Virtua Fighter's 3D Fighting Innovation at Evo 2025
Although not ready for a hands-on demo at Evo, the new Virtua Fighter project was among the most thrilling reveals of the event. A freshly released trailer during Finals day offered the deepest glimpse yet into what SEGA and RGG Studio are developing for this revival of a series dormant for over two decades.
At the show, I had the opportunity to speak with Riichiro Yamada, the producer of the New Virtua Fighter project. We discussed his earlier comments about the game, his approach to modernizing the series to stand alongside contemporary 3D fighters, and other key topics.
[Editor's Note: This interview has been lightly edited for grammar and clarity]
The concept footage for the new Virtua Fighter project shows very fluid gameplay, with characters individually blocking each attack. How closely will the final game resemble this vision?
Riichiro Yamada, Producer on New Virtua Fighter Project: Visually, the battle system is about 70% complete. An announcement at EVO tomorrow [Editor’s Note: This interview was recorded the day before the trailer release] will clarify the current state of development. From a conceptual standpoint, I have a strong, clear vision and believe we are nearing its realization.
Fighting games have evolved significantly since Virtua Fighter 5's release. How are you modernizing the series to compete today?
Yamada: Virtua Fighter started as an accessible game with just three buttons. However, over time, its mechanics grew more complex. I consider Virtua Fighter 5 the culmination of that style. For a new title, we must progress further, enhancing not just gameplay but also features and functionality.
I am focused on how to evolve the game—improving its functionality, gameplay, and overall modernization. Without these updates, the game may not achieve commercial success. Therefore, modernizing all aspects is essential.
Modernization is vital for the game's market viability.
You previously described Virtua Fighter with the words "innovation" and "reality." Could you elaborate on how these concepts guide the new game's development?
Yamada: Regarding innovation, I can't go into specifics, but initially, it centered on graphics. Computer graphics have advanced immensely, and further improvement is challenging.
Since CG technology is already highly advanced, innovation now relies more on creative ideas. As for reality, it's a complex term, but Virtua Fighter isn't a UFC-style brawl. It's more akin to a kinetic kung-fu film.
When I first played Virtua Fighter, the impact of each blow felt tangible—you could almost feel the strikes. I want players of this new project to experience that same sense of physical reality, not only during fights but throughout the entire experience.
Is this new Virtua Fighter project a fresh start for the franchise and its characters? Akira, for instance, appears different—older, without his traditional gi, styled hair, and wearing a hat. Are these the same characters, or is this a reboot?
Yamada: I believe introducing new characters is necessary. As you noted, Akira is depicted as somewhat older in this installment. A new generation of characters is needed, but this isn't a criticism of the previous designs.
The goal is to enhance the character designs, making them look more impressive and contemporary.
I'm not implying the original Virtua Fighter character designs were inadequate—they had their own style. However, evolution is essential; we must refine these designs to feel cooler and more compelling.
My objective is to make them more striking. Therefore, while we are using the same foundation of characters, we are evolving them by incorporating new elements and a greater emphasis on realism.
Regarding characters, a prior Virtua Fighter direct revealed Stella, who closely resembles Sarah Bryant. Can you share any details about her? The on-screen text described her as a "bridge between worlds." What does that signify?
Yamada: I apologize, but I cannot comment on that at this time. Please stay tuned for future updates.
Virtua Fighter famously uses a three-button control scheme—punch, kick, and guard—yet it achieves remarkable depth. Do you consider this control style fundamental, or is it open to evolution, perhaps by adding buttons or altering the core mechanics?
Yamada: When Yu Suzuki originally developed Virtua Fighter, he experimented with various button configurations before settling on three. At the time, as an arcade-focused title, this was the optimal choice.
The core concept was to create an accessible game that anyone could pick up and enjoy. I deeply respect that philosophy and want to develop a game that remains welcoming to all players.
Creating an accessible game for everyone is my priority.
However, the gaming landscape has shifted from arcades to home consoles. Considering how players experience games in their living rooms introduces new factors. The original concept of accessibility remains, but I am not strictly bound to a three-button layout. The primary goal is to ensure the game is enjoyable for a home audience.
For years, Akira has been the iconic face of Virtua Fighter, and he was central to the new project's reveal, though his face was partly obscured. Do you still see Akira as the series' protagonist, or is a new generation taking the lead?
Yamada: I believe a strong protagonist significantly influences a game's appeal. In Street Fighter, Luke remains the face of the new era. In the Yakuza/Like a Dragon series, the protagonist shifted from Kiryu to Kasuga, which presented challenges given Kiryu's popularity.
Ideally, I would introduce more characters. However, history shows Akira has a dedicated fanbase. Since Akira is such a recognizable and beloved figure, many users are drawn to the game specifically for him. Introducing a new main character is therefore a complex decision.
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