{"id":54292,"date":"2025-11-26T23:00:00","date_gmt":"2025-11-26T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=54292"},"modified":"2025-11-26T16:53:10","modified_gmt":"2025-11-26T07:53:10","slug":"interrupting-gameplay-for-visual-flair-is-unacceptable-in-a-fighting-game-new-virtua-figther-project-producer-talks-about-the-titles-pursuit-of-reality","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/interrupting-gameplay-for-visual-flair-is-unacceptable-in-a-fighting-game-new-virtua-figther-project-producer-talks-about-the-titles-pursuit-of-reality\/","title":{"rendered":"\u201cInterrupting gameplay for visual flair is unacceptable in a fighting game.\u201d New VIRTUA FIGTHER Project producer talks about the title\u2019s pursuit of \u201creality\u201d\u00a0"},"content":{"rendered":"\n<p>SEGA\u2019s RGG Studio is currently working on <strong>New VIRTUA FIGHTER Project. <\/strong>This upcoming 3D fighting game is the Virtua Fighter series\u2019 sixth mainline entry and first brand-new title in almost two decades. To find out more about the project, AUTOMATON interviewed producer Riichiro Yamada, who talked to us about New Virtua Fighter\u2019s pursuit of \u201creality,\u201d and how his development team is reconciling realism with actual gameplay.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1510\" height=\"844\" sizes=\"auto, (max-width: 1510px) 100vw, 1510px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-54292-001.jpg\" alt=\"New Virtua Fighter Wolf\" class=\"wp-image-54296\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-54292-001.jpg 1510w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-54292-001-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-54292-001-768x429.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Tell us about yourself and your career so far.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Riichiro Yamada (hereafter Yamada):<\/strong>&nbsp;<br>I\u2019m Riichiro Yamada, the producer of this project. I joined SEGA in 1999 as a game designer, and over the years I\u2019ve been involved in all sorts of projects, from console titles to mobile games. At one point, I actually left SEGA and worked on game development at Warner Bros. Entertainment, but I returned to the company in 2023. I\u2019m what you\u2019d call a boomerang employee (laughs).&nbsp;<\/p>\n\n\n\n<p>After I came back to SEGA, the idea for a new Virtua Fighter started taking shape, and I\u2019ve been involved in the project since its inception.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014When taking on the project, what did you identify as the \u201ccore\u201d of the Virtua Fighter franchise that absolutely needed to be preserved in the new installment?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>If I had to put it into words, it would be \u201creality.\u201d I think most people would struggle to give a simple answer when asked to define what makes Virtua Fighter good. With 2D fighting games like Capcom\u2019s Street Fighter series, it\u2019s easier to grasp their defining characteristics, and I get the impression that their core features have remained largely consistent throughout new entries \u2013 they&#8217;ve evolved while cherishing their foundations.&nbsp;<\/p>\n\n\n\n<p>But the essence of Virtua Fighter is harder to sum up in one sentence. That means there are many different aspects we must preserve in order to clearly define what kind of game it is. If I had to describe all those elements in one word, it would be \u201creality.\u201d Not \u201crealism,\u201d but reality.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-003-1536x864-1.webp\" alt=\"New Virtua Fighter \" class=\"wp-image-54297\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-003-1536x864-1.webp 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-003-1536x864-1-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-003-1536x864-1-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p>If we were to simply incorporate the realistic movements of actual martial arts, we\u2019d just end up making \u201ca game about that martial art.\u201d For us, the priority is to make something fun, something that feels good, and then, on top of that, we want it to feel real.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014So it\u2019s a matter of balancing game-like qualities with real-world believability?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>Exactly. I believe \u201creality\u201d lies in balancing events that don\u2019t normally happen with those that feel like they could happen precisely because humans are involved. Drawing that line and translating it into the game is challenging, but it\u2019s a core element of Virtua Fighter.&nbsp;<\/p>\n\n\n\n<p>Also, Virtua Fighter has always been an innovator, a title that has been at the forefront of new things. Because of that, it doesn&#8217;t resemble much else; which allows it to occupy a truly unique position. I think that sense of uniqueness is also part of the franchise\u2019s core.