Pinned Tweet
I have launched VS Studio.
Built on the knowledge and passion we have cultivated over many years on the front lines of game development, we are now beginning a new challenge.
VS Studio を立ち上げました。
私たちは、長年ゲーム開発の現場で培ってきた知見と情熱をもとに、新しい挑戦を始めます。
vs-studio.com/
[Press Release]
SNK Announces Establishment of New Studio Led by Katsuhiro Harada
Katsuhiro Harada Appointed as Representative
snk-corp.co.jp/us/press/2026…
But since we’re on the subject, I have a confession to make.
About 15 years ago, I was having drinks with someone and spent ages passionately explaining the differences between German and Japanese cars.
The whole time, he just kept nodding with this incredibly warm, almost saintly smile. I remember thinking, “Hmm, that’s a strangely patient reaction…”
Turns out, he was an engineer who worked on German cars.
That was the day I personally experienced the Japanese expression “Shaka ni seppō” — literally, “preaching to the Buddha.”
I had basically been teaching the Pope how to pray.
RIP me.
Replying to @Harada_TEKKEN
Some arguments from a layman personifies the Dunning-Kruger effect, Harada-san. People don’t know enough to understand how little they know, while also not possessing the humility toward topics outside their range.
It’s not so much that I’ve noticed those differences—I’m already very familiar with them, of course. In fact, I just addressed that very point in my response to his latest reply.
xitter.cf/harada_tekken/status/2…
I hope this helps him understand my point a little better and realize how far the discussion has drifted from the original topic.
Replying to @Harada_TEKKEN
I'm sorry, Mr Harada.
This is definitely something that happens with people accustomed to the business culture in the USA (and in some cases, Western business culture in general
But well, I'm sure you have already noticed the differences between the western gaming industry too.
I’ve actually seen a photo of a community that framed his “Don’t ask me for shit” post and hung it on their wall…
Replying to @Harada_TEKKEN
Its always to hear opinions from the actual members of the industry, gonna copy this and frame it, it's a wonderful post, thanks for sharing!
え、俺、そんな壮大な話した!?
Replying to @Harada_TEKKEN
ファン・ユーザーと誠実に言葉を交わしていただき感謝します。あなたの知識・智恵で啓蒙を得たユーザーが、愛を拡大させコミュニティを成長させると思います。
ブラッディロアについては、あなたの言葉を救いに感じた人もいると思います。
開発側がコミュニケーションとる意義を強く感じました。
I honestly can’t imagine him going out of his way to block someone… It might’ve just been an accidental tap (I’ve actually done that a few times myself).
Or maybe you said something so incredibly weird that he felt the need to block you. Now that would make me curious! 😂
What on earth did you say that got you blocked??
Replying to @Harada_TEKKEN
Sorry for bothering you with this.
Has there been any opportunity to ask Mr. Sakurai if he could unblock me? :c
Wait, are you, by any chance, trying to give me a lecture??
You even went so far as to explain some of the technical aspects of game development to me… There are actually quite a few points I could challenge there, but technical arguments tend to become rather unproductive, so I’ll deliberately leave those aside.
Well, how should I put this… Okay, then. Let me address your arguments head-on, not as a matter of personal opinion, but from the perspective of someone who has spent over 31 years working at major game developers and publishers, and offer a few general observations.
I think your interpretation of the facts is somewhat influenced by personal assumptions, possibly due to a lack of firsthand industry experience or a relatively narrow range of information sources.
(1) Oversimplifying the issue as “executives only care about numbers.”
Considering profitability and respecting the passion of creators are not necessarily opposing concepts. (I understand that this might be difficult to reconcile on an emotional level, though.)
(2) Overgeneralizing that the mid-market largely disappeared after 2008.
You’re attributing a complex structural transformation of the market to essentially a single cause.
(3) Citing the success of NieR:Automata while underestimating the importance of the business decisions and financing that made that success possible in the first place.
(Incidentally, Yoko Taro-san, like me, is a former Namco employee.)
(4) Treating “the passion of fans” and “corporate business decisions” as fundamentally opposing forces.
