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AI Translation Of Smash Bros. Director's Comments About AI Misses Nuance, Sparks Outrage
Game Updates

AI Translation Of Smash Bros. Director’s Comments About AI Misses Nuance, Sparks Outrage

by admin June 24, 2025


After directing Super Smash Bros. Ultimate and then taking a break from game directing to moonlight as a YouTuber and educate fans about game design, Masahiro Sakurai recently revealed he’s returned to development to work on Kirby Air Riders for Switch 2. But this past weekend, a comment Sakurai made about companies using AI in production drew harsh criticism. According to some experts, the mini-outrage was spurred on by a poor AI translation of what Sakurai actually said, and shows the pitfalls of a media ecosystem that increasingly relies on machine translation to understand a global medium.

6 Things To Know Before Starting Persona 5 Tactica

“Super Smash Bros. Director Masahiro Sakurai says large scale game development is becoming too time consuming and unsustainable,” read a now-deleted summary of an interview Sakurai gave to ITmedia Business Online, a summary that rapidly spread on websites and subreddits over the weekend. “He believes Generative AI is an option to improve work efficiency.”

The summary relied on machine translation of what Sakurai had said, an increasingly common practice on social media where information sources for companies, many of which reside in Japan, are frequently in other languages (indeed X, formerly known as Twitter, has a translation tool directly built in, while places like Bluesky link out to Google’s tools). Amid growing criticisms that generative AI initiatives are just over-hyped plagiarism machines, many instantly lamented Sakurai’s apparent take. Et tu, Smash daddy? The revered developer notorious for working to the point of exhaustion who won fresh fans with his YouTube series was transforming into a problematic fave.

But translators and others fluent in Japanese quickly pushed back on interpretations that suggested Sakurai was outright endorsing using generative AI to make games. “It doesn’t at all come across as a full-throated endorsement so much as him shrugging his arms and saying he can’t think of much better,” Thomas James, who’s helped localize Monster Hunter Generations and Tales of Arise, among others, wrote on Bluesky. “Which is not a great look TO BE SURE, but I wanted to add my two cents as someone who can, like, read the actual interview.”

Screenshot: X / Kotaku

Freelance writer Kite Stenbuck, who covers games for RPG Site and reported on the interview for Siliconera, is fluent in Japaense and provided his own translation:

ITmedia: Game development is going large-scale and becoming more specialized and segmented. On the other hand, the market for indie games made by solo and small groups is also growing. How do you see the future of the gaming market?

Sakurai: To be honest, nobody knows what the future holds [TN: he used the proverb ‘The inch ahead is darkness’ which should mean that]. I think when we want to make a large-scale game like it is in the present day, it’d take so much labor that we’d go into a situation where it’s not sustainable. I feel like we cannot keep going on like this, but at this point, the one effective solution that comes to my mind would be something like Generative AI. I feel like we’ve come to a phase where we must change the schemes, for example by utilizing Generative AI to improve work efficiency. And we might enter an era where only companies that could deal well with those changes would survive.

Rather than Sakurai talking about what needs to be done or what he plans to do right now, the snippet about AI is situated in a series of hypotheticals about the future. While it’s notable that he’s not asked about AI directly, and instead brings it up himself voluntarily, it’s also one small throwaway thought in a longer interview that touches on a bunch of other topics. Plus we don’t even know specifically which tools Sakurai is think of here. Procedural generation and other techniques already prevalent in large games like Xenoblade Chronicles 3? Or actually using generative AI to make Smash Bros. character art and rig up animations for different costumes?

A good interviewer might follow up on these points but the subtle context clues that indicate the difference between wary warning and enthusiastic endorsement aren’t likely to come through in rough and dirty machine translations. “It’s the sort of nuance that a machine translator would have trouble picking up on because it means filling in blanks that it will never realize are there,” James told Kotaku. “So much of Japanese as a language, as you might be aware, operates by implication and shared assumptions between two people and with this wording in particular that Sakurai uses, no machine translation is going to reasonably pick up on what I’m talking about because the very context and tenor of the conversation itself informs how certain words and grammar are parsed in the Japanese.”

Fighting to preserve that nuance might be a losing game, especially online where so many conversations get flattened into familiar tropes and binaries to begin with. Though many threads and stories that originally shared the incomplete machine translation of Sakurai’s comments have since been locked, deleted, or updated, a less famous and popular developer probably wouldn’t get that level of follow-up and benefit of the doubt. Not to mention that there are still perfectly defensible reasons for being critical of Sakurai appearing to legitimize generative AI at all.

