[0:10]Yeah yeah yeah yeah yeah. This is only the beginning, baby. This is only the beginning. You can do anything you want to do.
[0:37]Are we talking about your ex? I have an idea for you about your next gig. Hey Ciela, bet you're hungry after this morning, huh? Same as usual? Your sister's really taking this whole job thing seriously, huh, Divina? I know.
[0:56]They really weren't kidding about this being a fighting town. We're all up. Otherwise, we wouldn't be living in Vilasapara.
[1:10]Kill them all. Hey, it's me. There he is. Shit.
[1:21]This is not going to blow over, Ciela! You fucked with the Chinese mafia!
[1:43]One more move and I'll cut her fucking head off. All right. Just take it easy.
[2:02]That's... you're... you're... Madame Sue? You play the part of a fighter, but... You are lacking in kung fu.
[2:34]That's Pai Chan! Who's Pai Chan? What?
[3:19]Virtua Fighter Crossroad is a blend of genres.
[3:25]It delivers a complete narrative journey through the best single-player campaign and the best fighting game combined into a seamless experience. A "Fighting Adventure" experience is how I would define it. At the very beginning, when we decided to create a new Virtua Fighter, we explored a lot of different ideas. Our key concepts eventually became realism and innovation. And when you think of it, those themes capture what drove the original Virtua Fighter as well. Adapting those concepts using modern development techniques is what led to this new Virtua Fighter.
[4:17]There are many things we had to change, but it was important to keep the core parts of the Virtua Fighter experience intact: intuitiveness and realism. Those allow us to welcome new players and deliver something really engaging for high-level players, too. We're keeping those ideas in mind, and figuring out what works best. When we set out to create a new Virtua Fighter, it was going to need intuitive controls, realism and a lot of innovation. We know we have to nail those to be successful. The game takes place in Vilasapara, a fictional city in Southeast Asia. It's a place where fighting is part of everyday life. As RGG Studio, we have an expertise in creating an incredible, living city. I really tapped into this strength and put a lot of care and attention to detail into building this world. The city is corrupt and under heavy influence of organized crime. There are all sorts of vices and people from all walks of life. Yet even among all the crime, injustice and violence they endure, the people remain strong and resilient. We wanted to create a city where you can feel that environment and diversity. You'll meet many of these people throughout your journey. After all, Vilasapara is a place where people gather from all over the world. Dealing with their own demons and their own burdens have led them to this city. It's that kind of place. To realize a place like this, we meticulously looked at details in the region: the geography, for example, and things like realistic climate for the area. We're very diligent about using real-world references in bringing Vilasapara to life. When it comes to gameplay, in Vilasapara there are lots of places to visit and side quests to take on. All the best parts of an action-adventure game that come to mind when you think of the genre, but done in a way that you've never quite seen before. We've been calling this direction a "Crossroads-style" adventure.
[6:58]I think it's going to give people a whole new kind of experience that they've never had from a game before.
[7:13]When it comes to combat within the story mode, we wanted to approach things in a new way. We're aiming for a complete fusion of Virtua Fighter's combat system and action-adventure gameplay. Delivering something truly new to players. In terms of how battles feel, we're bringing in new things that hopefully all players will enjoy. This time there are scenario battles alongside a variety of other battle modes. Up until now, Virtua Fighter's core has been one-on-one fights. We thought about what would happen if we expanded this into multi-opponent battles. Exploring that idea was an important part of how we approached designing this game. We were mindful of the camera movement, controls, etc., as those elements are part of what make it Virtua Fighter. Personally, I think we've actually been able to do it. The foundation remains a close-quarters, full-contact fighting game. Then from there, I wanted to focus even more on realism. That's what shaped the gameplay system this time.
[8:34]In regards to the story, it's designed as an anthology centered around four main characters. That alone I feel is an ambitious approach. But to take it even further, each of these characters is completely new. These characters find themselves in Vilasapara and the story follows their individual journeys. They're not always working towards the same goal, but the ways their paths cross and intersect is all part of the gameplay experience. That's part of our unique "Crossroads-style" approach.
[9:31]Cielo is this new character, and our biggest challenge was shaping his identity. We defined his origins, his likes and dislikes, and the details of his upbringing. We thought carefully about the environment he grew up in, and how much of this to feature in the game. Cielo was created to be the face of this game. His story is about climbing up from rock bottom. I really hope you enjoy it.
[19:18]Though this is an RGG Studio game, I wanted to create something different than Like a Dragon. I asked myself the question "why do these characters fight?" and grounded the answer in realism. This wound up being a very difficult task, and it took about a year to figure out. We spent a lot of time thinking through things. What are these characters' backgrounds? What motivates them to fight? All this shaped the setting of the game. We knew the kind of storyline and tone we were going for, and got a team of writers together to bring it to life. I was honestly shocked by some of the people we were able to get on the project. A surprising amount of people wanted to be involved. A surprising amount of people wanted to be involved. They really understood our vision. We gave them the building blocks and some game-specific considerations, and they really understood the assignment. They turned it into something really exceptional.
[23:56]Game development is never smooth sailing. And creating something new is very difficult. But somehow, after all this time, it's really coming together into something we're proud to show to everyone.
[24:43]Virtua Fighter Crossroads isn't a remake or a nostalgia grab. It's a completely reborn Virtua Fighter. It's for people who have never played the series before, existing fans, and people who only play single-player games, too. This game will be a new experience for everyone who plays it.