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-004-1536x864-1.webp\" alt=\"New Virtua Fighter \" class=\"wp-image-54298\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-004-1536x864-1.webp 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-004-1536x864-1-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-004-1536x864-1-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014On the flip side, what aspects did you feel had to be refreshed in order for the series to move forward?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>One thing is the common perception that Virtua Fighter is a difficult and complicated game. I think this impression is especially strong among people familiar with the fighting game genre. The controls are based on just three buttons (Punch, Kick and Guard), so it should be straightforward, but I think the series has accumulated some complexities over time. I want to break away from that perception.&nbsp;<\/p>\n\n\n\n<p>Another point is the lack of story and relatively surface-level character portrayal. The characters do have backstories, but since none of that is portrayed in-game, I feel that\u2019s something we need to address.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Back in January, you released a rather impressive pre-development concept movie for New VIRTUA FIGHTER Project that felt like a homage to king fu movies.\u00a0What was the intent behind that video?<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>When we decided to create a new flagship fighting game within the company, the keyword \u201creality\u201d was what resonated among us best. That was ultimately what tied into the intent behind that footage too. We wanted to make it possible to actually perform those fluid actions and kung fu movie-like exchanges. Simply put, cool-looking interactions that are a joy to watch \u2013 that was the goal behind creating it in the form of a concept movie.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u201cNew VIRTUA FIGHTER Project\u201d pre-development concept video\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/GtLRfES1YQU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><strong>\u2014How do you plan to connect what you depicted in the concept movie with the actual gameplay?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>As we transition from the concept movie to the actual game, there are, of course, parts we simply can\u2019t implement as-is. Slowing down game speed solely to replicate those movie-like exchanges would go against what Virtua Fighter stands for.&nbsp;<\/p>\n\n\n\n<p>Honestly, I&#8217;ll be satisfied if players just get a vague sense that \u201cthis feels different from other games.\u201d That said, for the development team, that concept movie serves as a clear target to aim for, something we strive to achieve as closely as possible.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-005-1536x864-1.jpg\" alt=\"New Virtua Fighter concept movie\" class=\"wp-image-54299\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-005-1536x864-1.jpg 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-005-1536x864-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-005-1536x864-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>As we build the game, we\u2019re exploring how to incorporate clear, recognizable elements in ways that feel natural, without forcing anything. In a perfect world, we\u2019d follow the original direction without deviation, but in reality, we\u2019re grinding through a gritty &nbsp;process of trial and error.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014<\/strong><strong>With<\/strong><strong> <\/strong><strong>RGG Studio <\/strong><strong>i<\/strong><strong>nvolved in<\/strong><strong> <\/strong><strong>development<\/strong><strong>,<\/strong><strong> d<\/strong><strong>id you feel any \u201cchemistry<\/strong><strong>,<\/strong><strong>\u201d <\/strong><strong>and<\/strong><strong> how d<\/strong><strong>id th<\/strong><strong>at end up shaping the <\/strong><strong>project as a fighting <\/strong><strong>gam<\/strong><strong>e?<\/strong><strong> <\/strong><strong><\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>When it comes to developing a fighting game, I get the impression that RGG Studio is incredibly particular about \u201cpresentation.\u201d I honestly don\u2019t think most teams could match what they do.&nbsp;<\/p>\n\n\n\n<p>Their stage design in particular is impressive. The level of detail in their backgrounds makes them look incredibly convincing. And the speed at which they build these cityscapes is also astonishing. For instance, a slum area like the one in the concept movie was created in about a month, and it feels like a real, existing city. I&#8217;m just amazed by the speed and quality.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-006-1536x864-1.webp\" alt=\"New Virtua Fighter slum environment\" class=\"wp-image-54300\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-006-1536x864-1.webp 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-006-1536x864-1-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-006-1536x864-1-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p>By having RGG Studio lead development, I think we can deliver a level of visual \u201cpresentation\u201d that goes beyond anything Virtua Fighter has previously accomplished.