James argues that’s a difference between the American and Japanese contexts around AI and game development that goes deeper than translation mistakes. “AI discourse in Japan online is generally pretty far behind the west and criticism, while growing, mostly comes from outspoken individuals,” he wrote. “There is a lot of forced hype surrounding AI when it comes to advertising like in the west and certainly there are boneheads who actively shill for it, including in games. But overall at a social level, I would say it has yet to be subjected to the same level of rigor outside savvy creatives as abroad.”

The debate over what Sakurai actually said and meant is also a symptom of a growing problem in Western games media as sites lose sources and industry churn pushes out veteran staff (Kotaku once had three fluent Japanese speakers on staff at the same time). “Overall I do think it’s really concerning to see people recently trusting machine translators more than actual humans who have learned the languages,” Stenbuck told Kotaku. “Like, I do admit that the accuracy of machine translators has increased so much compared to the previous years, but there are still some phrases that are liable to be misinterpreted unless the translators know the exact context surrounding the statements.”

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June 24, 2025 0 comments
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'KPop Demon Hunters' Directors on Meeting Fan Expectations and Championing Original, Inclusive Animation
Product Reviews

‘KPop Demon Hunters’ Directors on Meeting Fan Expectations and Championing Original, Inclusive Animation

by admin June 21, 2025


When Sony Pictures Animation first announced KPop Demon Hunters back in 2021, director, writer, and longtime K-pop devotee Maggie Kang (The Lego Ninjago Movie) envisioned the project as both a love letter to the early days of the genre she grew up with and a vibrant celebration of Korean culture. Teaming up with co-director Chris Appelhans (Wish Dragon), Kang set out to craft a film that merges the dazzling precision of K-pop choreography with the spectacle of magical girl action, all wrapped up in an original animated adventure premiering on Netflix on June 20.

KPop Demon Hunters follows Huntrix, a rising girl group made up of Rumi, Mira, and Zoey (voiced by Arden Cho, May Hong, and Ji-young Yoo), as they juggle their pop superstardom with their secret lives battling demons invading the human realm under the command of the sinister Gwi-Ma (played by Squid Game‘s Lee Byung-hun). To prevent the girls from enveloping the world in the healing light of their music, he concocts the only plan that could threaten the loyalty of their diehard fanbase: a rival supernatural boyband called the Saja Boys.

Before the film’s release, io9 spoke with Kang and Appelhands about how they balanced the expectations of K-pop superfans, magical girl enthusiasts, and animation lovers, as well as their hopes for how their original film might inspire a new wave of mythmakers in the animation industry.

Isaiah Colbert, io9: What sparked the idea of merging the world of K-Pop idols with demon hunting? Was there a defining moment or inspiration that led to this unique fusion of music and supernatural action?

Maggie Kang: It was first conceived as just a demon hunter idea that was a group of really awesome women who fought demons from Korean demonology—a movie that was set in modern-day Korea. The K-pop of it all was kind of the last thing to be added in because demon hunting is usually done in the dark alleyways. Not in front of people. I just wanted the girls to have a public-facing image and K-pop felt like a cool thing to set the movie in. It naturally made it a musical and gave it that spectacle and scale.

Track 01: “How it’s Done”. Performed by HUNTRIX!

Kpop Demon Hunters premieres THIS FRIDAY! pic.twitter.com/U3y6Cq23CH

— Netflix (@netflix) June 16, 2025

io9: Obviously with that title KPop Demon Hunters does set a high expectations for both electrifying action and dynamic dance sequences as well. KPop Demon Hunters naturally carries a lot of pressure, especially for K-pop fans eagerly anticipating it. How did the team navigate that challenge and ensure the film delivered on both fronts?

Kang: It was tough. It’s a very loyal, dedicated fanbase that expects a lot on every aspect. Whether it’s design, lighting, animation, we made sure that it would hold up to what we see in K-pop today. The dance practice videos that we see are so good already. It was like “How do we take what’s so great that they’re doing as real humans [and] bring it into animation and elevate that?” Even with some K-drama lighting and music video lighting is so beautiful. It was a challenge to bring it into the animation medium and be like, “Okay, they’ve done all this amazing stuff. How do we take it one step further?” It was a lot of first figuring out how do they do it currently and how we can take it up a notch because we’re animation.

