Introduction
It’s September 13, and Ryu Ga Gotoku Studio is simply over 24 hours away from revealing its large plans for the long run. It’ll be an evening of celebrities, sport bulletins, and an notorious afterparty stuffed with alcohol, confetti, and blaring music. It’ll take over Twitter, and depart various individuals nursing complications the next day.
However at the moment, as an alternative of specializing in his large evening, studio head Masayoshi Yokoyama is sitting in a convention room speaking about why he loves the anime Neon Genesis Evangelion.
“Should you watch a VHS tape sufficient instances, the [plastic tape] inside will begin ripping, and then you definately received’t have the ability to watch it anymore,” he says. “However for those who truly simply take tape and tape it again up, it’ll work once more. I watched my Evangelion VHS tape and needed to restore it three or 4 instances.”
Yokoyama is flanked on his left and proper by the six heads of Ryu Ga Gotoku Studio (RGG), every main a special division and self-discipline. I’m sitting reverse at a protracted convention desk at RGG’s workplace in Tokyo, Japan. We’re all right here to speak in regards to the future however are admittedly side-tracked. We ought to be speaking in regards to the Yakuza collection, particularly now that it’s extra fashionable globally than ever. We also needs to be speaking in regards to the truth Yokoyama solely lately took his title as head of the studio, and a few very high-profile departures made that potential. And we’ll. However earlier than that, Yokoyama needs to speak about his largest affect.
“It’s this manga known as Oishinbo,” he says, making the room giggle in shock. “It’s a manga about meals. It’s a meals factor. Primarily, for me, the Ryu Ga Gotoku [Yakuza] collection might be like Oishinbo, the Yakuza model. I learn it probably the most as a child; I’d simply learn it time and again. Each week there’s mainly a brand new, ‘That is the way you make meals.’ So, in all probability that, however Yakuza?”
There’s confidence in the way in which the RGG employees speaks. It may very well be mistaken for cockiness – and maybe is. However in its protection, particularly in the previous few years, RGG has the video games and gross sales to again up that confidence. Issues may be altering round right here, however the staff continues to be laser-focused on its long-running narrative crime collection. There’s time to let conversations go off-topic as a result of, so far as the seven leads are involved, it doesn’t matter what’s modified or what’s going to change, it’s nonetheless enterprise as traditional. Even when it isn’t, actually.

Saving Face
Saving Face
In October 2021, RGG misplaced its face. Form of. It will depend on who you ask.
Since its inception, Toshihiro Nagoshi – a then-30-year veteran of mother or father firm Sega – had been the recognizable founder and head of RGG. He usually spoke for the collection and studio in interviews, particularly exterior of Japan. When individuals take into consideration the Yakuza collection, there’s a great probability in addition they consider Nagoshi. Regardless of his age, it didn’t harm that he was additionally all the time forward of the curve concerning vogue and tendencies. It was a typical sentiment to say he seemed like a personality from his video games.
However he left, as did a number of high-ranking members of RGG’s employees. Nagoshi, Yakuza collection producer Daisuke Sato, Judgment producer Kazuki Hosokawa, and half a dozen different Sega and RGG staff left to type Nagoshi Studio, funded by NetEase. Of their absence, Yokoyama, with the corporate because the starting, and a longtime author on the Yakuza collection, stepped up, now formally serving as RGG studio director and government producer.
Largescale and high-profile departures can usually appear to be hassle for a developer. And within the case of RGG, Nagoshi’s departure got here in the course of the peak of the Yakuza collection’ international reputation – starting with 2017’s hit Yakuza 0, and reaching a fever-pitch with 2020’s Yakuza: Like A Dragon. It was surprising to see the collection’ most recognizable face leaving as quickly because it actually discovered its wider viewers.
However as Yokoyama tells it, it wasn’t such a shock internally. Actually, it was a gradual course of, and he pushes again on the concept there was one sole face of RGG.
“We by no means truly actually meant or thought that Nagoshi-san was the face of the corporate,” he admits. “All of us thought that we had been additionally popping out and talking and being a part of it as nicely.”
