{"id":41155,"date":"2024-12-10T18:43:01","date_gmt":"2024-12-10T09:43:01","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=41155"},"modified":"2024-12-10T18:43:03","modified_gmt":"2024-12-10T09:43:03","slug":"making-remasters-is-a-lot-harder-than-you-think-like-a-dragon-technical-lead-yutaka-ito-shares-insight-into-rgg-studios-approach-to-remakes-and-remasters","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/game-development\/making-remasters-is-a-lot-harder-than-you-think-like-a-dragon-technical-lead-yutaka-ito-shares-insight-into-rgg-studios-approach-to-remakes-and-remasters\/","title":{"rendered":"Making remasters is a lot harder than you think. Like a Dragon technical lead Yutaka Ito shares insight into RGG Studio\u2019s approach to remakes and remasters\u00a0"},"content":{"rendered":"\n<p>To celebrate the 19<sup>th<\/sup> anniversary of the first ever Yakuza game, the<strong> Like a Dragon<\/strong> series\u2019 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. &nbsp;<\/p>\n\n\n\n<p>In a thread on his personal X, Ito did some myth-busting about remasters being \u201ceasy to make\u201d and shared some surprising details, such as the fact that RGG Studio lets programmers take on the role of director for remasters.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u6700\u521d\u306e\u300c\u9f8d\u304c\u5982\u304f\u300d\u304cPS2\u3067\u767a\u58f2\u3055\u308c\u3066\u304b\u3089\u6628\u65e5\u306719\u5e74\u3002\u304b\u306a\u308a\u306e\u30cf\u30a4\u30da\u30fc\u30b9\u3067\u591a\u304f\u306e\u30b7\u30ea\u30fc\u30ba\u30bf\u30a4\u30c8\u30eb\u3092\u30ea\u30ea\u30fc\u30b9\u3057\u3066\u304d\u307e\u3057\u305f\u304c\u3001\u3059\u3079\u3066\u304c\u5b8c\u5168\u65b0\u4f5c\u3068\u3044\u3046\u308f\u3051\u3067\u306f\u3042\u308a\u307e\u305b\u3093\u3002\u4eca\u56de\u306f\u300c\u30ea\u30e1\u30a4\u30af\u300d\u300c\u30ea\u30de\u30b9\u30bf\u30fc\u300d\u306b\u3064\u3044\u3066\u3001\u30d7\u30ed\u30b0\u30e9\u30de\u30fc\u76ee\u7dda\u3067\u66f8\u3044\u3066\u307f\u305f\u3044\u3068\u601d\u3044\u307e\u3059\u3002<a href=\"https:\/\/t.co\/bqNWisy9f0\">https:\/\/t.co\/bqNWisy9f0<\/a><\/p>&mdash; \u4f0a\u6771 \u8c4a\uff08\u30bb\u30ac\u30fb\u9f8d\u304c\u5982\u304f\u30b9\u30bf\u30b8\u30aa\u6280\u8853\u8cac\u4efb\u8005\uff09 (@YutakaIto_RGG) <a href=\"https:\/\/twitter.com\/YutakaIto_RGG\/status\/1866081253931507801?ref_src=twsrc%5Etfw\">December 9, 2024<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><em>It\u2019s been 19 years since the first \u201cYakuza\u201d was released for the PS2. We\u2019ve put out many titles since then at a fairly rapid pace, but not all of them are completely new games. I\u2019d like to take the opportunity to talk about remakes and remasters from a programmer\u2019s point of view.<\/em>\u00a0<\/figcaption><\/figure>\n\n\n\n<p>Ito starts by explaining that remakes (such as Yakuza Kiwami, Yakuza Kiwami 2 and Like a Dragon: Ishin!) are, from a programmer\u2019s 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.&nbsp;<\/p>\n\n\n\n<p>Naturally, this means that remakes require a lot more labor and time than remasters. Remasters are primarily made with the purpose of \u201cmaking an older game playable on current-generation platforms,\u201d Ito says. But this doesn\u2019t mean that it\u2019s a simple job.&nbsp;<\/p>\n\n\n\n<p>\u201cYou might think that developing a remaster is easy, but it\u2019s actually quite troublesome. Let\u2019s say you want to recreate the development environment of a title from 15 years ago for your build. You\u2019ll 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.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1274\" height=\"715\" sizes=\"auto, (max-width: 1274px) 100vw, 1274px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-001.jpg\" alt=\"Yakuza Kiwami\" class=\"wp-image-41159\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-001.jpg 1274w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-001-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-001-768x431.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>Yakuza Kiwami<\/em><\/figcaption><\/figure>\n\n\n\n<p>This isn\u2019t where things end either, as Ito explains, \u201cFrom 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.\u201d&nbsp;<\/p>\n\n\n\n<p>Since making remasters&nbsp;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.&nbsp;<\/p>\n\n\n\n<p>Ito explains that this approach is beneficial for encouraging RGG Studio\u2019s programmers to develop skills outside of programming work and helps projects run more smoothly. In this sense, Ito remarks, \u201cdeveloping remasters is a win-win situation for both the programmers and the company.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1122\" height=\"627\" sizes=\"auto, (max-width: 1122px) 100vw, 1122px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-002.jpg\" alt=\"Judgement Remastered\" class=\"wp-image-41160\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-002.jpg 1122w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-002-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/29241210-41155-002-768x429.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>Judgement Remastered<\/em><\/figcaption><\/figure>\n\n\n\n<p>The Like a Dragon series\u2019 technical team <a href=\"https:\/\/automaton-media.com\/en\/interviews\/like-a-dragons-programmers-publicly-shared-some-of-infinite-wealths-source-code-as-a-message-to-aspiring-programmers-we-ask-them-about-the-unprecedented-decision\/\" target=\"_blank\" rel=\"noreferrer noopener\">has previously spoken to AUTOMATON<\/a> 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.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Like a Dragon series technical lead Yutaka Ito does myth-busting about remasters being &#8220;easy to make&#8221; and shares insights into RGG Studio&#8217;s way of working.<\/p>\n","protected":false},"author":55,"featured_media":41158,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-41155","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Making remasters is a lot harder than you think. Like a Dragon technical lead Yutaka Ito shares insight into RGG Studio\u2019s approach to remakes and remasters\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Like a Dragon series technical lead Yutaka Ito does myth-busting about remasters being &quot;easy to make&quot; and shares insights into RGG Studio&#039;s way of working.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/game-development\/making-remasters-is-a-lot-harder-than-you-think-like-a-dragon-technical-lead-yutaka-ito-shares-insight-into-rgg-studios-approach-to-remakes-and-remasters\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Making remasters is a lot harder than you think. 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