Itās hard to believe, but Itagaki-sanā¦my senior from university and my rival as a creator has passed away.
The last message I ever received from him was,
āLetās go drinking. Letās make some noise soon!ā
To think that heās gone at just 58 years oldā¦
Yes, everyone dies eventually ā¦thatās inevitable.
But you⦠isnāt it a bit too soon?
Didnāt you say you were going to defeat me someday?
Didnāt you come to my wedding, wearing your usual black leather jacket and sunglasses,
and call me your comrade-in-arms?
Didnāt you tell me to come to you whenever I was in trouble?
I never even got the chance to consult you about anything.
Honestly⦠Iām really depressed.
āItagakiās final message (English translation)ā
Words I Leave BehindāØThe flame of my life is finally about to go out.āØIf this message has been posted, it means that the time has come. I am no longer in this world.āØ(This final post has been entrusted to someone dear to me.)
My life was a series of battles. And I kept on winning.āØI know I caused trouble for many along the way.āØBut I followed my convictions and fought to the very end.āØI have no regrets.
Only one thing weighs on me ā Iām deeply sorry to all my fans that I couldnāt bring you a new work. I truly am.āØThatās just how it is.āØSo it goes.
Tomonobu Itagaki
āā-
Hmm, Iām not sure how you perceive my relationship with Mr. Itagaki, but I can tell you itās likely different from what you imagine.
Let me provide a general overview and some key topics regarding my history with Mr. Itagaki.
However, consider this a warning.
What follows is content that would normally be covered in media interview articles, and Iād strongly advise any impatient fighting game fans out there to stop reading now. No, scratch thatāthis is a serious warning.
If you have a typical level of patience and common sense, youāre better off not reading further.
If you do, thereās a high chance youāll either give up midway, fall asleep, or subject yourself to the pain of endless scrollingāeven on a 100-inch tall vertical smartphone screen.
Even then, Iāve omitted most of the events and focused only on the major incidents.
Let me make this clear: Iāve warned you ahead of time.
If anyone dares to respond with ātoo longā after this, theyāll be sent straight to their ancestorsā graves and permanently muted. Why? Because I specifically said, āDonāt read this.ā
Now, what Iām about to discuss happened during the old Namco era and has almost nothing to do with the post-merger Bandai Namco era.
So, younger generations and employees who joined after the Bandai Namco merger, consider yourselves exempt from this context.
Also, please forgive any translation errors or nuances that I might have misinterpretedāIām still stuck at the English level of my university days.
Yes, Iāve warned you about everything.
You should not read further. Youāll regret it if you do.
[[ 1. First Contact ]]--
It was during the 1990s when the first Dead or Alive (DOA) was announced. On the way back from a game show, I happened to run into SEGAās Virtua Fighter (VF) team (who would later become the heads of SEGA-AM2) at a station. Coincidentally, Mr. Itagaki also appeared.
The key people behind VF, Tekken, and DOA were all there by chance, so we decided to take advantage of the opportunity and went out for drinks at an izakaya in Shinjuku.
At the izakaya, I and two members of SEGA-AM2 got into an animated discussion about shared technical topics. At the time, Namco shared some animation control techniques with SEGA through engineers we had headhunted from SEGA. Of course, just a few years later, the Tekkenproject independently developed its own animation control technology from scratch.
(The knowledge and foundational technologies developed by the Tekkenproject at that time would become the very origins of Bandai Namcoās human action development technologies today.
Surprisingly, many Bandai Namco employees are unaware of this fact: Tekken is the ancestor of Bandai Namcoās polygon-era animation and action control technologies. Without this foundation, itās self-evident we wouldnāt have been able to co-develop Super Smash Bros.with Mr. Sakurai).
Mr. Itagaki listened with great interest as I and the SEGA executives discussed these topics. Later, we all bonded over casual, non-work-related chatter about games.
One moment stands out even after nearly 30 years: Mr. Itagaki said to me, āMr. Harada, youāre a really approachable and funny person.ā
At that time, Mr. Itagaki still addressed me using polite language (and of course, I did the same for him).
In other words, we didnāt know much about each other yet, and our relationship was very professional and gentlemanly at the time.
[[ 2. What Itagaki Discovered ]]--
A few months after the VF, Tekken, and DOA drinking session, I happened to run into Mr. Itagaki again at another gaming event.
