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Japan Studio
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Japan Studio was a Japanese video game developer of Sony Interactive Entertainment based in Tokyo. It was best known for the Ape Escape, LocoRoco, Patapon, Gravity Rush, and Knack series, Ico, Shadow of the Colossus and Astro's Playroom. In April 2021, Japan Studio was reorganized and merged with Team Asobi and other SIE studios.
Key Information
History
[edit]Sony Computer Entertainment was founded in Tokyo on 16 November 1993, jointly established by Sony and Sony Music Entertainment Japan.[3] The studio was run similar to Sony Music Entertainment Japan during its first few years, with producers seeking out creative talent and nurturing them to help develop new games.[4] Examples of these works included PaRappa the Rapper by NanaOn-Sha, and Everybody's Golf by Camelot Software Planning.[4]
Shuhei Yoshida oversaw the company from 1996 through 2000. Yoshida started creating teams and hired for them, while simultaneously assisting other developers for Sony-published exclusives; said teams included Sugar & Rockets, Arc Entertainment and Contrail.[5] These teams were consolidated into the company in 2000.[6] Sony's internal development team also developed original titles such as Ape Escape and The Legend of Dragoon, with dedicated teams lead by Fumito Ueda and Keiichiro Toyama; another such team, Polys Entertainment, was spun off as Polyphony Digital due to the success of Gran Turismo.[7] Alongside these first-party titles, the latter years of the original PlayStation saw strong third-party support, with games like Square's Final Fantasy VII and Konami's Metal Gear Solid. According to Yoshida, this led Sony into some complacency on relying on third-party games to support further consoles, and oversight and support for first-party games was less of a priority.[7] The studio was moved to SCE Worldwide Studios in 2005, rebranding afterwards as Japan Studio; the brand first appeared in Genji: Days of the Blade, the studio's first game for the PlayStation 3.[citation needed] Though Japan Studio's output during the PlayStation 2 years were strong, it struggled to release successful games during the PlayStation 3 era. Yoshida attributed this to the general game development practice in Japan which he described as a "grassroots and bottom up", without a clear vision of what a final game would look like, with exceptions being for people like Kazunori Yamauchi or Fumito Ueda who possessed a specific drive towards a product. In contrast to Western video game development, Yoshida said Japan Studio's methods tended to allow games to wander.[7] Allen Becker, who led Japan Studio starting in 2011, said that their complacency during the PlayStation 2 and PlayStation 3 era caused the studio to fall behind on updated tools and methodologies for game development.[4]
Yoshida took over full control of Japan Studio in 2008, at the same time that the PlayStation 3 was out and Sony was preparing to launch the PlayStation 4 and PlayStation Vita. Around that time, mobile gaming and casual gaming started to become a major factor in the Asian video game market and drove competition from the consoles.[7] Sony found that there was a lack of triple-A third-party support for these new products, and they had to turn to rely on their internal studios for game support. To get Japan Studio back on track, Sony brought in Becker, who had been working at Santa Monica Studio, to lead Japan Studio. Becker made several tough calls of the 40-some games that were in development at the time of his arrival to terminate development of those unlikely to be successful and implemented similar development processes as Sony's Western studios to get the studio back on track.