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Image of man with Oni wearing Oni mask in Like a Dragon Gaiden.

Like a Dragon Gaiden Only Took Six Months to Make

Like a Dragon Gaiden: The Man Who Erased His Name only took Ryu Ga Gotoku Studio six months to make.

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At the Tokyo Game Show 2023, Automaton sat down with Ryu Ga Gotoku Studio directors Masayoshi Yokoyama and Hiroyuki Sakamoto, asking them about the inner workings of the two games. The outlet questioned the directors about managing the projects together and what things they were careful of during this process. Yokoyama clarified there wasnā€™t ā€œa huge difference between Like a Dragon Gaiden and Like a Dragon 8.ā€

ā€œIn a sense, Like a Dragon Gaiden was derived from Like a Dragon 8,ā€ Yokoyama said. ā€œWe could have just told of Kiryuā€™s past through a thirty-minute interlude as part of Like a Dragon 8, but we decided it would be a lot more interesting as a game of its own, which is how the project came to be.ā€

Even though Like a Dragon Gaiden became its own thing instead of DLC, the team still used ā€œthe same engineā€ as Like a Dragon 8, saving the developer from making everything from scratch. ā€œIn the end, it took us about half a year to make it,ā€ Yokoyama concluded.

Related: Like a Dragon Gaiden Wonā€™t Have an English Dub at Launch

ā€œWe didnā€™t have a physical edition in mind from the start at all,ā€ Sakamoto added. ā€œSo making all the adjustments for switching over was quite tough.ā€

Despite how challenging the switch was, Ryu Ga Gotoku Studio poured attention into both projects, from recording sessions with voice actors to adding more content to flesh them out, seemingly well based on their comments. Only time will tell just how successful their management translates to the playing experience when the titles launch.


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Anthony Jones
Anthony is a Strategic Content Writer for the The Escapist and an RPG nerd in love with retro games and the evolution of modern gaming. He has over two years experience as a games reporter with words at IGN, Game Informer, Distractify, Twinfinite, MMOBomb, and elsewhere. More than anything, Anthony loves to talk your ear off about JRPGs that changed his childhood (which deserve remakes) and analyzing the design behind beloved titles.