Even to continue delivering the games that fans want, a business needs to remain economically sustainable.
That said, I did notice that you explicitly qualified your argument with “from an outsider’s perspective,” so I understand that you’re at least aware that you’re commenting on the industry’s internal workings without actually having firsthand knowledge of them.
Replying to @Harada_TEKKEN
Unfortunately, it seems that this outlook from big companies like Namco & Capcom only ends up leading to revival projects for big-name franchises that previously had a lot of name recognition.
We still haven't seen any traction on a Darkstalkers revival from Capcom, despite a few teaser announcements over the years & considerable fan interest, because the assumptions of the fanbase & the internal corporate structure seem mismatched: enthusiasts don't necessarily want a splashy, high-production 3D update of a series that was beloved for its exaggerated 2D animations & quirky aesthetics, yet 3D is somehow de-facto across the industry now.
Since there's an inherent flattening effect when using 3D models that requires significantly more effort on the part of modelers, texture artists, riggers, etc. to compensate for with deliberate exaggeration (compared to the planning & execution that goes into designing & applying squash & stretch in 2D animations), the overall technological & staffing costs required to adapt, as Arc System Works did with cel-shading & frame skipping in its 3D reworkings of Guilty Gear & other games, is going to be considerably higher for a result that may not even bring the same panache, sense of impact, or smooth feeling to the players.
The problem, from an outsider's "smart mark" perspective, is that there doesn't seem to be a "farm system" or middle-market focus in a lot of vertically-organized big developer/publishers nowadays -- every game seems to be a make-or-break proposition for even the richest studios. From what I've seen, middle-market development largely evaporated after the 2008 financial crisis, and never really got any chance to recover, considering the constant economic instability we've seen since.
These companies used to act as an early-Hollywood studio system to make a variety of games: from loss-leaders that were more artistic endeavors not expected to turn much of a profit, to big-budget works of spectacle that were known quantities that would recoup their investment many times over.
As with modern Hollywood, however, the focus has myopically shifted to ever-ballooning budgets & ever-expanding deadlines to make increasingly flashy, bloated franchise releases -- Yoko Taro & Yosuke Saito had to walk over burning coals to get Square-Enix to even consider backing NieR Automata, which became a phenomenon despite its more limited budget & scale.
Fans approach games from a place of passion, while more & more the people financing & overseeing their production are solely concerned with metrics: profitability, keeping costs down, appealing to investors, etc. From a fan's perspective over many decades, it seems that the modern incarnations of companies overemphasize MBA conventional wisdom to the point that they end up squeezing all of the passion & drive out of their core development staff to create anything truly special that comes from their own genuine enthusiasm & love.
There needs to be a rebalancing in the industry, otherwise Mammon will continue to choke it down whole until there's no joy or *fun* left in gaming at all.
Oh damn, you’re right! I forgot I had that signature move in my arsenal! (Guess I’m getting rusty from not using it.)
Replying to @Harada_TEKKEN
As much as I appreciate your insight, I have to make the joke...
'Don't ask me for shit' *but in business terms*.
It's great to see you still engage in long form & good faith online, its an ever dwindling kind of discourse :)
I see.
I can understand how you feel.
From this point on, I’m not going to give you my personal opinion. Instead, I’ll talk about this from a general perspective, based on my experience working at a major game company.
If the company that owns the rights to that IP analyzes the business potential and concludes that it could generate profits commensurate with the company’s size, then a remake, sequel, or reboot is certainly possible. The phrase “commensurate with the company’s size” is actually a pretty important keyword here, so I can’t leave that part out.
Timing is another factor, of course.
For example, as Producer Ono has mentioned in interviews in the past, there was a 10-year gap between SF3 and SF4.
During that period, people were saying things like “the fighting game boom is over.” But in reality, namco had been consistently releasing fighting games for both arcades and home consoles throughout that entire period, and was essentially enjoying a complete monopoly on the market.
The scale of that market was actually quite substantial, averaging around 5 to 6 million units in home console sales. And in the arcade business, the revenue generated in the year a game was released was equivalent to the revenue generated during the first two years of its home console release.
