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    Home » Like A Dragon: 20th anniversary interview
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    Like A Dragon: 20th anniversary interview

    Sarah ConnorBy Sarah Connor19 December 2025No Comments10 Mins Read
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    Unforgettable stories and characters, outrageous combat, and some hilarious mini-games – the acclaimed Yakuza / Like a Dragon series has a massive following for all the right reasons.

    With Yakuza Kiwami 3 & Dark Ties’ launching on PlayStation 5 February 12 next year – and to celebrate the franchise’s 20th anniversary, with the first game Yakuza launching on PS2 20 years ago this month – it’s only fitting to mark the moment with some of the developers who know these hard-hitting titles best.

    So we sat down with Executive Producer Masayoshi Yokoyama, Chief Director Ryosuke Horii, and Chief Producer Hiroyuki Sakamoto to talk about their thoughts on the series’ 20th anniversary, its journey so far, and the upcoming Yakuza Kiwami 3 & Dark Ties. 

    How is the studio celebrating the milestone? 

    Yokoyama: We envisioned the 20th anniversary to be similar to a ‘coming of age,’ reflecting on the history of Like a Dragon as one might look back on the years from birth to adulthood. We have various events and special footage planned that celebrate this journey, and in addition to the currently running ‘The Four Ceremonies of Life Exhibition’ in Tokyo, more initiatives are scheduled to roll out beyond December 8. We hope to continue celebrating with fans until December 7 of next year, so that the series will remain in the hearts of many for years to come.

    When you compare how the series and the studio are now to when the franchise began, what are the things you’re most proud of? 

    Yokoyama: Maybe people can finally say they enjoy the Like a Dragon series more openly (laughs). In the past, it wasn’t something you could really say out loud; its reputation and brand image made it hard to talk about publicly. Back in the early days, even some of the studio developers kept their involvement a secret from their parents or girlfriends. 

    But about ten years in, more staff began proudly acknowledging their work on the series. There was even a case where being part of the project helped someone gain approval for marriage from their partner’s parents. That’s when it really sank in how much the series’ presence and perception in the world had evolved.

    Now that RGG Studio is growing into a recognized brand, we want to continue nurturing it with care so that it remains something our staff, partners, cast and fans can all be proud of.

    Like A Dragon: 20th anniversary interview

    The series has evolved drastically since 2005, how would you say other modern releases have impacted your development approach? Would you say you always do your own thing, or are you influenced by current trends?

    Yokoyama: I don’t consciously chase trends, but my environment today is vastly different from what it was 20 years ago, so my creative approach has naturally evolved. A major reflection of that change is our growing exposure to global culture. 

    With the rise of streaming platforms like YouTube and Netflix, we now encounter diverse cultures from around the world on a daily basis. This was unimaginable when the series first began in 2005.

    Back then, our development studio was about 90% male and almost entirely Japanese. Today, more than 10% of our team members are from abroad, and the gender ratio is nearly an even 50:50. 

    We went through a dramatic transformation in the past two decades, and I believe this evolving environment has naturally influenced our creative output. Looking ahead, we’ll continue to embrace these changes, trust in who we are now, and keep creating in our own way.

    Like A Dragon: 20th anniversary interview

    You’ve also earned quite the reputation for turning around games very quickly, with a very consistent release schedule – how do you maintain such a development pace and keep the quality so high?

    Sakamoto: I believe this is thanks to the workflow we’ve perfected over many years of working on the series. Our team takes pride in refining quality while eliminating unnecessary tasks and consistently pursuing the most efficient approach to development. This strong awareness of quality, scale, time, and cost makes our achievements possible.

    Yakuza/Like a Dragon games have become quite renowned for changing with the times, mostly taking place in their year of release – have there been titles in which that’s proved a challenge, or perhaps even advantageous?

    Sakamoto: Entertainment districts like Kamurocho have changed drastically over the past 20 years. So, when working on the mainline titles set in the present day, we need to research the current landscape, which presents its own challenges. On the other hand, spin-off titles have more freedom since they allow for a certain level of creative freedom.

    Like A Dragon: 20th anniversary interview

    Since Y7 effectively passed the baton to Ichiban, were you surprised the audience liked him so much? Shifting away from Kiryu as the series’ main protagonist must have been a little nerve-wracking.

    Sakamoto: Personally, I was never worried. I trusted that by the time players reached the end of the story, they’d grow to like Ichiban. The same goes for characters from past titles; if players can truly connect with the characters’ personalities, anyone can take the lead. That’s the kind of strength this series has.

    There’ve been some amazing minigames across the series. What’s the creative process for those?

    Horii: The heart of the Like a Dragon series lies in its drama, so every project begins by defining the story’s concept and choosing the setting that works best for it. From there, we craft side content that aligns with both the theme and the concept of the game.

    For instance, in Yakuza: Like a Dragon, Kasuga’s theme revolved around ‘rising to the top,’ which led us to develop the business management feature. In Like a Dragon: Infinite Wealth, the Hawaiian setting inspired the ‘Dondoko Island’ resort-building minigame. Each piece of content is designed to deepen the player’s immersion in the story and setting, and that is at the core of our creative process.