He approached me and said, āHarada, youāre from Waseda University, arenāt you? I also went to Waseda, and our time there overlapped. That makes you my junior.ā
I responded, āI might be your junior, but I donāt think we were there at the same time.ā However, he said, āNo, I was so busy with mahjong every day that it took me seven years to graduate. Iām sure we were there at the same time. In fact, I remember seeing you during our university days. You were the captain of the yacht racing team, werenāt you?ā
Yes, Mr. Itagaki had thoroughly researched my background and discovered that I was his junior. From then on, he started referring to me as his junior and speaking to me in the casual tone of a senior addressing a junior, dropping the polite language entirely.
[[ 3. The Beginning of Itagakiās Media Strategy ]]-
Mr. Itagaki wasnāt just a game designer or director; more than anything, he was starting to show his prowess as a producer.
This became clear to me after he left Tecmo when he explicitly told me as much. Back then, he began seriously thinking about how to elevate DOA to surpass Tekken in terms of marketing and branding.
Letās rewind a bit to the past.
During that time, the arcade gaming market was still thriving. SEGA and Namco were the two giants dominating the Japanese arcade market. Not only did they develop games, but they also operated their own arcade chains domestically and internationally, managing a significant share of game distribution and publishing as well.
Mr. Itagaki recognized that Tecmo couldnāt compete against this level of marketing and publishing power. As a result, he explored media strategies using not only print magazines but also the emerging internet media of the time.
Despite his outwardly emotional demeanor, Mr. Itagaki had a very cool and calculated eye for analyzing resources and strategy.
Among his various strategies, one was to deliberately ābiteā at Tekken to draw media attention. In doing so, he even called me out by name and criticized Tekkenās game design and other aspects.
Let me emphasize: this was just one of the many strategies he employed, not his only approach.
[[ 4. An Uneven Relationship ]]--
Due to the media strategy I just described, the Tekken project team was initially baffled.
In one magazine, for instance, Mr. Itagaki used a two-page spread to openly criticize Tekken and my name, delivering a highly aggressive interview.
In overseas magazines and internet media, especially in Western gaming outlets, the attacks escalated further, with harsher criticism of both Tekken and myself.
Meanwhile, I was ordered by my superiors at Namco to remain completely silent. In other words, I was strictly forbidden to respond in any way to Mr. Itagakiās attacks.
This dynamic of āHarada remains silent while Itagaki attacksā lasted for about ten years, roughly from the late 1990s until around 2007, after the release of DOA4at the end of 2005.
Looking back, itās clear that under these circumstances, there was absolutely no chance for Mr. Itagaki and me to develop a friendly relationship. In fact, during those ten years, I spent much of my time wondering, āWhy is Mr. Itagaki so fixated on targeting and attacking me?ā
[[ 5. The Sudden Summons Incident ]]--
Letās rewind to 1998.
Out of the blue, Mr. Itagaki called Namco directly and asked for me by name.
As I mentioned earlier, Mr. Itagaki had already started his media strategy of targeting Tekken and had learned that I was his junior from university. Given the strained relationship I had with him at the time, his call left me deeply confused.
Cautiously, I picked up the phone. He said, āCould you come to Tecmoās headquarters? Just you, alone.ā
It reminded me of getting summoned by a delinquent upperclassman behind the school building back in middle school. For a moment, I considered declining, but in the end, my curiosity got the better of me.
I agreed to his request and headed to Tecmoās headquarters the following day, alone.
When I arrived, Mr. Itagaki himself greeted me and led me into a small room. There, I saw something covered with a cloth that looked like an arcade cabinet.
Like a magician performing a stage act, he dramatically removed the cover with a flourish.
Underneath was an arcade cabinet and CRT monitor, revealing something for the first time: the development build of DOA2,which had not yet been announced (it would debut in arcades a year later in the fall of 1999).
āYouāre the first outsider to see this screen,ā he said.
More than the game itself, I was bewildered by his magician-like presentation.
That aside, he had two main purposes for summoning me.
First, he wanted to sell more DOA2boards to the arcade market.
At the time, SEGA and Namco were the two largest buyers of arcade boards due to their extensive arcade chains. Normally, he would have approached Namcoās sales team, but he felt that wasnāt enough.