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014In fighting games, \u201crealistic presentation\u201d can sometimes clash with the frame-precise interactions. How are you tackling that in New VIRTUA FIGHTER Project?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>Our guiding philosophy is not to add anything unnecessary to the gameplay. I believe that in a fighting game, anything that stops player control, even for a moment, for the sake of visual flair is unacceptable. Purely decorative elements bring no benefit to a fighting game, so gameplay always takes priority.&nbsp;<\/p>\n\n\n\n<p>That said, there are places where we can push presentation without impacting gameplay, such as KO animations. Since the opponent is already knocked out, that\u2019s acceptable. Essentially, we focus on presentation in a way that doesn\u2019t interfere with gameplay.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Were there particular challenges you faced in character design and modelling when it came to reconciling \u201cmodern realism\u201d with \u201cthe series\u2019 classic look&#8221;?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>The hard part was achieving both a believable appearance and the visual appeal of a fighting game character. Virtua Fighter characters traditionally aren\u2019t flashy in appearance to begin with, but fighting game characters often have slightly exaggerated, \u201chero-like\u201d attributes. Deciding how far to push that exaggeration while staying within our \u201creality\u201d line and still making the characters look cool was difficult for the designers. Looking at Akira now, I think we arrived at a good middle ground \u2013 he\u2019s rugged, but cool.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-007-1536x864-1.webp\" alt=\"New Virtua Fighter Akira\" class=\"wp-image-54301\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-007-1536x864-1.webp 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-007-1536x864-1-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-007-1536x864-1-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Wolf also looks fantastic <a href=\"https:\/\/youtu.be\/Ex8sxDxHo_I?si=Y5pBC0CIPuoAGzwq\" target=\"_blank\" rel=\"noreferrer noopener\">in the new visuals<\/a>.<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>Thank you. This ties back to what I mentioned earlier about characters having backstories that aren\u2019t properly expressed in-game. This time, Wolf is designed as a full-on American pro wrestler. But players previously didn\u2019t really know what kind of wrestler he was.&nbsp;<\/p>\n\n\n\n<p>Older Wolf was modeled somewhat after UWF-style Japanese pro wrestling, which is why he wore tights. Now, we have a clear explanation for why he\u2019s dressed in an American pro wrestler style and why he returned to it. Since character backstories directly influence design, I think this makes him much more convincing. We\u2019re working closely with the designers to ensure every character\u2019s look reflects who they are \u2013 I think this also helps bring a sense of \u201creality.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-008-1536x864-1.webp\" alt=\"New Virtua Fighter Wolf\" class=\"wp-image-54302\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-008-1536x864-1.webp 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-008-1536x864-1-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/new-virtua-fighter-20251124-366678-008-1536x864-1-768x432.webp 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Finally, could you share a message for fans eagerly awaiting New VIRTUA FIGHTER, as well as our readers?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yamada:<\/strong>&nbsp;<br>We\u2019re aiming to create a game that isn\u2019t confined to the \u201cfighting game\u201d box, something even people who\u2019ve never touched the series before will find entertaining. We haven\u2019t revealed everything yet, but we should be able to show more around the next announcement. I hope you\u2019ll look forward to future updates.&nbsp;<\/p>\n\n\n\n<p>New VIRTUA FIGHTER Project is currently in development. The release date and supported platforms are TBA.&nbsp;<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer, writer: Hiroshi Hirose]<br>[Editors: Kosuke Takenaka, Hideaki Fujiwara]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We talk to New VIRTUA FIGHTER Project producer Riichiro Yamada about what the new title will inherit vs reinvent.<\/p>\n","protected":false},"author":1,"featured_media":54294,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[17],"class_list":["post-54292","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u201cInterrupting gameplay for visual flair is unacceptable in a fighting game.\u201d New VIRTUA FIGTHER Project producer talks about the title\u2019s pursuit of \u201creality\u201d\u00a0 - 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