Chris Appelhans: I think Maggie really early on said we all love K-pop and if we try to make it for our own fandom—let’s find lighting that we think is amazing, and choreo that we love, and go “Dude, that is so good”—that is the most honest, authentic way to make the movie. And, if we’re lucky, the other people who love K-pop will love it too. But that’s all we could control and that was actually really helpful because it felt like you could go and look at great music videos and be inspired by, “This is the kind of editorial lighting that I always love and always wanted to see in animation. I’m inspired to go get our lighting team to go raise their game to bring this level to the material.” I feel like it’s what you said, a love letter from the medium we know really well. We know this special stuff that you can’t do, also.

Kang: Watching it as fans ourselves and wanting to push the medium,[and] being our harshest critics.

One of the most difficult things to do for us Simulation Artists is to create dynamic movement in jewelry pieces.
In these outfits Rumi has more than 35 individual pieces of jewelry from earrings to chains.
¿Most complex piece? Mira’s shoulder tassels !!
KPOP DH June 20! pic.twitter.com/yuNFVAqBtt

— Cruz Contreras (@cruzencanada) June 8, 2025

io9: What was the most thrilling moment in directing KPop Demon Hunters, where you hit an eureka moment in production when you truly felt you were bringing something unique and special to life?

Appelhans: In stages. Different scenes delivered a different part of the promise. I remember Maggie doing some really funny reference videos for one of the girls’ conversations and seeing in animation daily—that exact comedy shows up in our characters—and I’m like, “Oh my god, the girls are going to be really cute, and adorable, and weird.” And the first time seeing great choreo and animation. Some of our Korean animators did some stuff that we didn’t even ask for, they just took it and ran with it, and we got the butterflies. Like, “Check, oh my gosh. We can do this.” We kept checking boxes that were part of this whole ambitious soup.

Kang: Similar to me, too. Finding the shape language of even their eyes and mouth shapes on a Korean face, we wanted the expressions to feel very Korean and the girls’ mouth shapes to feel like they’re speaking Korean, even though they were speaking in the English language. One of the solutions we found—one of our amazing animators Sofia [Seung Hee Lee]—figured out rounding the corners of the mouth was really helpful in them feel that way. Those kind of milestones of figuring out certain languages for design and style really cracked those problems.

Appelhans: Every time we heard the version of a song that we finally felt was doing it—whether it was the third try or the ninth try—when a song really started to hit and we would feel it in our guts, that was always like, “Oh my gosh, we did it. One more piece to the puzzle” because that’s so elusive—a pop song that’s actually a bop.

My only contribution to KPOP Demon Hunter. Screaming characters seems to be my thing.

Congrats to the rest of the hard working crew of this movie! @sonyanimation pic.twitter.com/z48xJsLSpN

— Guillermo Martinez (@billybobmartinz) May 24, 2025

io9: Speaking of pop songs, the film also features contributions from the talented members of Twice. How did you approach collaborating with K-pop artists to bring the musical elements of KPop Demon Hunters to life? What was the process of ensuring the soundtrack not only energized the film but also complemented its emotional core?

Kang: It was really important for the entire movie to live in that K-pop space. And collaborating with an actual K-pop artist felt like it finally legitimized our project in the K-pop world. Working with Black Label and all these amazing pop writers that write for BTS, Twice, and ultimately collaborating with Twice. Ian Eisendrath, who is our executive music producer, and Sony Music really wanted this album to feel like a real, legit K-pop album, so they brought this amazing team together and created an album that can hold up in the K-pop space.

io9: Recently, animated films like Turning Red and Ultraman: Rising have demonstrated the power of animation as both a storytelling medium and a bridge into beloved fandoms, such as K-pop and Tokusatsu. These films not only celebrate vibrant animation and bring life to pre-existing fandoms but also center Asian heritage and allow characters to center in their authentic narratives. What was most important in balancing the global appeal of K-pop with the significance of Asian-led stories told by Asian characters?

Kang: One way to answer that is that in animation, we’ve told a lot of stories about inanimate objects [and] different animals. And we’ve yet to tell stories that are culturally specific through a different cultural voice that can also be very universal. It’s really promising that we are seeing more films and animation that are told through a different cultural lens. It’s really important to try to feature as much diversity as possible in animation because, primarily, it is still regarded as a medium for more of a younger audience. We have all these different films globally that showing us that and it feels like we’re not really doing that quite yet in animation. I think that is something that we really need to give more diversity at this stage in animation.

Appelhans: What I’ve seen in my 25 years doing this is how much more diverse the actual day-to-day crews are and the talent, and that means everything. Because when Maggie shows up with an original idea, there are incredibly experienced and talented Korean artists in every department, and they don’t have to do any homework. It’s their lived experience they bring, their influences, their favorite things that shaped them as artists. That allows us to make more interesting, more original films than what could’ve been possible 25 years ago. It’s kind of happening under the hood, but it’s really promising and exciting.

io9: What do you hope audiences and your fellow creative colleagues in animation take away from experiencing KPop Demon Hunters wanting to share this universal story with the world?

