[Interview] The "New Virtua Fighter" Project Prioritizes Clarity and Pursues Realism Across Every Aspect, from Systems to Graphics [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/865/G086589/20250926017/
Writer: Sen'ichi Yagen本 | 2025/09/26 03:52 (UTC)
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The latest installment of the Virtua Fighter series, “New VIRTUA FIGHTER” Project, is gradually revealing its identity. At a special broadcast released on September 25, 2025, producer Riichiro Yamada and battle director Yohei Takeda explained new systems. This time, 4Gamer interviewed Mr. Yamada at the venue to learn more about the project’s concept.
In the “New VIRTUA FIGHTER” Project, matches are contested under two distinct rules: the traditional “Standard” and a completely new rule conceptually based on reversal—“Upgrading.” Alongside these, four new systems were introduced: “Flow Guard,” “Break & Rush,” “Stunner & Stun Combo,” and “Signature Cut.”
● Flow Guard
Flow Guard is a defensive mechanic distinct from traditional guarding, designed to express the concept of “avoiding” attacks. It’s an elegant movement closely tied to Break & Rush. Unlike conventional guard mechanics, this system introduces fresh strategic depth in offense and defense. While regular guard can block attacks, it still results in limb damage; Flow Guard, however, prevents such limb damage entirely.
● Break & Rush
This system accumulates damage on specific body parts through successful attacks, ultimately leading to their destruction. Limb damage persists across rounds, and the side that destroys a limb gains an offensive opportunity.
● Stunner & Stun Combo
A new combo system derived from the “Stunner” mechanic. Unlike traditional aerial combos that lift opponents into the air, this one emphasizes greater realism in movement. That said, classic aerial combos will still be present.
● Signature Cut
Although not mentioned on the official website, this standout feature deserves highlighting. It’s a cinematic cut-in that occurs upon KO, visually reflecting how the opponent was defeated—changing depending on the finishing move.
What is the intention behind these new systems, and what kind of strategic depth do they create? We immediately spoke with producer Yamada Riiichiro, who attended TGS 2025.
4Gamer:
Thank you for being here today. First, could you tell us about the concept behind the new systems?
Yamada (hereafter Yamada):
The core concept is “realism.” We’re no longer in a position where simply continuing with past methods suffices. If we’re creating something new, it must have uniqueness—something that defines what the Virtua Fighter series has always stood for: realism. That’s what players expect.
We say “realism,” not “realism” as in true-to-life combat, because our goal isn’t to create a realistic martial arts simulation. The series originated from kung fu movies and aims to deliver cinematic action. We want this new realism—exploring fresh techniques and ideas. That’s why we’ve introduced the new rule “Upgrading.”
4Gamer:
In games, “realism” is often associated with graphical fidelity. But here, you’re pursuing realism across not just graphics but battle mechanics as well.
Yamada:
Exactly. Even when designing characters like Wolf, we consider their life stories and backstories during character design. Previously, the series’ fighting styles directly influenced character designs. Now, we’re emphasizing a more authentic feel—designing characters with real-life presence in mind.
4Gamer:
Could you please re-introduce the newly unveiled systems?
Yamada:
Our initial development concept video portrayed cinematic, flowing offense and defense. Translating that into gameplay is “Flow Guard.” Traditional guard mechanics in fighting games are highly symbolic—players often look identical when guarding.
That’s not what we aim for. Speed is crucial in Virtua Fighter battles, but Flow Guard requires close attention to see its effects clearly; thus, we’ve had to carefully consider how best to present it visually.
“Break & Rush” was designed with clarity and a fresh gameplay experience in mind. We wanted the strategic decision of “what to target” to be systemically visible. Since Flow Guard provides strong defense, without countermeasures, defenders could gain an unfair advantage—slowing down game flow. Our goal is not favoring defense but enabling victory through aggressive play. Additionally, the feature of destroying body parts feels intuitive even to non-gamers and offers a visually compelling twist.
“Stunner & Stun Combo” also addresses feedback from beginners who say, “I don’t know what to do.” In 2D fighting games, the flow is clear—approach, chain combos, execute super moves. But in Virtua Fighter, due to differing systems, newcomers often feel lost. So we introduced a system where players start by hitting a specific move: one that destabilizes opponents’ posture. This is intuitive and easy to visualize.
4Gamer:
It feels like you’re combining clarity and innovation, building on the legacy of past Virtua Fighter games.
Yamada:
Our goal is to create systems that are intuitive, easy to grasp, and make sense even without memorization.