That is true to a point – particularly in Japan; himself, Yakuza collection chief director Ryosuke Horii, and Yakuza collection chief producer Hiroyuki Sakamoto have given tons of interviews and appeared at occasions over time. However nonetheless, Nagoshi’s title and face is intrinsically tied to RGG’s tentpole collection moreso than anybody else’s, and Sato had lengthy been one of many artistic forces behind the Yakuza video games. The remaining staff knew how Nagoshi and Sato leaving would look from the surface. So, alongside saying their departure, Yokoyama launched a prolonged message in regards to the studio’s future. And most significantly, RGG released slick photos of the seven department heads – once more, trying fairly just like the characters in their very own video games. You possibly can see the notorious group picture within the header of this text and profile photographs beneath.
“I’m actually embarrassed about it,” Yokoyama says, laughing. “Initially, it took us loads of braveness to go together with this. As a result of we’re not celebrities. We’re not individuals who, like, our job is to look very nice for the digital camera. So, it did take loads of braveness for us to do that.”
“I used to be very blissful that they took an image of me trying cool,” Horii contradicts.
As they inform it, releasing the image alongside what might in any other case be seen as unhealthy information was to provide individuals one thing to sit up for; they wished followers to see this as a optimistic change for RGG. The response, they are saying, has been higher than anticipated. Anecdotally, I agree; I didn’t see many unfavorable responses to the interior shake-up when it was introduced. RGG’s bosses additionally appear to suppose so.
“Even the higher-ups on the firm had been like, ‘Hey, wow. That’s truly trying fairly good,’” Yokoyama says. “That’s why we took this image – we wished individuals to suppose that approach.”
So far as I can inform, nobody left on notably unhealthy phrases, and in reality, days after our interview, Nagoshi tweeted about how much he liked RGG’s announcements from the week. Nevertheless it does imply new individuals get alternatives throughout the studio. And that, so far as Horii is worried, is a optimistic change.
“Clearly, Nagoshi-san and Sato-san leaving implies that new individuals get to rise to the highest, and we’ve new leaders rising,” he says. “I feel general, it’s not that all the pieces up till now was unhealthy, and we need to change it. Mainly, it simply means it’s good to have new voices coming in. We’re not going to be making any main adjustments by way of our [studio’s] values or instructions. We expect it’s a great quantity of change that new persons are getting uncovered.”

One shift the studio can communicate to now could be the quantity of non-Japanese working at RGG. As Yokoyama tells it, its workforce has many staff from throughout Asia. He hopes to proceed this development, making a extra multicultural studio. He says he imagines a state of affairs the place we’re sitting on this identical room sooner or later, and there are heads of the studio that aren’t from Japan.
And the working situations for these new staff are supposedly higher than firstly of RGG. Yokoyama compares the corporate’s early schedule to these of evening hosts; they’d come to work in the midst of the evening and go dwelling in the midst of the morning.
“Now, we’re all residing very wholesome, accountable [lives],” he says, laughing. “We are available at, like, 8:00 a.m., 9:00 a.m. […] All of us obtained married; we had youngsters.”
That work-life steadiness is one thing the studio heads declare they attempt to cross right down to their staff, too. As long as the video games get made.
“As leaders, we wish individuals to keep up wholesome lives,” Yokoyama says. “However all of our growth staff is comparatively free to resolve after they need to are available and after they need to depart. Although our growth cycle is kind of quick, we guarantee that everyone who’s engaged on our video games can preserve the lifecycle that they need to. And if one thing doesn’t end up nicely, we’ll return to the drafting board and we’ll remake it and hold doing issues over once more. We expect we’re craftsmen in that sense. Typically, due to that, we don’t need to make a rule, like, ‘It’s a must to be at work from 8:00 a.m. to five:00 p.m. We’re saying, ‘You are able to do what you need. Simply get your job achieved.’”