Kang: There’s nothing like film that shows that no matter what language you speak, what culture you grew up in, no matter if you are a demon, a chair, or a toy doll, everybody feels the same things as human beings. Telling stories with characters that emote in a very Korean way and speak looking very Korean, I hope that audiences and filmmakers can see that we all ultimately are human and we feel and want the same things which is love and acceptance

KPop Demon Hunters streams on Netflix starting June 20.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.





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June 21, 2025 0 comments
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Yakuza 0 Director's Cut Is a Punchy (But Pricey) Upgrade For Diehard Fans and Newcomers
Game Updates

Yakuza 0 Director’s Cut Is a Punchy (But Pricey) Upgrade For Diehard Fans and Newcomers

by admin June 12, 2025



It’s more or less agreed that Yakuza 0 is really good–many will even say the best in the whole series. But with the Switch 2’s launch lineup being somewhat sparse, Sega (and Nintendo, which has timed exclusivity on this edition) are likely hoping players want to complement their Mario Karting, Cyberpunk 2077ing, and Street Fighting with a hard-hitting open-world adventure. But is it worth it? It really depends.

At $50, Yakuza 0 Director’s Cut is cheaper than many of the other Switch 2 launch games, and there’s a lot to do here between the lengthy, dual-protagonist narrative and the surprisingly involving minigames. You can easily get hundreds of hours of gameplay out of Yakuza 0: Director’s Cut, and that’s not even taking into account the new content.

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Now Playing: Switch 2’s Yakuza 0 Director’s Cut Is An Upgraded Version Aimed At Old And New Fans

The first major difference is the addition of new voice and subtitle tracks. Your choice of voice actors is down to personal preference, but for me, the Japanese ones are too iconic to switch away from. Chinese and English voice tracks have been recorded for the entire game. If you’re a series veteran, you’ll also notice that the demo cinematic features the Japanese rock song “Bubble” by Shounan no Kaze–a song featured in the original Yakuza 0’s Japanese release but excised overseas. It’s back, it’s rockin’, and it sets the stage for a grand old time in 1988 Bubble Era Japan.

At the title screen, there’s a mode selectable right off the bat: Red Light Raid, which has you and up to four online or offline companions beating up waves of hooligans for fun and profit. I was intrigued by this mode, hoping it might serve as a callback to classic multiplayer arcade brawlers–some of which were made by Sega itself. What I actually got was somewhat underwhelming: You pick a character out of a massive roster (many of which require a good amount of in-game cash to unlock) and take them into battle with up to four player- or CPU-controlled companions. You’ll pick a challenge, fight wave after wave of enemies, sometimes encountering a boss fight, before dealing with a final boss. Finishing a challenge run earns you lots of sweet, sweet yen.

The Director’s Cut looks on par with the original game on PS4.

You can do all the fun head-cracking, chest-smashing moves here as you can in the base game (though both Kiryu and Majima require you to pick one fighting style and stick with it). It’s a way to play as characters who are otherwise uncontrollable in the base game, which is nice. But overall it feels undercooked: Characters vary wildly in usefulness, and the sessions can devolve into messy chaos, especially in dark settings and on the Switch 2’s handheld mode. It’s obvious this game’s combat, which frequently takes place in narrow streets, corridors, and cluttered rooms, wasn’t built for multiplayer originally—and it frequently feels crowded and hard to get your bearings even on more open arenas. There’s a mix of character models and moves mostly mashed together from this game and others in the series, including a lot of barely-seen NPCs. Still, if you can get your friend group together in a GameChat channel as you play, you’ll have some fun.

Graphically, I didn’t notice any major changes or upgrades compared to the PS4 original–the textures look mostly identical and the character models seem to be a 1:1 port, though the Switch 2 version does include 4K support.

The Director’s Cut adds five brand-new cutscenes to the game’s story.

One of the bigger selling points has been the addition of five brand-new cutscenes–almost a half-hour’s worth. I got the impression that these new scenes were meant to give some additional screen time to characters who fell by the wayside in the original, along with additional screentime for the Kiryu and Nishikiyama duo. They’re certainly a nice addition, though how much you’ll get from them depends on how invested in the cast you are.