[7] Though Becker's approach, the studio was able to release shorter but cohesive titles that still reflected a Japanese approach to video games, such as Puppeteer, Rain and Knack.[7] Also during this time, emphasis was placed on The Last Guardian, the highly anticipated third title from Ueda which had been in development for over six years, eventually released in 2016, years after Ueda left the studio and formed genDesign.[4]
Across late 2020 and early 2021, several notable Japan Studio employees announced that they were departing the company.[8][9][10] According to multiple sources speaking with Video Games Chronicle Sony had not renewed most of the contracts for the studio outside of those on Team Asobi because the studio was not considered profitable enough to continue with original game development.[11] In a statement, Sony stated that, as of 1 April 2021, Japan Studio would be re-centered around Team Asobi to build on the popularity of Astro's Playroom.[12] Before and shortly after 1 April 2021, several additional Japan Studio staff announced their departure from the studio.[13] Team Asobi was moved into PlayStation Studios in June 2021.[14] Shawn Layden, former chairman of SIE Worldwide Studios, stated in 2024 that Japan Studio had been suffering from "legacy malaise", having failed to recreate the successful games they once had and lacked the experience to do so again, and eliminating all but Team Asobi was akin to "trimming a bonsai", hopeful that the smaller team would be able to recapture the earlier successes.[15] Yoshida said in a 2025 interview that with the growth of indie games, the gap widened between triple-A games and smaller games of the type Japan Studio specialized in, and it became difficult for the studio to gain approval for such concepts within Sony. Yoshida gave the example of Keiichiro Toyama, who led development of Gravity Rush 2; though he had ideas for smaller games, he could not get approval by Sony for these, so left the company in 2020, founded his own independent studio Bokeh Game Studio, and began releasing his own smaller games, starting with Slitterhead.[16]
List of games
[edit]1994–1998
[edit]| Year | Title | Platform(s) | Ref(s). |
|---|---|---|---|
| 1994 | Crime Crackers | PlayStation | [17] |
| Motor Toon Grand Prix | |||
| 1995 | Victory Zone | ||
| Rapid Reload | |||
| Jumping Flash! | |||
| Arc the Lad | |||
| Philosoma | |||
| Hermie Hopperhead: Scrap Panic | |||
| Wizardry VII: Crusaders of the Dark Savant | |||
| Sengoku Cyber: Fujimaru Jigokuhen | |||
| Beyond the Beyond | |||
| Sentou Kokka: Air Land Battle | |||
| Project Horned Owl | |||
| 1996 | Jumping Flash! 2 | ||
| Motor Toon Grand Prix 2 | |||
| PopoloCrois Monogatari | |||
| Eigo no Tetsujin: Center Shiken Trial | |||
| Victory Zone 2 | |||
| Arc the Lad II | |||
| Rurouni Kenshin: Meiji Kenyaku Romantan – Ishin Gekitou Hen | |||
| PaRappa the Rapper | |||
| Fluid | |||
| Wild Arms | |||
| 1997 | I.Q.: Intelligent Qube | ||
| Sentou Kokka Kai: Improved | |||
| Alundra | |||
| Velldeselba Senki Tsubasa no Kunshou | |||
| Pet in TV | |||
| Baby Universe | |||
| Quest for Fame | |||
| Ghost in the Shell | |||
| Everybody's Golf | |||
| Arc the Lad: Monster Game with Casino Game | |||
| Linda Cube | |||
| The Granstream Saga | |||
| Crime Crackers 2 | |||
| Elemental Gearbolt | |||
| Rurouni Kenshin: Meiji Kenkaku Romantan – Juu Yuushi Inbou Hen | |||
| Gran Turismo | |||
