RGG Studio Directors Ryosuke Horii and Yutaka Ito reveal new behind the scenes info about the retro Sega games in Yakuza titles

One of the many things people typically love about the Yakuza/Like A Dragon series of games are the old school Sega games included as part of the bonus games you can play in your downtime away from the main story. The latest game in the franchise, Yakuza Kiwami 3 & Dark Ties, might have been a divisive entry, but what anyone can agree on are that the choice of new Model 3 games and the addition of Game Gear and NAOMI games are a welcome addition. It’s also just wonderful to have access to these games on modern platforms, even as side content in a Yakuza game.

Video game news outlet Automation JP have just sat down with current day RGG Studio directors Ryosuke Horii and Yutaka Ito to talk about the retro games added to the series. This should be a fun read if this is one of your favorite aspects about Yakuza, so sit down and join us past the break. We’re about to learn some unbelievable things about what went into choosing the games to include, how they implemented them into the larger game, and what the future holds for retro Sega games inside and outside the Yakuza franchise.

Developer Retrospective: Rolling with the arcade kings of SEGA’s Amusement Vision

YOTSD-AVAs we hit the halfway point of the Year of the SEGA Developers, we turn our attention to a favorite of ours: Amusement Vision. Okay, so being a SEGA fan site, every SEGA developer is our favorite. But just look at Amusement Vision’s portfolio: imaginative new games like Monkey Ball and Ollie King , follow-ups to classic franchises including Space Harrier’s Planet Harriers, Daytona USA 2001, and Spikeout and Virtua Striker sequels. Amusement Vision also holds the distinction of being the first SEGA developer to take on a Nintendo franchise with the much loved F-Zero GX and F-Zero AX.

As is customary for a developer month kick-off article, join us as we look back on how Amusement Vision came to be, their library of games, and where the staff are now!

Review: The Typing of the Dead Overkill

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Droppin’ F-bombs like a mother…

The original The Typing of the Dead was a misunderstood sleeper hit when it came out for the Dreamcast. The keyboard accessory may have been useful in the eyes of consumers for games like Quake III Arena, but it didn’t immediately become apparent that a typing game spin-off would make for an amazing, fast paced alternative. The original game appeared in Japanese arcades prior, and when it arrived on PC shortly after it had done well enough to spawn several more sequels and updates on the platform, in Japan. Outside of Japan it would be seen as an outdated arcade game that would be shunned, yet had become the cult hit which emitted an outcry of diehard fans in their never ending list of seemingly implausible demands for a new entry in the series. Years later, after SEGA and Headstrong’s release of The House of the Dead: Overkill on the Wii, it had seen an update with The House of the Dead: Overkill Extended Cut on Playstation 3 and on the week of Halloween has seen an update on Steam for PC as part of a semi two game bundle, literally out of the blue with no fanfare and nearly cancelled by now defunct Blitz Games. Despite these hurdles, it was still the ideal platform to put out this modern update to the franchise that encompasses its cheesiness and over the top absurdity to much higher levels, probably higher than people would expect or possibly want.