Instead, he sought validation from a developer like me, hoping my endorsement would lead to Namco purchasing more DOA2 boards.
Second, he wanted to gauge DOA2āsperformance and see how the Tekken project would react.
If I so much as scoffed at DOA2, he would take it as evidence that Tekkenhad superior technology and confidence.
On the other hand, if I showed any signs of being impressed or unsettled, he would use that as a benchmark to compare Team Ninjaās position to the Tekkenproject.
After presenting the concept briefly, he said, āAlright, give it a try!ā
When I pressed the start button, he sat down right next to me, as if we were about to face off.
I chose Kasumi under his unspoken pressure and began playing. Just seconds into the match, after pressing the punch button three times, he asked, āWell? What do you think?ā
I was completely thrown off. What could I possibly judge after only a few seconds? I instinctively replied, āIt feels good to play.ā
I expected him to retort with, āHow could you know after just a few seconds?ā Instead, he responded with:
āSee? I told you, Harada.ā
At that moment, I was genuinely confused. Was he serious? Was this some kind of hidden-camera prank?
To be fair, DOA2 was already demonstrating impressive technical achievements for its time, even in its unfinished state.
However, his insistence on immediate feedback and constant explanations while I played left me overwhelmed with information.
Later, I learned from a former Team Ninja member that after my visit, Itagaki returned to the development floor and declared, āToday, we beat Tekken.ā
While I was merely startled by his approach, he took it as proof that I was overwhelmed by DOA2āsperformance.
[[ 6. Itagakiās Analysis and Strategy ]]--
Later, Mr. Itagaki explained to me that he had felt a significant sense of accomplishment from his media strategy at the time.
His aggressive stance against rival titles clearly led to a significant increase in readership, especially in Western gaming media. He told me that this approach, while unpopular in Japanāwhere comparative advertising was frowned uponāwas highly effective overseas.
Additionally, Itagaki was known by some for his vast knowledge of global history and military affairs, particularly World War II. He likened the relationship between DOA and Tekken to warfare.
He believed that winning a war required thorough reconnaissance of the enemyās resources, so he conducted a detailed analysis of the Tekken projectās capabilities. In his personal office, he even displayed a chart analyzing Namcoās Tekken project teamās strength.
He began with the game staff credits, meticulously investigating the educational background, career history, skills, and achievements of the individuals listed. (This was how he discovered, as mentioned earlier, that I was his junior at Waseda University.)
He also analyzed the order in which names appeared in the credits, finding patterns like this: those listed at the top of each unit were not necessarily core technical contributors. Instead, they were likely managers skilled in people management or senior staff moving away from hands-on work.
According to Itagaki, my presence as a young team leader at the time didnāt align with these patterns, which made me stand out as an unusual figure to keep tabs on.
He was correct in his assessment.
At the time, I was privileged to work with brilliant individuals, some 10 years my senior, including directors and programmers regarded as geniuses. These senior colleagues provided me with exceptional support, allowing me to lead game design in an environment where I was, in a sense, āspoiled.ā They often asked, āHarada, what do you want to do? What do you need? Weāll provide anything.ā It was an extraordinary setup that made me something of an anomaly in the industry.
When our rivalry ended, Mr. Itagaki showed me his analysis chart during a later conversation, and I was astonished by its accuracy. It identified key figures in the Tekken project who were instrumental at the time. Seeing it left me with an eerie feeling.
During the late 1990s and early 2000s, when the gaming industry had yet to establish sophisticated marketing analyses, Itagaki had a detailed understanding of Tekkenās sales figures and customer demographics.
Using this data, he developed strategies to elevate DOAās brand recognition by directly opposing Tekken in the media. At the same time, his product development strategy avoided head-on collisions with Tekken.Instead, he identified āneeds that Tekken didnāt fulfillā and areas where DOA could excel technically, crafting a distinct direction for his game.
This is why DOA ultimately offered gameplay and targeted a market audience different from Tekkenās.
[[ 7. After the War ]]--
After Mr. Itagaki left Tecmo in 2008, he called me again.
At the time, our dynamic hadnāt changed much from the previous ten yearsāI still perceived our relationship as adversarial. Yet, there he was, calling me once again.