| 1998 | PlayStation Comic No. 1 – Space Adventure Cobra: The Psycogun Vol. 1 | ||
| PlayStation Comic No. 1 – Space Adventure Cobra: The Psycogun Vol. 2 | |||
| Zero Pilot: Ginyoku no Senshi | |||
| PlayStation Comic No. 2 – Carol the Dark Angel | |||
| Tomoyasu Hotei: Stolen Song | |||
| Devil Dice | |||
| Yarudora Series Vol. 1: Double Cast | |||
| Souten no Shiroki Kami no Za: Great Peak | |||
| Yarudora Series Vol. 2: Kisetsu O Dakishimete | |||
| Yarudora Series Vol. 3: Sampaguita | |||
| Legend of Legaia | |||
| Yarudora Series Vol. 4: Yukiwari no Hana | |||
| PopoRogue | |||
| Wonder Trek | |||
| PlayStation Comic No. 3 – 2999 Game Kids | |||
| I.Q Final |
1999–2000
[edit]| Year | Title | Platform(s) | Ref(s). |
|---|---|---|---|
| 1999 | Circadia | PlayStation | [18] |
| Pocket MuuMuu | |||
| PlayStation Comic No. 4 – Cobra Galaxy Knights | |||
| Global Force: Shin Sentou Kokka | |||
| Um Jammer Lammy | |||
| Pocket Dungeon | |||
| Tamago de Puzzle | |||
| PlayStation Comic No. 5 – Buzzer Beater (Part 1) | |||
| PlayStation Comic No. 5 – Buzzer Beater (Part 2) | |||
| Lord of Monsters | |||
| Ore no Shikabane o Koete Yuke | |||
| Ape Escape | |||
| The Book of Watermarks | |||
| Gekisou TomaRunner | |||
| Doko Demo Issyo | |||
| Everybody's Golf 2 | |||
| Panekit | |||
| Wild Arms 2 | |||
| Ore no Ryouri | |||
| Paqa | |||
| Robbit Mon Dieu | |||
| Brightis | |||
| Poketan | |||
| Arc the Lad III | |||
| Pet in TV With my dear Dog | |||
| Alundra 2: A New Legend Begins | |||
| The Legend of Dragoon | |||
| Vib-Ribbon | |||
| Love & Destroy | |||
| XI Jumbo | |||
| 2000 | Pocket Jiman | ||
| Beat Planet Music | |||
| PoPoLoCrois Monogatari II | |||
| Chase the Express | |||
| Koneko mo Issyo: Doko Demo Issyo Tsuika Disc | |||
| Addie no Okurimono: To Moze from Addie | |||
| Fantavision | PlayStation 2 | ||
| I.Q. Remix+: Intelligent Qube | |||
| Tiny Bullets | PlayStation | ||
| Docchi Mecha! | |||
| Aconcagua | |||
| Boku no Natsuyasumi | |||
| Scandal | PlayStation 2 | ||
| TVDJ | |||
| Gekitotsu Toma L'Arc: TomaRunner vs L'Arc-en-Ciel | PlayStation | ||
| Bikkuri Mouse | PlayStation 2 | ||
| Magical Dice Kids | PlayStation | ||
| Bealphareth | |||
| Gunparade March | |||
| Kouashi Kikou Shidan: Bein Panzer | |||
| Sky Odyssey | PlayStation 2 | [19] | |
| Shachou Eiyuuden: The Eagle Shooting Heroes | PlayStation | [18] | |
| Kokohore! Pukka: Dig-a-Dig Pukka | |||
| Dark Cloud | PlayStation 2 | ||
| Blood: The Last Vampire (Volume One) | |||
| Blood: The Last Vampire (Final Volume) |
2001–2002
[edit]| Year | Title | Platform(s) | Ref(s). |
|---|---|---|---|
| 2001 | Sagashi ni Ikouyo | PlayStation 2 | [19] |
| Tsugunai: Atonement | |||
| Extermination | |||
| Okage: Shadow King | |||
| Check-i-TV | |||
| Phase Paradox | |||
| iMode mo Issyo: Doko Demo Issyo Tsuika Disc | PlayStation | ||
| Mister Mosquito | PlayStation 2 | ||
| Rimo-Cocoron | |||
| Pipo Saru 2001 | |||
| Everybody's Golf 3 | |||
| PaRappa the Rapper 2 | |||
| Ico | |||
| SkyGunner | |||
| The Yamanote Sen: Train Simulator Real | |||
| Mad Maestro! | |||
| Genshi no Kotoba | |||
| Seigi no Mikata | |||
| Bravo Music: Christmas Edition | |||
| Legaia 2: Duel Saga | |||
| Toro to Kyuujitsu | |||
| Yoake no Mariko | |||
| 2002 | Bravo Music: Chou-Meikyokuban | ||
| Yoake no Mariko 2nd Act | |||
| Dual Hearts | |||
| Wild Arms 3 | |||
| Surveillance Kanshisha | |||
| Otostaz | |||
| Popolocrois: Adventure of Beginnings | |||
| Futari no Fantavision | |||
| Boku no Natsuyasumi 2 | |||
| Ape Escape 2 | |||
| Poinie's Poin | |||
| Space Fishermen | |||
| The Keihin Kyuukou: Train Simulator Real | |||