We didn’t get to speak to any RGG staff past the leads of the studio to ask about their work schedules. But when what Yokoyama says is true, it’s a refreshing take from the pinnacle of a sport developer – particularly one as prolific as RGG, which regularly releases a sport a yr and is about to announce three in at some point.
That Settles That
That Settles That
Horii’s life’s work is just not the Yakuza collection. It’s karaoke. And he has the stats to show it.
Horii retains a spreadsheet of all of the songs he can sing at karaoke. Every year, he prints out probably the most up-to-date model and carries it round with him. Figuring he may want it at the moment, he printed out a brand new one simply in case. When he fingers it over, I look over the meticulous particulars, unfold throughout a staggering 7,964 songs.
Rising up, Horii was an enormous Sega fan. He even owns eight Sega Saturns – a truth he proudly proclaimed throughout his job interview all these years again. However karaoke arguably obtained him into the door and helped him rise the ranks.
“[During my job interview] they requested me about myself. I stated, ‘My interest is karaoke,’” Horii instructed Denfaminicogamer in 2018 (translation via Carrie Williams). “Once I had the ultimate interview with Nagoshi, he stated, ‘Lots of guys have karaoke as a interest,’ which is, after all, true. So I needed to discover a way of exhibiting him, ‘I’m not like these different guys.’
“So I confirmed him my karaoke checklist I confirmed you earlier than, saying, ‘Different guys don’t do that,’ with a little bit of a smile, and I used to be provided the job.”

For a very long time, Horii labored on facet content material within the Yakuza video games. Within the samurai-themed, Japan-only spinoff Yakuza: Kenzan, he created the waterfall coaching rhythm-based minigame, which steered him to main Yakuza 3’s karaoke minigame. An ideal skilled circle if there ever was one, however one with hardship. Initially, he says coworkers criticized him for going too far with the minigame – on the time, it was uncharacteristic to have the generally-stoic protagonist, Kiryu, doing one thing so goofy. However his instincts proved appropriate; it turned one of the vital fashionable options within the Yakuza collection and went a good distance in humanizing Kiryu.
As of late, Horii might be most well-known for steering Yakuza: Like A Dragon – a radical departure for the collection, buying and selling its signature brawler fight for turn-based RPG motion. Now he’s directing its sequel.
Horii highlights how RGG lets its staff experiment or alter the collection’ components, taking it in radically totally different instructions than earlier video games. Which is a defining trait of the collection’ largest entries, Yakuza 0 and Yakuza: Like A Dragon. The previous is a prequel, taking the story all the way in which again to the ’80s throughout Japan’s financial miracle. It reimagines characters and tells the background tales behind how they turned who they’re in trendy video games. The latter introduces a brand new forged of characters, story themes, and the aforementioned play fashion.
From RGG’s perspective, the success of those two video games comes down to some key factors. The primary is Yakuza 0’s localization. Traditionally, the collection had by no means obtained heavy localization efforts, particularly because the collection went on and western success appeared prefer it wasn’t ever going to occur. Yakuza 0 proved that assumption unsuitable.

As instructed by Yokoyama, the second cause was each video games had been good entry factors into the long-running collection; they invited individuals who had been curious in regards to the Yakuza video games however didn’t have a great leaping on level. Actually, to drive that time dwelling, within the west, Yakuza: Like A Dragon dropped the quantity conference. In Japan, it’s nonetheless Ryu Ga Gotoku 7.
These two video games helped flip the collection into one thing of a phenomenon worldwide, and there’s no scarcity of video games for that huge inflow of followers. In whole, there are 19 totally different Yakuza video games, together with mainline and spin-offs, all launched almost yearly since its debut in 2005. For the reason that collection took off in 2017, seven of these video games have been launched worldwide (this contains some launched in Japan earlier than 2017). This doesn’t embody different RGG-developed video games similar to Binary Area, Tremendous Monkey Ball, and Fist of the North Star: Misplaced Paradise.
