Arc System Works BGS Interview: Reviving Double Dragon and New Horizons Beyond the Fighting Game Arena

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The Brasil Game Show (BGS) 2025 saw a strong presence from Arc System Works, the globally recognized masters of high-quality fighting games like Guilty Gear -STRIVE- and Dragon Ball FighterZ. Our conversation with key executives, including Product Development Director Hideyuki Anbe and Double Dragon Revive Director Hiroshi Nagaki, offered deep insights into the studio’s bold strategy: the revival of classic IPs and a massive, company-wide pivot toward new game genres.

The prevailing sentiment from the interview was one of ambitious challenge—the desire to push Arc System Works into a “next level” of game development while honouring their legacy. This strategy is epitomized by their upcoming title, Double Dragon Revive, and the new non-fighting game project led by Guilty Gear creator Daisuke Ishiwatari.

The Arc System Works Philosophy: Action, Revolution, Challenge

Hideyuki Anbe noted the company’s confidence in their standing within the fighting game community (FGC) but also stressed the need for growth and diversification. The core of this ethos, Nagaki explained, lies in the company name itself:

  • Arc: An abbreviation for Action, Revolution, and Challenge.
  • Company Spirit: A constant drive to challenge themselves and expand their expertise beyond their current success.

The biggest indicator of this shift is the new, non-fighting game project, Damon and Baby, being spearheaded by Daisuke Ishiwatari. Anbe-san acknowledged this is a “new challenge for him and for the company as well,” recognizing the tough competition from highly-skilled indie developers. However, he emphasized that this push is necessary to expand the possibilities of Arc System Works, with the team developing a whole new engine for the project, showing the massive internal commitment.

Double Dragon Revive: Modernizing the Beat ‘Em Up

The primary focus of the BGS demonstration was a new build of Double Dragon Revive (set for release on October 22, 2025, for all major platforms). This project, unlike the retro-styled Double Dragon IV (2017), is a complete reimagining in a modern 3D environment, aiming to appeal to both long-time fans and a new generation of gamers.

Key Takeaways on Revive’s Design and Combat:

  • Addressing Genre Stagnation: Director Hiroshi Nagaki noted that while beat ’em ups are simple to learn, they can easily get “boring.” Revive is meticulously designed to combat this by ensuring the player is always learning a new move or strategy.
  • Tactical Depth: The game features a new combat system where every type of enemy has its own gimmick, preventing players from using the same repetitive move to clear the screen. The flow is designed to be “easy to get into” but demands a high degree of strategic gameplay, especially in challenging boss battles.
  • Lessons from the FGC: Nagaki-san confirmed that Arc System Works leveraged its extensive knowledge of fighting game development to craft the controls, move meanings, and enemy AI. The goal was to create combat that feels responsive and satisfying, mitigating player frustration when they fail.
  • Influences Beyond Gaming: A surprising but insightful influence mentioned by Nagaki-san was Jackie Chan movies. He revealed that he watched many of them during development and introduced various moves inspired by the legendary action star, hinting at dynamic, environment-aware combat (though he wouldn’t go into specifics).
  • Accessibility and Appeal: The team’s primary goal was to bring new fans to the Double Dragon IP. This meant refining the character designs, revising the world settings, and keeping the core belt-scrolling conventions while incorporating modern enhancements to compensate for the genre’s traditional shortcomings.

The Future: A Dual-Axis Strategy for Global Growth

The BGS interview solidified Arc System Works’ commitment to what CEO Minoru Kidooka had previously termed a “dual-axis format.”

  • Axis 1: Core Fighting Games: The company will continue to innovate and support its flagships like Guilty Gear -STRIVE-, Granblue Fantasy Versus: Rising, and the highly-anticipated Hunter x Hunter: Nen x Impact. The FGC remains the heart of the company.
  • Axis 2: Expanding Genres (Action Games and Beyond): The focus on Double Dragon Revive, Damon and Baby, and other non-fighting titles (such as the interactive story Dear me, I was… and the new Bubble Bobble entry at BGS) signals a serious investment in becoming a major player in the broader AAA action game market.

This commitment to diversification, while challenging, is viewed by the Arc System Works leadership as essential for the company’s long-term global success and for attracting the next generation of players beyond the established fighting game niche. By combining their signature excellence in combat mechanics with fresh takes on beloved classic IPs, Arc System Works is clearly charting a course for a revolutionary new era.

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