Yakuza 0 Director’s Cut is definitely an upgrade–but the biggest elephant in the room is that the original Yakuza 0 has frequently gone on very deep discount on Steam and elsewhere; during some sales, you could pick this saga up for well under $10. Even at a lower-than-average price of $50, this poses the question: Do the additional cutscenes, voice/subtitle languages, and other extra content in Director’s Cut make up for that big price hike? For me, no–I like this series a lot, but I’m not hungry enough for new Yakuza to want to pay a huge premium for some extras that ultimately don’t add all that much. But if you can’t get enough of that crime drama, English isn’t your first language, or you just have to have an English or Chinese voice track, then go ahead and grab it–it’s a fantastic time.



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June 12, 2025 0 comments
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New Yakuza 0 Director's Cut overview drops with a hotline to call
Esports

New Yakuza 0 Director’s Cut overview drops with a hotline to call

by admin June 3, 2025


Yakuza 0 Director’s Cut is coming to Nintendo Switch 2 at launch on June 5th and SEGA has released an overview trailer detailing what you’ll be experiencing in the flashy and frantic worlds of Kamurocho and Sotenbori. From the intense crime drama and a few of the dozens of side activities you can do are highlighted so be sure to check it out here, complete with the classic TV phone ad vibes!

The Director’s Cut features 25+ minutes of new cutscene content as well as a new Red Light Raid mode, featuring four-player co-op combat missions with online matchmaking. In this brand-new mode, players can team up and take down mobs of increasingly powerful enemies with players around the world across six different challenge missions with a roster of sixty playable characters.

By the way – you CAN call the phone number in the trailer and I’ll leave its contents a surprise but it briefly teases some of the things you’ll experience in the game itself. If you wanna learn a bit more about Yakuza 0 Director Cut and the new Red Light Raid Mode, check out our hands-on preview from last month and be sure to check out Yakuza 0 Director’s Cut when it launches this week!


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June 3, 2025 0 comments
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Star Wars Jedi director's new studio is working on a single-player Dungeons & Dragons game
Game Reviews

Star Wars Jedi director’s new studio is working on a single-player Dungeons & Dragons game

by admin June 2, 2025



Giant Skull, the studio founded by Star Wars Jedi: Fallen Order and God of War 3 game director Stig Asmussen last year, has signed a deal to create a new single-player action-adventure set in the world of Dungeons & Dragons.


Asmussen announced his departure from Star Wars Jedi developer Respawn Entertainment back in 2023, when it was said he was waving goodbye in order to “pursue other adventures”. Seven months later and Giant Skull was unveiled to the public with the goal of “building gameplay-driven, story immersed action-adventure games set in captivating worlds”.


And the first of those worlds, it now transpires, will be a familiar one to RPG fans; Wizards of the Coast has announced it’s signed a deal with Giant Skull to create an “all-new, single-player action-adventure title set in the world of Dungeons & Dragons”. Details are limited at this seemingly early juncture, but we do know it’s in development for PC and console using Unreal Engine 5, with more information promised “at a later date”.


“Our talented and experienced team at Giant Skull is built on creativity and curiosity,” Asmussen wrote in a statement accompanying today’s announcement. “Our goal is to craft a rich new Dungeons & Dragons universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.”


Giant Skull’s new game is just one of a number of Dungeons & Dragons titles confirmed to be in development over the last few years. Payday developer Starbreeze, for instance, is working on a co-op live-service game currently expected to release in 2026, while Disney Dreamlight Valley studio Game Loft is developing a co-op adventure built around “real-time survival and action”. And then there’s a triple-A Unreal Engine 5 project from Dungeons & Dragons: Dark Alliance developer Invoke Studios, first announced back in 2022.


It’s a busy time in the world of Dungeons & Dragons games, then, and amid all this, Wizards of the Coast’s search for a new studio to take on the Baldur’s Gate series following developer Larian’s departure seemingly continues.



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June 2, 2025 0 comments
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Switch 2's Yakuza 0 Director's Cut Is An Upgraded Version Aimed At Old And New Fans
Game Updates

Switch 2’s Yakuza 0 Director’s Cut Is An Upgraded Version Aimed At Old And New Fans

by admin May 25, 2025



Ryu Ga Gotoku fans are a special type of fandom where almost everyone involved agrees on one thing: Yakuza 0 is the best starting point in the Like A Dragon/Yakuza series. It’s rare that someone disagrees that Yakuza 0 is one of the best titles in the entire franchise and still one of the best games the studio has made. Even after eight mainline titles–Yakuza Kiwami through Like a Dragon: Infinite Wealth–there is simply no game in the series that catches the same feel as Yakuza 0. Fans will even beg any of their friends, gamers or not, to play Yakuza 0 because it’s really that wonderful.