4Gamer:
Earlier, you mentioned Flow Guard can be hard to see at high speed. How fast will gameplay actually be?
Yamada:
It should feel similar to previous titles. The hallmark of Virtua Fighter is its quick resolution—enough so that matches fit into short videos. In 2D fighters, players often start by closing the distance with projectiles. But in Virtua Fighter, battles begin at close range. This immediate intensity is essential and something we want to preserve.
4Gamer:
How will these new systems be controlled?
Yamada:
We’re currently testing various input methods. Fundamentally, we aim for simple inputs—especially ones that are easy to use with a gamepad. There might even be more buttons, but the core principle remains: simplicity and clarity using P, K, G controls must be preserved.
4Gamer:
Will the new systems involve complex inputs?
Yamada:
We’re prioritizing lowering entry barriers. Originally, Virtua Fighter was designed so anyone could play—whether by randomly pressing buttons or using simple lever movements—and that approach successfully attracted players who’d never played fighting games before. We want to keep this philosophy; we don’t want things overly complicated.
4Gamer:
You’re aiming for the game to be accessible even to veteran players of “Virtua Fighter” and “Virtua Fighter 2,” right?
Yamada:
Yes, most developers are close in age to that generation. Our primary goal is ensuring complete newcomers can play without issues—while still making it enjoyable for veterans through careful balancing.
4Gamer:
The ambition of creating fluid, combative flow between fighters feels bold—it’s a difficult theme many games have pursued but rarely achieved.
Yamada:
From a gameplay perspective, this has always been challenging to implement. But we don’t have any constraints—no traditions to preserve. That’s exactly why “challenging the new” is the essence of Virtua Fighter, and it aligns with the consistent vision seen in works by series creator Yu Suzuki.
The franchise follows a clear progression, and I believe “Virtua Fighter 5” completed most earlier elements. So now, we must create something significantly different—and simultaneously fun to play.
4Gamer:
Will limb damage affect character appearance?
Yamada:
Yes, that’s exactly what we want to show. We’ll display visible damage, and even during round starts, characters will reflect their current state—so players can easily tell how damaged the opponent is just by looking.
4Gamer:
Will existing moves like joint locks or attacks targeting specific areas become more valuable?
Yamada:
Possibly. At this stage, we plan to introduce new techniques for these mechanics—but it’s not set in stone. We’re currently testing how each character accumulates limb damage and adjusting balance accordingly.
4Gamer:
Could the tactics of existing characters change with these new systems?
Yamada:
Of course, the introduction of new systems will naturally shift character balances. But their core identities must remain intact.
4Gamer:
In past broadcasts, you mentioned wanting to reduce the importance of aerial combos. Is this because their payoff is low, or are you reducing the number of aerial moves?
Yamada:
It’s more about reduced payoff. Previously, aerial holds had strong justification—yet follow-up moves weren’t always satisfying. We used to adjust so that after a throw-in move, basic punches would still keep opponents floating.
Now, depending on characters and situations, long aerial combos will no longer be as seamless. Of course, we’re not dismissing aerial combos entirely. But in this game, we want different approaches. That means introducing new elements that give players the sense of improvement—beyond traditional combo practice—and help solve various gameplay issues.
4Gamer:
What rules govern transitioning from Stunner to Stun Combo?
Yamada:
We’re still deciding how exactly it will work. It could be part of the fun for players to discover, but we may need to clarify it ourselves.
4Gamer:
Tell us about Signature Cut. In the recent video, a losing fighter received a kick to the face and had his teeth broken. How far are you going with this level of expression?
Yamada:
To be direct, our depiction will stay within CERO-D guidelines. We’re not aiming for grotesque content—we want realism combined with satisfying impact.
A critical hit to the head may cause unconscious KO; teeth might break; fighters could lose morale and collapse. We depict what would realistically happen in a real fight, adding entertainment elements accordingly. That said, since some players dislike blood effects, we’ll offer an option to toggle them on or off.
4Gamer:
How about the “Upgrading” rule?
Yamada:
It’s a new rule created to change gameplay. Just as shooting game rules led to the birth of battle royale games, changing rules can expand possibilities in gaming. We want to provide experiences that even those unfamiliar with Virtua Fighter might find enjoyable—of course, only if they’re truly fun. That’s why we’re testing various approaches.
4Gamer:
We’re looking forward to seeing what this rule will be like. Finally, please share a message for our readers.
Yamada:
Today’s broadcast shared some of our thoughts through battle footage. From the next update onward, we’ll show more of the game’s overall atmosphere—so stay tuned!
4Gamer:
Thank you very much for your time today.