| Dark Chronicle | |||
| Gacharoku | |||
| Let's Bravo Music | |||
| Bombastic |
2003–2005
[edit]2006–2007
[edit]| Year | Title | Platform(s) | Ref(s). |
|---|---|---|---|
| 2006 | Gunparade Orchestra: Shiro no Shou | PlayStation 2 | [21] |
| Rule of Rose | |||
| Yarudora Portable: Blood The Last Vampire | |||
| Bleach: Hanatareshi Yabou | |||
| Forbidden Siren 2 | |||
| Monster Kingdom: Jewel Summoner | PlayStation Portable | ||
| Blade Dancer: Lineage of Light | |||
| Derby Time 2006 | |||
| Bomberman: Bakufuu Sentai Bombermen | |||
| XI Coliseum | |||
| I.Q. Mania | |||
| Gunparade Orchestra: Midori no Shou | PlayStation 2 | ||
| Talkman Euro | PlayStation Portable | ||
| Doko Demo Issyo: Let's Gakkou! | |||
| Boku no Natsuyasumi | |||
| Brave Story: New Traveler | |||
| Brave Story: Wataru's Adventure | PlayStation 2 | ||
| Saru! Get You! Million Monkeys | |||
| LocoRoco | PlayStation Portable | ||
| Gunparade Orchestra: Ao no Shou | PlayStation 2 | ||
| Bleach: Heat the Soul 3 | PlayStation Portable | ||
| Blood+: Souyoku no Battle Rondo | PlayStation 2 | ||
| Blood+: Final Piece | PlayStation Portable | ||
| Everybody's Tennis | PlayStation 2 | ||
| Bleach: Blade Battlers | |||
| Tenchi no Mon 2: Busouden | PlayStation Portable | ||
| Genji: Days of the Blade | PlayStation 3 | ||
| Jeanne d'Arc | PlayStation Portable | ||
| PaRappa the Rapper | |||
| Ape Escape Racing | |||
| Wild Arms 5 | PlayStation 2 | ||
| P-kara | PlayStation Portable | ||
| 2007 | Talkman-Shiki Shaberingual Eigkaiwa | ||
| Kikou Souhei Armodyne | PlayStation 2 | ||
| Bleach: Heat the Soul 4 | PlayStation Portable | ||
| Minna no Golf Ba Vol. 1 | |||
| Folklore | PlayStation 3 | ||
| Piyotama | |||
| Talkman-Shiki Shaberingual Eigkaiwa for Kids! | PlayStation Portable | ||
| Boku no Natsuyasumi 3 | PlayStation 3 | ||
| Everybody's Golf 5 | |||
| Saru! Get You! SaruSaru Big Mission | PlayStation Portable | ||
| Minna no Golf Ba Vol. 2 | |||
| Wild Arms XF | |||
| Rezel Cross | |||
| LocoRoco Cocoreccho! | PlayStation 3 | ||
| Bleach: Blade Battlers 2nd | PlayStation 2 | ||
| Go! Sports Ski | PlayStation 3 | ||
| Minna no Golf Ba Vol. 3 | PlayStation Portable | ||
| The Eye of Judgment | PlayStation 3 | ||
| Toy Home | |||
| Minna no Golf Ba Vol. 4 | PlayStation Portable | ||
| Dark Mist | PlayStation 3 | ||
| What Did I Do to Deserve This, My Lord? | PlayStation Portable | ||
| Everybody's Golf Portable 2 | |||
| Talkman Travel | |||
| Doko Demo Issyo: Let's Gakkou! Training Hen | |||
| Patapon |
2008–2009
[edit]| Year | Title | Platform(s) | Ref(s). |
|---|---|---|---|
| 2008 | Ape Quest | PlayStation Portable | [22] |
| Go! Sports Skydiving | PlayStation 3 | ||
| Coded Soul | PlayStation Portable | ||
| MyStylist | |||
| Echochrome | |||
| Echochrome | PlayStation 3 | ||
| Nippon no Asoko de | PlayStation Portable | ||
| Bleach: Heat the Soul 5 | |||
| Shiki-Tei | PlayStation 3 | ||
| Siren: Blood Curse | |||
| The Last Guy | |||
| Afrika | |||
| Xam'd: Lost Memories | Video | ||
| Aquanaut's Holiday: Hidden Memories | PlayStation 3 | ||
| What Did I Do to Deserve This, My Lord? 2 | PlayStation Portable | ||
| Bleach: Soul Carnival | |||
| Derby Time Online | PlayStation 3 | ||
| Patapon 2 | PlayStation Portable | ||
| LocoRoco 2 | |||
| Minnya no Putter Golf | PlayStation 3 | ||
| White Knight Chronicles | |||
| 2009 | Dress | ||
| Enkaku Sōsa: Shinjitsu e no 23 Nichikan | PlayStation Portable | ||
| Demon's Souls | PlayStation 3 | ||
| Trash Panic | |||
| Bleach: Heat the Soul 6 | PlayStation Portable | ||
| Juusei to Diamond | |||
| Numblast | |||