When Yakuza Kiwami was released on Nintendo Switch last fall, fans anticipated Yakuza 0 would finally make its way to the Nintendo platforms too. Although there were many technical issues with Kiwami running on an aged console, RGG fans will be happy to know Yakuza 0 Director’s Cut on Nintendo Switch 2 runs smoother than a perfect score on “Friday Night” in the disco minigame.

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Now Playing: Yakuza Zero Video Review

If you haven’t checked out the Yakuza/Like A Dragon series yet, the Director’s Cut is shaping up to be the best way to try it, as it takes place first in the story chronologically, and the new Nintendo Switch 2 version will have upgraded graphics and more features that are missing from the original.

Yakuza 0 remains special

Before I even dip into what the Director’s Cut has to offer, I should probably explain why Yakuza 0 is unique and beloved to those who are new to the series.

Yakuza 0 takes place 20 years before the events in Yakuza 1/Kiwami, where the franchise originally started. It’s a dual-protagonist setup that focuses on Kiryu Kazuma, the series’ main protagonist, and Goro Majima, one of the most popular characters in the series. The story chapters transition between the two characters, who each have different quests, fighting styles, minigames, and are located in two separate fictional (but based on real-life) cities in Japan.

This was the first time I played Yakuza 0 since I beat it, and all my feelings came back. There is just something about that Japanese bubble area and the neon aesthetic that is oddly comforting and nostalgic. The soft glow of the city, the trashed alleyways, the colorful fashion–you can almost smell the cigarette smoke while you run through Kamurocho.

Getting to demo the new Director’s Cut had me excited to play it all over again. Yakuza 0 brilliantly balances its goofy substories and side content with a serious, traumatic plot without ever making either of the two feel completely out of place. It blew my mind how well this game focuses on two protagonists and how all the events that happen throughout both Kiryu and Majima’s arcs ended with such a satisfying payoff with a heartfelt honor to its future titles.

Director’s Cut new features

Our short demo started in Chapter 3, just after Majima’s iconic character introduction cutscene, where you get to play as him for the first time and explore Sotenbori. There wasn’t much change in the gameplay compared to the original, but the graphics were sharp and performance was smooth, making the experience easy to adapt to on the new Nintendo Switch 2 controller.

We got to explore the area in the newly added English dub. Matthew Mercer returns as Majima again, so of course the first thing I did was check out his rendition of 24-Hour Cinderella in the karaoke mini game–which was awesome, by the way. It was a little odd getting used to hearing young Majima in the English dub, but Mercer nailed the voice and attitude of the youthful gangster. A couple of other voice actors are returning for the dub too; Yong Yea comes back as Kiryu, and David Hayter returns as the voice of The Barten- err, I mean, Osamu Kashiwagi.

One of the annoying mechanics in the original Yakuza 0 was saving. You could only save at phone booths, which made it tough during long battles and cutscenes. In the Director’s Cut, you finally have the option to save whenever you want. You can still use a phone booth for sorting storage, but now you don’t have to constantly remind yourself to make a pit stop for saving before getting too trapped in the story or side content.

We didn’t get to explore much more of the gameplay, or any of Kiryu’s, but I can tell this will be a great launch title for Switch 2. Plus, we were told there will be 25+ minutes of added cutscenes to the story, and that alone will convince a lot of old fans to bite the bullet and purchase this game.

Red Light Raid mode

The second part of the demo had us go back to the main menu and check out the new Red Light Raid mode–the new online battle mode you can play single or multiplayer. As a side note, I noticed in the main menu that the OG Yakuza 0 theme, “Bubble” by Shōnan no Kaz was added. Originally, it wasn’t licensed for the U.S. release, so that was pretty cool.

The Red Light Raid mode has six challenges, all being raids where you battle waves of enemies and bosses to collect money to unlock more characters. Most of the characters are various NPCs and enemies you meet throughout the game, so it was fun building teams of random misfits and terrifying bosses. You can choose one fighting style for each raid, so it’s great practice for new heat moves and combos, even though all I did was pick Kiryu’s Beast Mode and throw motorcycles at every enemy.

The challenges end up getting tougher with each wave, which makes it quickly compelling. I’ve always felt that Yakuza’s beat’em up combat gets a little too easy, so having something like this feels like a true challenge. I’m sure I will spend way too many hours on this while Nishiki is waiting in a karaoke bar for me somewhere.

Final thoughts

Overall, Yakuza 0 Director’s Cut offered a lot more new features than I expected, on top of being an already fantastic game. The upgraded gameplay, added cutscenes, and online mode should be a great experience for new and old fans alike, and I’m very excited to see Nintendo fans’ love grow for our Yakuza boys. I can already see the Ryu Ga Gotoku fandom expanding with this release and can’t wait to relive those young Kiryu and Majima days myself.



