RGG Studios Seiji Aoki Virtua Fighter interview: “A legendary series created by the great Yu Suzuki”

"I’m truly honoured to be involved with Virtua Fighter".
Virtua Fighter 5 REVO

It’s not every day you get to work on a series that so many people are excited for. Unless, of course, you work for RGG Studios, like Virtua Fighter 5 R.E.V.O. Producer, Seiji Aoki does.

As the Studio behind massive franchises like Yakuza/Like a Dragon, and the Virtua Fighter games, we thought that after announcing Virtua Fighter 5 R.E.V.O. would be coming to consoles such as Nintendo Switch 2, it’d be a great time to sit down and ask Aoki-san about how it feels bringing the title to console, what changes players can expect, and of course, RGG Studios, who is showing the world it’s more than the Yakuza studio. So let’s get into it, then.

Virtua Fighter 5 R.E.V.O. Aoki interview

How does it feel bringing a beloved fighter to consoles?

We previously released Virtua Fighter 5 Ultimate Showdown on the PS4, so we’re truly delighted to bring it back to consoles once again—this time reborn as Virtua Fighter 5 R.E.V.O. World Stage.

Does bringing the game to consoles add any new challenges?

Alongside the console release, we’re also planning to support cross-play across multiple platforms. This will be the first time in the Virtua Fighter franchise that cross-platform battles are possible, so ensuring a stable matchmaking environment is a major challenge. We’d greatly appreciate it if players could participate in the beta test and share their feedback via the official Discord.

Can console players expect any new features or changes to VF5 REVO?

In Virtua Fighter 5 R.E.V.O. World Stage, we’re planning to implement a single-player mode similar to the Quest Mode featured in Virtua Fighter 4 Evolution (PS2). Quest Mode remains a fan-favorite, so we’re aiming to develop it in a way that will once again satisfy a wide range of players.

Additionally, we’re expanding the Training Mode, adding Dural as a new playable character, and introducing support for Latin American Spanish and Portuguese languages.

Virtua Fighter 5 REVO

What’s it like working on such an incredible storied franchise like Virtua Fighter?

I actually came from AM2, and therefore I’m truly honored to be involved with Virtua Fighter, a legendary series created by the great Yu Suzuki. When I had the opportunity to meet Mr. Suzuki in person and express my gratitude, he shared his hopes for a new title that stays true to the original concept of Virtua Fighter.

Did the success of VF5 REVO make it an easy decision to bring REVO to consoles, or was it always the plan to do so?

Once development of the Steam version settled down, we had plans to gradually move forward with the console versions. From the very beginning of the planning phase, our goal has remained the same: to expand the appeal of Virtua Fighter globally. To achieve that, we believe it’s essential to release the game across multiple platforms and add language support, creating more opportunities for players to engage with the franchise.

Can you tell us more about the new single player mode for VF5 REVO?

Simply put, it will be a single-player mode similar to the Quest Mode featured in Virtua Fighter 4 Evolution (PS2). Players will compete in regional qualifying tournaments held around the world, advancing through the ranks to ultimately claim victory in a global championship. It’s essentially an in-game adaptation of the official Virtua Fighter global tournament, the Virtua Fighter Open Championship.

How does the “CPU players based on world-renowned players” aspect work?

The CPU opponents you’ll face in the regional qualifying tournaments mentioned earlier will use the names of well-known real-world players, and their fighting styles will be modelled to resemble those players. Our goal is to provide a gameplay experience that feels as if you’re going up against top-tier competitors from the actual Virtua Fighter scene.

Virtua Fighter 5 REVO

RGG is obviously very well known for the Like a Dragon/Yakuza franchise. Is working on Virtua Fighter a way to show the world you’re more than “the Yakuza studio”?

One of the key strengths of the Yakuza Studio is its ability to create highly realistic environments, along with its fast development pace. By leveraging these strengths and the studio’s expertise in developing the Virtua Fighter franchise, we aim to grow into a studio with greater global recognition.

Has making a fighter become much more difficult in recent years? Not so much regarding the visuals, but fans expect things like cross-play these days, making netcode a challenging aspect. How does this affect development? Is crossplay hard to implement?

In today’s fighting games that support online matches, cross-platform play and rollback netcode have become essential features. Through the development of this title, our team has been able to accumulate valuable expertise, which has enabled smoother and more efficient development.

Thanks to Aoki-san for his time.

Virtua Fighter 5 R.E.V.O is out now for PC.

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