However RGG isn’t slowing down. The day after our interview, throughout a Like A Dragon occasion, the studio publicizes a remake of the once-Japan-only Like A Dragon: Ishin to be launched in 2023, Like A Dragon Gaiden: The Man Who Erased His Identify for a similar yr, and the long-awaited Like A Dragon 8 for 2024. RGG caps the evening off with an enormous afterparty to have a good time the information. It’s additionally value mentioning: the studio formally modified the collection’ title worldwide to match its Japanese title – and mirror the declining prevalence of the Yakuza each within the fiction and the actual world. The Yakuza collection is now the Like A Dragon collection.

The title change highlights a couple of key factors. One is that RGG isn’t afraid to rebrand its money cow on the peak of its international reputation and recognizability. Two, particularly in comparison with different annualized collection like Name of Responsibility, which regardless of their continued immense success are tormented by conversations about “franchise fatigue,” individuals nonetheless appear greater than wanting to devour RGG’s video games. When requested why the staff thinks that’s, Sakamoto shortly solutions.
“In the long run, individuals play our video games, and so they see the standard is there, and the video games are nonetheless enjoyable,” he says. “So, I feel that sort of settles the query.”
Even when it’s all the time experimenting, in accordance with these seven, it doesn’t matter what’s modified round right here, it’s enterprise as traditional. They’re right here to make video video games the way in which they need to make them. And the continued reputation of the Yakuza collection across the globe hasn’t modified that truth.

“Similar to you write articles, we make Yakuza video games,” Yokoyama says. “That’s our every day lives. For us, whether or not or not we’ve a wierd feeling about it? Not likely. We’re persevering with doing what we’re all the time doing.”
“Yeah, issues simply haven’t modified right here,” Horii provides. “We simply make what we predict shall be enjoyable.”
“Possibly it’s an American image,” Yokoyama says. “However from us, we discover, ‘Oh hey, look. Appears like revenue numbers within the U.S. are up slightly bit. We’re promoting slightly bit extra; that’s cool.’ I suppose we’re being interviewed now right here. So perhaps that’s like, ‘Oh, persons are noticing us extra.’”
It’s slightly complicated; RGG each says issues across the studio really feel the identical but affords quite a few examples of the way it’s modified. Possibly whenever you’re in it, you may’t all the time establish what round you is totally different till you zoom out with a 50-foot lens. Or till a reporter asks. However however, time marches on. Possibly in one other 10 years, issues will nonetheless really feel the identical as they do now for the individuals remaining at RGG. And perhaps after they take a second to see the larger image, they’ll discover how a lot has modified.
Pure
Pure
Yokoyama asks Sakamoto to take out his enterprise card so he can present us one thing. As he factors out, the studio isn’t truly known as Ryu Ga Gotoku Studio. It’s Sega’s First Growth Division. RGG is only a nickname, he says.
However it doesn’t matter what you name it, the studio is finest recognized for its Yakuza (Like A Dragon) collection. Possibly at some point, that received’t all the time be the case.
“We have now a lot of different not-announced titles,” Yokoyama says. “Issues exterior of the identical Ryu Ga Gotoku universe that we’re engaged on.”
Issues will change; they all the time do. In 10 years, none of those males should be working right here. Or perhaps all of them will, however they’ll be joined by seven different builders, all rising into management positions, taking the studio in wildly totally different instructions.
From the surface, perhaps it appeared drastic that Nagoshi left. However for Yokoyama, that is simply what occurs. It’ll occur once more, in all probability. He says he’s unhealthy at envisioning the long run, however change isn’t unhealthy. It’s simply how issues work out.
“All these members right here have been doing this identical job collectively for over 10 years,” Yokoyama says in regards to the staff round him. “We knew that at some point a break up would come, and any individual would find yourself leaving and doing one thing else. I feel that’s a pure factor. That is when the primary break up occurred. Sooner or later sooner or later, it’d occur once more. [Someone else] may depart to do one thing that they need to do.”
He reiterates yet another time, “Issues naturally come about.”
This text initially appeared in Problem 351 of Recreation Informer.
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