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Yakuza 0 Director’s Cut Red Light Raid Mode is baffling, totally on-brand, and a weirdly good fit as part of a Nintendo Switch 2 launch game
Game Updates

Yakuza 0 Director’s Cut Red Light Raid Mode is baffling, totally on-brand, and a weirdly good fit as part of a Nintendo Switch 2 launch game

by admin May 22, 2025


In Sega’s offices, seated in front of a Nintendo Switch 2 console running Yakuza 0 Director’s Cut, I was told: “Right, now it’s time to make a lobby.” Jesus. I don’t know these people here at the event with me (I’m pretty sure I’m the only member of the UK press, actually). This is going to be awful. S**t. S**t. S**t.

The PR comes over, loads me into one of the most rudimentary lobbies I’ve seen in a game in the last 20 years, and we get going. I’m presented with a screen that looks like something from a 00s fighting game (no shame there, Tekken is great) where I’m asked to select one character from the entire Yakuza 0 roster. I choose Goro Majima, obviously.


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The lead player boots us into a game, and we’re off: four ragtag Yakuza 0 models – antagonists, people you’ll see in side missions, and major characters all together – start fending off waves of hired goons. It’s stupid: four men yelling, powering up, and battering wave after wave of leather jacket-wearing thugs in the middle of a Japanese street in the 80s. Someone gets pile-drivered into a bin. Someone spins around whilst brandishing a knife until they fall over. This is Yakuza, alright, and it works weirdly well in multiplayer.

And there’s the thing, then. This version of Yakuza 0 is a Switch 2 exclusive (for now, at least). So if you want to try out this baffling rumpus of a mode, you’re going to need to shell out the £45 asking price. Is it worth it? Probably not on its own, but it is a fascinating insight into how Sega, and probably Nintendo, sees what the Switch 2 is putting down for consumers.

This mode, Red Light Raid, is silly fun. It’s an arcade-inspired, wave-based curio that focuses solely on the game’s esoteric combat and pushes the brawling mechanics of the game to breaking point in makeshift arenas that can barely contain the game’s burgeoning chaos. I imagine that with a fully-working GameChat function, you and your mates can have a blast in this mode; shouting about taking down bosses, squabbling over who gets to keep which item as they fall on the floor, jostling over weapons dropped by thugs. It’ll be fun.

It’s also a fascinating way for the RGG Studio folks to reuse assets in a fun way; the character select screen is huge. It’s got 60 playable characters! And you can level up each of the fighters, too. Completionists, watch out. I imagine it’ll take forever. Notably, if you’re playing as either Kiryu or Majima, you’ll have to choose just one style. Otherwise you’d have an unfair advantage via style switching, especially over characters like those found in the fight club that are limited to quite a small selection of moves. Then again, Ginger Chapman has a knife, and Vengeful Otake has a gun. So.

Get ready for a new challenger. | Image credit: Sega

I really can imagine whole nights of sitting in this mode and working through the various courses RGG has set you as a gauntlet. It was all a bit braindead in the early levels I played with my erstwhile colleagues at the event, but I should hope that the later levels ramp up the challenge to some degree, at least.

Chatting with mates, thumping waifs and strays over and over again, and being able to see their little low-res faces as they get their asses handed to them by shirtless men with back tattoos… is that Nintendo’s vision for the Switch 2? To have us all collected in a little lobby like the Uno/Xbox 360 days, gawping at cartoonish hyperviolence on our tiny little 4K monitors? If that’s what Ninty is putting down, I guess that’s what I’m picking up. It sounds great.

But it’s weird that it’s on Sega and RGG to release a game like this – as a launch exclusive – on Switch 2. There are other draws, sure: 26 minutes of never-before-scene cutscenes (though that’s not much in the scheme of things), and a French, Italian, German and Spanish text option now, too (this was missing before). As well as an English voiceover. So there are small temptations for you to double-dip on this, but as a locked exclusive it feels peculiar.

Watch your back. | Image credit: Sega

But isn’t it that exact sort-of off-beat weirdness that we all love Nintendo for? In a way, it reminds me of the bizarre bonus content that Tekken Tag Tournament 2 got for the Nintendo Wii U that never made it to other platforms: Mushroom Battle mode and Tekken Ball, which were sorely missed elsewhere. But it wanted to play into the Wii U’s ‘social’ side more, similar to what RGG and Sega is doing here with Red Light Raid mode… I just don’t really know who it’s for.

