Making remasters is a lot harder than you think. Like a Dragon technical lead Yutaka Ito shares insight into RGG Studio’s approach to remakes and remasters 

To celebrate the 19th anniversary of the first ever Yakuza game, the Like a Dragon series’ technical lead Yutaka Ito shared some insights into how RGG Studio handles the development of remakes and remasters, which make up a big part of the franchise.  

In a thread on his personal X, Ito did some myth-busting about remasters being “easy to make” and shared some surprising details, such as the fact that RGG Studio lets programmers take on the role of director for remasters. 

It’s been 19 years since the first “Yakuza” was released for the PS2. We’ve put out many titles since then at a fairly rapid pace, but not all of them are completely new games. I’d like to take the opportunity to talk about remakes and remasters from a programmer’s point of view. 

Ito starts by explaining that remakes (such as Yakuza Kiwami, Yakuza Kiwami 2 and Like a Dragon: Ishin!) are, from a programmer’s perspective, almost like making a new game from scratch. While things like scenario and character settings are reused, the programs and graphics are developed completely anew using the latest technology. The process involves switching to a new development environment, using new hardware, new systems, and developing new mini-games. 

Naturally, this means that remakes require a lot more labor and time than remasters. Remasters are primarily made with the purpose of “making an older game playable on current-generation platforms,” Ito says. But this doesn’t mean that it’s a simple job. 

“You might think that developing a remaster is easy, but it’s actually quite troublesome. Let’s say you want to recreate the development environment of a title from 15 years ago for your build. You’ll run into issues such as the Windows version being different, and you may not even be able to install the tools and libraries you used anymore.” 

Yakuza Kiwami
Yakuza Kiwami

This isn’t where things end either, as Ito explains, “From there, you need to increase texture resolution, double the frame rate, make the game compatible with multiple platforms, and do various other quality-related improvements needed to keep up with the times.” 

Since making remasters involves mostly technical work, as Ito described, RGG Studio often has a programmer take on the role of director. This was apparently the case for releases like the Yakuza Remastered Collection, Judgement Remastered, and the recent Nintendo Switch version of Yakuza Kiwami. 

Ito explains that this approach is beneficial for encouraging RGG Studio’s programmers to develop skills outside of programming work and helps projects run more smoothly. In this sense, Ito remarks, “developing remasters is a win-win situation for both the programmers and the company.” 

Judgement Remastered
Judgement Remastered

The Like a Dragon series’ technical team has previously spoken to AUTOMATON about the fascinating ways RGG Studio trains its programmers to not only acquire knowledge about game development but also gain a sense of responsibility and confidence. This approach of letting programmers take the lead for remasters seems to fit right into that policy. 

Amber V
Amber V

Novice Editor-in-Chief since October 2023.

She grew up playing Duke Nukem and Wolfenstein with her dad, and is now enamored with obscure Japanese video games and internet culture. Currently devoted to growing Automaton West to the size of its Japanese sister-site, while making sure to keep news concise and developer stories deep and stimulating.

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