Ono-san thoroughly researched those figures and apparently used that data as one of his convincing arguments to get the SF4 project approved.
In other words, finding the right moment when you can identify both a business opportunity and a realistic chance of success in a particular genre is extremely important. So it’s possible that the rights holder is simply waiting for that moment.
What’s interesting about timing is that it’s not just about the competitive landscape or the overall state of the genre. Sometimes, the longer an IP has been dormant, the more excitement its eventual revival can generate. (Although I have no idea whether Bloody Roar would fall into that category.)
Another factor is whether someone will emerge within the organization that owns the IP who has the confidence to BET on that IP, the authority to make it happen, and the willingness to take that risk.
The reality is that even when market conditions and business circumstances are favorable, an organization ultimately needs someone to take the lead.
And unless that leader has genuine passion or affection for the IP, the project isn’t going to get off the ground in the first place. (Or, in the worst case, even if they have absolutely no passion or affection for it, there at least needs to be a very strong business case with a high probability of success.)
When you look at it this way, getting all of these circumstances and conditions to align might sound relatively simple, but in reality, it’s quite difficult, especially when you factor in timing.
On the other hand, there have also been cases in the past where things were actually moving behind the scenes while everyone had pretty much given up hope.
A recent example would be DOA.
After DOA6 was released in 2019, there was a long period during which DOA fans were lamenting the fact that there had been no announcements of new games or even updates.
But behind the scenes, Producer Hayashi was actually carefully watching for the right timing and developing his strategy.
How can I say that with such confidence?
Well, that’s because Hayashi himself was regularly coming to me directly for advice, so I knew what was going on.
He would ask me about the market conditions for 3D fighting games, the state of the community (I was still on the front lines at the time, attending FGC events and observing the community firsthand), and what factors he should be taking into account if he were to start planning something new.
He was surprisingly passionate and thorough in the way he sought advice, and he was genuinely serious about bringing DOA back.
And as a result, we saw the announcement this year, didn’t we?
The same thing happened with VF, didn’t it?
Everyone had pretty much lost hope, but that despair eventually turned into hope.
As for Bloody Roar, I genuinely don’t know anything about it.
That’s why all I can offer is this kind of general perspective. But if you’re going to make your voice heard, I’d recommend making sure that your message reaches the company that actually owns the rights to the IP.
I’ve personally witnessed several cases where feedback like that became the catalyst for a producer to start seriously considering an idea, which eventually led to an actual game being made.
Or maybe one of the fans could even get a job at that company!
In any case, telling me what you want from Bloody Roar isn’t going to change anything.
So if you want to create even the slightest opportunity for something to happen, you need to communicate your wishes directly to the company that owns the IP, and do so
“in a positive and friendly manner.”
(This is really important, by the way. If you start your request with something like “I know you guys probably won’t listen to anything we say anyway, but…” remember that the people receiving those messages are human beings too. A lot of people would simply get irritated by that kind of opening and end up disregarding the request entirely.)
I also wouldn’t recommend online petitions.
(Of course, it depends on the scale of what you’re asking for, but even if you manage to collect tens of thousands of signatures, they generally don’t carry much weight. Anonymous online petitions are so easy to participate in that they tend to lack not only credibility but also any real sense of significance or commitment.)
Instead, figuring out how to communicate your genuine passion and enthusiasm directly to the people who can actually make decisions would be far more effective.
Well, that’s about all I can tell you.
I realize this is all pretty general advice, and you might be thinking, “Yeah, I already know all that.”
I've been wondering about this for a while…..well, for about 10 years now. Why are some people asking me about, talking to me about, or suggesting Bloody Roar?
I’ve absolutely nothing to do with it, though.
Replying to @Harada_TEKKEN
Congratulations, Master Harada! It’s a shame that Konami secured the rights to *Bloody Roar* only to use them for *pachinko* machines. I was hoping SNK would buy the IP from Konami so we could see a new *Bloody Roar* game during this new golden age of gaming. 😭
This photo was taken during the filming of the Patlabor movie.