It’s not bad. It’s fun! And it plays really well. But you have to assume it’s going to come to other platforms, too, hopefully alongside a cheaper upgrade option so that you don’t have to buy the full product just to get the ‘definitive’ version of the game (Sega’s words, not mine). As a product on Switch 2, it looks, plays, and feels great… but let’s just hope it’s not locked onto the platform forever.

Yakuza 0 Director’s Cut launches alongside Nintendo Switch 2 on June 5. Yakuza 0 originally released in 2015 on PS3 and PS4, later coming to Xbox One.



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May 22, 2025 0 comments
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Yakuza 0 Director's Cut preview
Esports

Yakuza 0 Director’s Cut preview

by admin May 21, 2025


This is the first time I’ve returned to Yakuza 0 since I first played it when it was released on PS4 in 2017. Despite coming out the same week as other notable PS4 games like Resident Evil 7 and Gravity Rush 2, it went on to be a massive success.

For those unfamiliar with Yakuza or the larger Like a Dragon series, the series started on the PlayStation 2 and is often seen as a successor to Shenmue. The original games are 3D beat-em ups with gripping crime drama stories that house tons of twists and turns. They’re also known for their copius amounts of side activities and those are just as plentiful as the story itself. Whether you’re playing classic Sega arcade games, singing karaoke, racing RC cars, playing darts, or even a business management minigame. Yakuza 0 specifically is a series prequel that first launched worldwide in January 2017 and this Director’s Cut release is the first time the game has come to a Nintendo platform.

Yakuza 0 made its way to Xbox and PC but that port was content adjacent to that original PlayStation 3 and 4 releases. Director’s Cut adds tons of additional content such as additional cutscenes, a new English dub, and the biggest addition is probably an entire raid mode with online support. Let’s not get too ahead of ourselves here, as we didn’t get to experience a ton in the short time we had with the game.

We were dropped into the beginning of Chapter 3, playing as Majima with his standard form for combat. I ran around Sotenbori for a bit, tried to go fishing but failed, played some Space Harrier, and punched some goons. The game ran at a decent frame rate and resolution, 1080p and 60 frames per second. Though it’s worth noting the high amount of pop in and the texture quality being low on both the UI and the signs around the city. I imagine the game will look fine in handheld mode, but it was worth noting.

Combat felt responsive, I was able to pull off combos consistently enough though options were limited because of the placement in the story. Given how short our playtime was, we didn’t get to hear much of the English dub but I imagine if you’ve enjoyed Matt Mercer’s take on the Mad Dog so far, you’ll enjoy his performance here.

After a while we were told to hop to the main menu to try the new Raid Mode. The raid mode has multiple challenges from level one to six, though we only were told to try levels one and three. Each one has multiple stages – each with their own layouts, weapon pickups, and even some boss fights.

There are over 60 playable characters, mostly comprised of various goons you’ll encounter in Yakuza 0. But all three forms of Kiryu and Majima, along with a few of the boss characters like Kuze – with their own movesets. I immediately jumped into the third rank, safety be damned. I’m a gamer, I’m tough enough. And yeah, if you’ve played a decent amount of Yakuza 0, the first couple tiers may be a bit easy. But even then, what I played felt like a well-balanced challenge.

I played as Kiryu just to keep things simple for the time being but there’s an entire system of landing hits to build up combos which grants additional money and time. It’s a fun beat-em up mode but like some Yakuza side modes, this is more of an extensive minigame than it is its own entire game.

Maybe in a demo setting, it doesn’t feel as satisfying since almost everything gets unlocked after finishing one round. There is a leveling system as well, which I imagine will add replayability, using the money you earn from challenges to increase the capabilities of your lineup. It’ll be interesting to see how well the full mode plays once the game is out, but for what it’s worth, this was a fun time. I imagine it’ll all come together more once we have access to the online modes where you can play with friends or randoms.

Overall, Yakuza 0 Director’s Cut is shaping up to be yet another fantastic experience. Yakuza 0 is already one of Sega’s greatest games of the modern era with its intense narrative and cavalcade of side content both heartfelt and silly. Having all of that portably on Nintendo Switch 2 with additional options, features, and a new mode has me really excited for the full release on June 5th. Thanks again to Sega for the opportunity! You can expect GamingTrend will be covering Yakuza 0 Director’s Cut and more near launch in just a couple weeks. We also have previews for Atlus’s Raidou Remastered and Sega’s Puyo Puyo Tetris 2S if you’re interested in those so keep it locked to GamingTrend!


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