| Numblast | PlayStation 3 | ||
| Boku no Natsuyasumi 4 | PlayStation Portable | ||
| Toro to Morimori | PlayStation 3 | ||
| Everybody's Stress Buster | PlayStation Portable | ||
| Echoshift | |||
| LocoRoco Midnight Carnival | |||
| Bleach: Soul Carnival 2 |
2010–2014
[edit]2015–2020
[edit]| Year | Title | Platform(s) | Ref(s). |
|---|---|---|---|
| 2015 | Bloodborne | PlayStation 4 | [26] |
| Gravity Rush Remastered | |||
| 2016 | The Playroom VR | ||
| The Tomorrow Children | |||
| The Last Guardian | |||
| 2017 | Gravity Rush 2 | ||
| PaRappa the Rapper | |||
| LocoRoco | |||
| Everybody's Golf | |||
| Patapon | |||
| Knack II | |||
| Japan Studio VR Music Festival | |||
| No Heroes Allowed! VR | |||
| LocoRoco 2 | |||
| 2018 | Shadow of the Colossus | ||
| No Heroes Allowed! DASH! | Android, iOS | [27] | |
| Astro Bot Rescue Mission | PlayStation 4 | [26] | |
| Déraciné | |||
| 2019 | Everybody's Golf VR | ||
| Monkey King: Hero Is Back | [28] | ||
| 2020 | Patapon 2 | [26] | |
| Astro's Playroom | PlayStation 5 | [29] | |
| Demon's Souls |
Teams
[edit]Japan Studio was formed by several internal development teams, with all of them being disbanded, reorganised, or spun off into a separate studio.
The studio's unnamed main unit, its first development team, is responsible for all co-development efforts. As a primary developer, they developed the Ape Escape and LocoRoco series as well as individual titles like The Legend of Dragoon and Fantavision.
Polys Entertainment
[edit]A unit of SCEJ headed by Kazunori Yamauchi dedicated to racing games and the second established. Initially developing Motor Toon Grand Prix and its sequel, the success of its 1997 racing game Gran Turismo caused it to be formally spun off into Polyphony Digital.
Team Asobi
[edit]A development unit established in 2012 by Nicolas Doucet, who previously worked for London Studio and Saffire.[30] It worked on the Astro Bot series in the entire span of its existence under Japan Studio. In April 2021, they were formally spun off into a separate studio under SIE Worldwide Studios, serving as a successor to Japan Studio after its redundancy.[14]
Team Ico
[edit]A development unit headed by Fumito Ueda and the third established in the studio. It developed Ico and Shadow of the Colossus.[31] They were disbanded following lead game designer Fumito Ueda departing the company and establishing genDESIGN during development of The Last Guardian.[32]
Team Gravity
[edit]A development unit formed in 1999 by former members of Team Silent, the creators of Silent Hill.[33] The team developed games in the Siren and Gravity Rush series and was led by game designer and director Keiichiro Toyama, who, alongside designers Kazunobu Sato and Junya Okura, left Japan Studio in late 2020 to form Bokeh Game Studio.[34]
Notes
[edit]References
[edit]- ^ "人事・機構改革のお知らせ". Sony Interactive Entertainment. 7 July 2005. Retrieved 5 January 2025.
- ^ Niizumi, Hirohiko (8 July 2005). "SCE reorg taps Harrison, Yamauchi, Chatani". GameSpot. Retrieved 5 January 2025.
- ^ Nix, Marc (23 March 2007). "The Future of PSP — SCE Japan". IGN. Archived from the original on 24 February 2021. Retrieved 1 March 2021.
- ^ a b c d Goldfarb, Andrew (30 June 2017). "How PlayStation's Japan Studio Stands Out". IGN. Retrieved 9 June 2021.
- ^ "Digital entertainment and software production companies founded" (PDF) (in Japanese). Sony Computer Entertainment, Inc. 14 October 1997. Retrieved 1 August 2016.
- ^ "Personnel reform and reorganisation announcement" (PDF) (in Japanese). Sony Computer Entertainment, Inc. 1 August 2000. Retrieved 1 August 2016.
