vanillaware's gaming reputation, and helped bring 2D art to the attention of mainstream gaming after years of relative obscurity.[56][57]Odin Spherealso salvaged Kamitani's career in the games industry after the prolonged impact ofPrincess Crown's failure, allowing him to pursue more projects with Vanillaware.[2]While the company's artwork has been its main appeal, the exaggerated artwork ofDragon's Crowndrew criticism from Western journalists, particularly the sexualized Sorceress design.[21]

Odin Spheredirectly inspired Beijing-based indie group OTK Games to developThe Vagrant,a 2D hack-and-slash game. The small team described it as a tribute to the games of Vanillaware.[58]Following his departure from Vanillaware, Deguchi founded the independent studio Monochrome Corporation and developedGrand Kingdom.He was inspired by and drew from bothGrand Knights Historyand other Vanillaware titles.[59][60][61]

Notes

[edit]
  1. ^ヴァニラウェア hữu hạn hội xã,Vanirawea Yūgen-gaisha

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[edit]
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