I can’t remember why I got punched. Maybe because I got punched.
Replying to @Harada_TEKKEN
@Harada_TEKKEN Speaking of epic photos... What did you do to deserve a bayonet to the face from Mano-chan, Harada-san? Did you admit to liking the 48Groups more, or did you forget to cheer for the Antlers that day?
I remember you! I remember thinking you looked like someone who could pull off a Reppuken!
Replying to @Harada_TEKKEN
I have been blessed to meet both you legends a month apart from each other this year. Funny thing is I wore my wave dashing shirt meeting Mike Tyson lol
Younger me playing Tekken and watchin Iron Mike's fights woulda never thought one day I'd you two.
Dreams do come true 🙏🏽
もはや凄いとしか言いようがない(笑)
現在刊行中の『文藝春秋』における <昭和百年 美しい日本人50>にて、錚々たるお名前の中に私が加えられています。
たいへん恐縮です!
prtimes.jp/main/html/rd/p/00…
This photo was taken at San Diego Comic-Con, when Mike Tyson joined us for a panel discussing how real-world martial arts techniques and experiences have influenced combat in video games, and how fighting culture has shaped gaming and entertainment.
Believe it or not, he was the first person to arrive in the backstage green room! He was incredibly calm, kind, and gentlemanly. He happily took photos with me, even signed my hat, and had a smile on his face the entire time.
Even after the panel ended, he stayed backstage for a while, chatting with us.
He truly is a superstar, especially for people of my generation and my parents’ generation.
Replying to @Harada_TEKKEN
@Harada_TEKKEN I randomly found this pic of you and Mike Tyson 🥊🔥 What story can you tell us about this?
If that place manages to make a comeback, maybe I’ll add the signatures of a few more creators who couldn’t make it the other day to this autograph board and send it over to them…
Not sure if it would make any difference, though…
Replying to @Harada_TEKKEN
This has always been the case in many countries, unfortunately. "Peaceful" protests don't really exist in many places. These are people who don't even know about the cause wreaking havoc for the sake of it
Maybe living in a peaceful society has made me a little naïve, but I’m struggling to understand this.
I believe everyone has the right to protest or speak out about anything they feel strongly about, but is this really what it ultimately comes down to? Is this really the way to express that, or the outcome they were hoping for?
Maybe this was driven by emotion, but if that’s the case, I can’t empathize with it at all, even on an emotional level. And from a logical or ethical standpoint, I find it even harder to understand.
You’re unable to view this Post because this account owner limits who can view their Posts. Learn more
Oh no….everything was so peaceful when I was in France back in August…
You’re unable to view this Post because this account owner limits who can view their Posts. Learn more
Oh, that’s Micromania! They’ve been incredibly supportive of us over the years. I’ve even visited this very store in Nice!
What on earth is going on here…?
Lors de la journée de mobilisation nationale du 17 octobre, Pierre Collin, gérant du Micromania de Nice a été agressé alors qu'il tentait de protéger sa boutique. La séquence est devenue virale. Nous l'avons rencontré à la sortie du commissariat de Nice où il a porté plainte.
Le gérant du Micromania agressé à Nice témoigne
Katsuhiro Harada retweeted
原田さんの新スタジオ(庭付き!)に遊びに行かせて頂きました。楽しかったです!!⛩️👻
Today, friends from across the game industry gathered at VS Studio, and we had an absolute blast from 7 PM all the way until 2 AM!
Looks like we’ll have an even bigger gathering with more people joining us toward the end of the year!
#VS_Studio
Katsuhiro Harada retweeted
原田さんの新しいオフィスVS Studioに行ってきました!オフィスもオシャレですごかったけど、集まったメンツもすごくて、めっちゃ楽しかった!😆
Today, friends from across the game industry gathered at VS Studio, and we had an absolute blast from 7 PM all the way until 2 AM!
Looks like we’ll have an even bigger gathering with more people joining us toward the end of the year!
#VS_Studio