- ^ a b c d e f Ashcroft, Brian (4 November 2013). "How Sony's Hometown Studio Rose From the Ashes In Time for the PS4". Kotaku. Retrieved 9 June 2021.
- ^ Romano, Sal (2 December 2020). "Siren and Gravity Rush creator Keiichiro Toyama leaves Sony Interactive Entertainment Japan Studio, establishes Bokeh Game Studio". Gematsu. Retrieved 22 June 2021.
- ^ Romano, Sal (24 December 2020). "Teruyuki Toriyama to leave Sony Interactive Entertainment Japan Studio". Gematsu. Retrieved 22 June 2021.
- ^ Romano, Sal (25 February 2021). "Bloodborne producer Masaaki Yamagiwa to leave Sony Interactive Entertainment Japan Studio at the end of February". Gematsu. Retrieved 22 June 2021.
- ^ Robinson, Andy; Calvin, Alex (25 February 2021). "Sources: PlayStation is winding down Sony Japan Studio". Video Games Chronicle. Archived from the original on 25 February 2021. Retrieved 25 February 2021.
- ^ Kim, Matt (25 February 2021). "PlayStation Confirms Japan Studio Will be Re-Organized". IGN. Archived from the original on 28 February 2021. Retrieved 25 February 2021.
- ^ Kim, Matt (1 April 2021). "Sony Japan Studio Restructure Leads to Mass Exodus of Developers". IGN. Retrieved 1 January 2025.
- ^ a b Doucet, Nicolas (2 June 2021). "Introducing Team Asobi, creators of the Astro Bot series". PlayStation Blog. Retrieved 2 June 2021.
- ^ "Sony's closure of Japan Studio was like "pruning a bonsai", says former PlayStation boss | Eurogamer.net". www.eurogamer.net. Retrieved 28 December 2025.
- ^ Middler, Jordan (19 February 2025). "PS5: Japan Studio closed because the double-A market has 'disappeared', says Shuhei Yoshida". Video Games Chronicle. Retrieved 19 February 2025.
- ^ "JAPANスタジオ作品一覧 1998年~1994年" [List of Japan Studio works 1998–1994] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 26 February 2021. Retrieved 1 March 2021.
- ^ a b "JAPANスタジオ作品一覧 2000年~1999年" [List of Japan Studio works 2000–1999] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 25 February 2021. Retrieved 1 March 2021.
- ^ a b "JAPANスタジオ作品一覧 2002年~2001年" [List of Japan Studio works 2002–2001] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 25 February 2021. Retrieved 1 March 2021.
- ^ a b "JAPANスタジオ作品一覧 2005年~2003年" [List of Japan Studio works 2005–2003] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 25 February 2021. Retrieved 1 March 2021.
- ^ a b "JAPANスタジオ作品一覧 2007年~2006年" [List of Japan Studio works 2007–2006] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 25 February 2021. Retrieved 1 March 2021.
- ^ "JAPANスタジオ作品一覧 2009年~2008年" [List of Japan Studio works 2009–2008] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 25 February 2021. Retrieved 1 March 2021.
- ^ a b c "JAPANスタジオ作品一覧 2014年~2010年" [List of Japan Studio works 2014–2010] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 25 February 2021. Retrieved 1 March 2021.
- ^ Gallagher, James (23 December 2011). "Five Things We Learned at the Japan PS Vita Launch". PlayStation Blog. Retrieved 6 April 2024.
- ^ Mark Cerny (29 November 2013). "How Knack's unlockable gadgets work". PlayStation Blog. Sony Computer Entertainment Europe. Archived from the original on 8 March 2016. Retrieved 18 December 2015.
- ^ a b c "JAPANスタジオ作品一覧" [List of Japan Studio works] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on 27 February 2021. Retrieved 1 March 2021.
- ^ Romano, Sal (7 December 2016). "Sony announces smartphone games lineup: Hot Shots Golf, Wild Arms, PaRappa, NIS and Square Enix projects, more". Gematsu. Retrieved 20 March 2023.
- ^ Nelva, Giuseppe (2 August 2018). "Monkey King: Hero Is Back Co-Developed by Sony Japan Studio for PS4 Gets First Gameplay Trailer". DualSHOCKERS. Retrieved 19 February 2023.