He invited me to dinner, where he shared that he had left Tecmo. During the meal, he said something surprising:
āHarada, you were my comrade-in-arms.ā
I realized then that this was how he saw our relationship.
He explained his strategies and thoughts from that time in detail, stating explicitly:
āI never had any grudge against you, Namco, or Tekken. On the contrary, I respected you all.
When I compared the power dynamics in development, sales, and publishing, it was clear that a straightforward approach wouldnāt work. I had to employ every strategy I could. Iām sorry for everything.ā
Then, he turned the tables and asked about Tekkenāsstrategies, particularly in terms of production, branding, and marketing.
I explained many things but emphasized this:
Since the 1990s, Iāve been visiting arcade venues worldwide to see how players were engaging with my games. I also met with numerous arcade operators and distributors.
Around the late ā90s, I quickly noticed the rapid decline of the arcade market in the West (arcades were shutting down at an alarming rate). This signaled that the battleground for fighting games was shifting from arcades to home consoles. More importantly, the value of āone play for 100 yenā (or 25 cents in the US) was disappearing. The incentive for the winning player to keep playing on a single coin was fading, as was the risk of losing coins for the losing player. This fundamentally changed the value perception of fighting games as a form of entertainment.
Realizing this, we shifted Tekkenāsstrategy toward establishing fighting games as a viable product for home consoles (As you may know, TEKKEN was ahead of its time in the genre, having developed and released modes like Tekken Ball (which came before DOA Beach Volleyball), belt-action modes such as TEKKEN FORCE, and pre-rendered movies and story campaign modes that went beyond the typical scope of fighting games).
In addition to this, I explained to him how I became aware of the emergence of "community events," especially in North America, as arcades began to decline.
At that time, these events were at a grassroots level. They ranged from small gatherings at someoneās house to tournaments held in university halls or community centers. Over time, they grew into larger tournaments hosted in hotel ballrooms and gymnasiums.
I recognized the potential of these events early on and began providing behind-the-scenes support to those communities. Specifically, we offered free rentals of arcade cabinets and game boards, took care of transport and setup, and occasionally provided small prizes like posters for tournament winners.
In fact, many veteran players in their 40s and 50s today may not have known my name or who I was back then, but some might remember seeing me quietly setting up arcade machines at venues (without even wearing sunglasses back then).
During this time, Street Fighter had gone into a decade-long hibernation following Street Fighter III, and the decline of arcades accelerated as gaming markets shifted.
Even as other fighting game series disappeared, I focused on maintaining both an active home console market and a foothold in the Asian arcade market.
In fact, the method of constantly releasing new games in the series without a break, and using the huge profits made from arcade boards and in-game purchases to fund the development of console versions, was surprisingly able to continue all the way up to Tekken 7.
This included supporting the grassroots tournament community (the FGC, or Fighting Game Community) to keep our business and development ongoing.
At the time, I can confidently say that very few developers were paying attention to the growing tournament scene in the West. How do I know this? Because during those years, I was often the only Japanese developer on-site, personally delivering cabinets and boards or observing events. While marketing representatives from various companies were present, I rarely saw other developers engaging directly with these communities.
This approach allowed Tekken to continue its numbered releases steadily, even through the "winter" of the arcade market. While the Virtua Fighter series fell silent, we expanded into the Western market and secured a significant share.
I believed that when I faced my own hardships, no one would come to my aid, but the support from an external entityānamely, the core fighting game community in the marketāwould be the only thing I could rely on.
I told Mr. Itagaki that I had kept this strategy under wrapsāneither sharing it with other teams in the company nor discussing it with developers from other companies. I simply worked on it quietly.
Upon hearing this, he was surprised and said,
āWhat? Thatās not what a developer is supposed to do! Really? Youāre more action-oriented than I expected.ā
It seemed that he had a stereotypical image of game developers born in the 1970s as people who stayed in their offices, glued to monitors, endlessly coding.
To be fair, that was also part of my work, but by the late 1990s, I was using the development downtime between projects to travel around the world.
[[[ Putting an End to the Conflict ]]--
Through this exchange of past strategies, I finally resolved my long-standing feud with Mr. Itagaki. This happened in late 2008.
After that, every year-end, Iād receive a drunken phone call from him, which became something of a tradition.
(That said, I havenāt received one in the last few years, come to think of it.)