    Practically speaking, we start by presenting the concept to the minigame development team, such as outlining the experience we want to deliver and the nuances we hope to capture. From there, the team goes through weekly cycles of trial and error.

    The most important thing is preserving the signature Like a Dragon humor. Whether it’s turning an ‘apology’ into a finishing move during a shareholders’ meeting or letting players build multiple cabarets on Dondoko Island, we put great care into capturing those playful, humorous moments and making sure every detail lands just right.

    Like A Dragon: 20th anniversary interview

    The series has featured some seminal arcade titles within its Club Sega recreations – how early does the conversation in picking which titles should feature in a game’s arcade begin during development? 

    Horii: Our studio’s technical director, Itō, is well versed in retro games, so he leads the discussions on the lineup. Since we’re dealing with older titles, it’s not as simple as including whatever we want. Each game comes with its own unique challenges, whether that’s the difficulty of porting, licensing concerns, or other technical hurdles. Taking all of that into account, we select games that we love, that are feasible within our timeframe and technical limits, and that we genuinely want today’s players to experience.

    Many of us, myself included, are passionate about retro games, so our biggest priority is choosing titles that are crafted with care, and those we truly respect and want to play again.

    Like A Dragon: 20th anniversary interview

    Yakuza Kiwami 3 & Dark Ties is billed as an “extreme” remake of the original, plus all-new content. What has shaped the decisions to so extensively retool the title, and do you feel that’s the ideal approach for any future adaptations of past works? 

    Yokoyama: For now, we haven’t made any concrete decisions about remaking additional past titles. At RGG Studio, our ongoing mission is to create games that are fun to play in the present moment. Our philosophy, ‘do whatever it takes to make it happen,’ will continue to guide us moving forward.

    That same mindset is reflected in Yakuza Kiwami 3 & Dark Ties. These titles also feature significant elements that point toward the series’ future direction, so we hope fans who have already played Yakuza 3 will give it a try as well.

    What can players of the original Yakuza 3 look forward to in Kiwami 3 – how is it different? Similarly, what can players new to the franchise expect?

    Horii: The changes and evolution in Kiwami 3 as a game go far beyond what most people might imagine compared to the original Yakuza 3. While the core story remains the same, we’ve added many new cut scenes, characters, and voice lines. With the addition of major side content like ‘Life at Morning Glory’ and ‘Legendary Baddie, Bad Boy Dragon,’ the game’s overall design, pacing, and structure have been completely reworked. It’s a title that truly stands on its own as a brand-new release from RGG Studio. Whether you’re experiencing it for the first time or returning after playing the original, you’ll find a fresh and exciting experience that feels entirely new.

    Can players brand-new to Like a Dragon games enjoy Kiwami 3’s story without knowledge of the wider series?

    Horii: Absolutely. There’s a story recap feature for previous titles, and the game is designed so that even newcomers can jump right in, so we’d be delighted if new players gave it a try. 

    That said, playing the earlier games will help you connect more deeply with the characters and story, so if you have time before the release of Kiwami 3, we’d love for players to play Yakuza 0, Kiwami 1, and Kiwami 2 as well.

    Like A Dragon: 20th anniversary interview

    What are your thoughts and future goals as you celebrate the 20th anniversary?

    Horii: I never imagined the series would continue for 20 years, nor that I would end up spending nearly half my life making Like a Dragon. Each entry in the series, I’ve poured everything into it, thinking that it could be the last one, without worrying about what comes next. Looking back, I think that approach has served me well.

    All forms of entertainment will come to an end someday. I don’t know when that will be, but I have no intention of simply wishing for the series to continue. I’d rather stick to a forward-looking mindset that even if it were to be the last one, I’d have no regrets. From here on, we’ll keep moving forward in our own way, fuelled by our love for the characters and deep pride in our craft.

    Sakamoto: It’s hard to believe it’s already been 20 years. We’ve devoted ourselves completely to each game, so there’s been almost no time to reflect on the past. To push the Like a Dragon IP even further, we need to keep evolving and embracing new challenges in the years ahead.

    Yokoyama: To be honest, I don’t feel particularly sentimental about it. For the past 20 years, my focus has always been on looking ahead and creating games every day, so I rarely find myself reflecting on the past.

    That said, through the events celebrating the series’ 20th anniversary, I had a rare opportunity to look back on the history of Like a Dragon, almost from the same perspective as our fans. It gave me a renewed appreciation for the lasting appeal of the series.

    I hope to carry the lessons and emotions I’ve gained from that reflection and channel them into creating something exciting moving forward. 


    Yakuza Kiwami 3 & Dark Ties hits PS5 on February 12 so there’s not long to wait before you can reclaim these mean streets. But if you’re itching for action right now, join the crew via PlayStation Plus Game Catalog, where you can enjoy a selection from the series, including Yakuza: Like a Dragon and Like a Dragon Gaiden: The Man Who Erased His Name*.

    *Available on PlayStation Plus Game Catalog at time of publish.

    Go to Source (PlayStation.com)

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