- ^ "Worldwide Studios: First look at 9 new PS5 games". PlayStation Blog. 11 June 2020. Archived from the original on 13 July 2020. Retrieved 1 March 2021.
- ^ "Nicolas Doucet - MobyGames". MobyGames. Archived from the original on 4 August 2024. Retrieved 4 August 2024.
- ^ Moriarty, Colin (2 December 2013). "Every Sony-Owned Studio, From Worst to Best". IGN. Archived from the original on 28 January 2021. Retrieved 1 March 2021.
- ^ Leone, Matt (16 March 2018). "Directing from the sidelines". Polygon. Retrieved 3 June 2021.
- ^ Gifford, Kevin (13 October 2013). "Silent Hill creator discusses how he joined the game biz and why AAA horror is 'difficult' to fund". Polygon.
- ^ Pineda, Rafael Antonio (2 December 2020). "Silent Hill, Gravity Rush's Keiichirō Toyama Leaves SIE, Founds New Studio". Anime News Network. Archived from the original on 3 December 2020. Retrieved 5 December 2020.
External links
[edit]- Official website (in Japanese)
Japan Studio
View on GrokipediaHistory
Founding and early years (1993–2000)
Japan Studio was established in November 1993 as the core software development arm of Sony Computer Entertainment's Japanese division, tasked with producing titles for the forthcoming PlayStation console.[8] The studio operated from Tokyo and was initially structured to leverage Sony's hardware expertise for game creation, marking Sony's entry into the video game industry as a developer rather than solely a publisher.[1] Under the oversight of Ken Kutaragi, a key architect of the PlayStation and director of R&D at SCE from its founding in 1993, the studio assembled a core team of engineers and creatives to tackle the challenges of transitioning from 2D to 3D gaming paradigms.[9] The studio's early projects focused on exploiting the PlayStation's capabilities during its 1994 Japanese launch. Its debut title, Crime Crackers (1994), co-developed with Media.Vision, introduced first-person shooter elements blended with RPG mechanics, serving as an initial testbed for the console's processing power.[10] In 1995, Rapid Reload followed as a high-speed run-and-gun shooter, co-developed with Media.Vision, which highlighted smooth sprite-based action amid the era's hardware constraints.[11] By 1998, Devil Dice, co-developed with Shift, pushed into 3D puzzle gameplay, where developers navigated technical hurdles like polygon rendering limitations and dynamic camera systems on the PS1's Geometry Transformation Engine, requiring optimized algorithms to maintain frame rates during complex dice manipulations.[12] This shift supported titles that prioritized creative risk-taking over conventional genres, laying groundwork for later successes like Ape Escape (1999), which introduced motion-based controls as a breakthrough in interactive gameplay.[1]Expansion and key projects (2001–2010)
During the PlayStation 2 era, Japan Studio experienced significant growth, building on the legacy of its early PlayStation 1 work to scale operations for more complex titles. The studio, based in Tokyo, expanded its team size and capabilities to handle the demands of PS2 development, employing hundreds of staff dedicated to innovative game design and production. This period marked a shift toward larger-scale projects, with the studio fostering internal expertise in 3D graphics and physics simulation to support the console's advanced hardware. Japan Studio formed specialized internal units and pursued collaborations with external developers to produce PS2 exclusives, enabling a diverse portfolio of titles that emphasized creative gameplay mechanics. These partnerships, often with Japanese firms like Acquire and Level-5, allowed the studio to co-develop games that integrated unique narrative and artistic elements tailored for the global market. Such collaborations streamlined resource allocation and accelerated the delivery of high-profile releases during the mid-2000s. A pivotal event occurred in 2005 when Sony Computer Entertainment integrated its worldwide development operations into SCE Worldwide Studios, incorporating Japan Studio as a core component to bolster multimedia production capabilities across hardware generations. This restructuring centralized talent from Japan, North America, Europe, and other regions, facilitating cross-studio knowledge sharing and enhancing the studio's role in creating interconnected multimedia experiences, including advanced audio-visual integration for PS2 titles.[13] The decade also saw Japan Studio pioneer innovative control schemes, particularly leveraging the dual analog controller for immersive interactions in PS2 projects. For instance, in Ape Escape 2 (2001), the studio implemented a standout dual analog system where the right stick controlled various gadgets, allowing players to perform precise actions like firing nets or using helicopters, which set a benchmark for analog-based gadgetry in platformers. This approach exemplified the studio's focus on intuitive, hardware-utilizing controls that enhanced player engagement without relying on traditional button-mashing.[14]Restructuring and closure (2011–2021)
In 2011, Japan Studio underwent significant internal restructuring under the leadership of Allan Becker, who was appointed as head to address operational inefficiencies by consolidating development teams and prioritizing high-potential projects amid a shifting industry landscape. This move aimed to foster greater focus and resource allocation following a period of notable successes like Shadow of the Colossus, which highlighted the studio's creative peak but preceded a decline in output.[15][16] As part of Sony's broader corporate evolution, Japan Studio was integrated into the newly formed Sony Interactive Entertainment (SIE) in 2016 through the merger of Sony Computer Entertainment and Sony Network Entertainment International, rebranding as SIE Japan Studio to enhance efficiency across hardware, software, and network operations. During the PlayStation 4 transition, the studio encountered key challenges, including extended development delays for projects like The Last Guardian, originally announced in 2005 but postponed multiple times before its December 2016 release due to technical and production hurdles. Internal team integrations were implemented to adapt to PS4 hardware demands and align with SIE's global strategy, streamlining collaboration on mid-tier titles amid Sony's push toward more unified studio operations.[17] On February 25, 2021, Sony announced the reorganization of SIE Japan Studio, effective April 1, 2021, stating it would recenter operations around Team Asobi to leverage the success of Astro's Playroom while strengthening overall business efficiency. The vast majority of the studio's development staff were either laid off or reassigned to other SIE projects, effectively closing Japan Studio as an independent entity and integrating its remaining assets and initiatives into broader PlayStation Studios operations.[18][5] This closure disrupted ongoing PlayStation 5 development efforts, with key assets such as the Astro Bot franchise transferred to Team Asobi, which was elevated to a standalone SIE studio to continue external and internal handling of related projects without the broader Japan Studio infrastructure. The restructuring reflected Sony's strategic shift toward larger-scale AAA titles and global integration, leaving a reduced Japanese development footprint within PlayStation Studios.[19]Teams
Polys Entertainment
Polys Entertainment was an internal development team within Sony Computer Entertainment's Japan Studio, founded in 1994 by Kazunori Yamauchi to focus on racing game development.[20] The team emerged during the early expansion of PlayStation hardware, aiming to create innovative driving simulations that blended arcade fun with emerging realism.[21] Under Yamauchi's leadership, Polys Entertainment produced its debut titles, Motor Toon Grand Prix (1996) and Motor Toon Grand Prix 2 (1996), both for the PlayStation.[22] These games featured whimsical, cartoon-inspired vehicles racing on exaggerated tracks, emphasizing accessible controls and multiplayer appeal, which helped establish Sony's foothold in the racing genre. The team's work laid foundational techniques in vehicle physics and track design that influenced subsequent projects.[20] The breakthrough came with Gran Turismo (1997), developed by Polys Entertainment and praised for its realistic handling, high-fidelity graphics, and extensive car roster, selling over 10 million units worldwide and redefining simulation racing.[23] This success prompted a restructuring, with the team spinning off as the more autonomous Polyphony Digital in 1998 while remaining under Sony's umbrella.[24] Polys Entertainment effectively dissolved around this time, with its core members transitioning to the new studio to continue the Gran Turismo series.[22] As part of Japan Studio's early structure, it contributed to the division's growth in the late 1990s by pioneering genre-defining titles.[25]Team Ico
Team Ico was formed in 1997 within Sony Computer Entertainment Japan Studio, led by director and designer Fumito Ueda, specifically to develop Ico (2001) for the PlayStation 2. The team's debut project emphasized emotional storytelling conveyed through minimal dialogue, symbolic visuals, and player-driven interactions, rather than explicit exposition. Central to Ico were environmental puzzles that required cooperation between the young protagonist and his ethereal companion Yorda, fostering a sense of vulnerability and connection as players navigated haunting castle ruins.[26] Building on this foundation, Team Ico's next title, Shadow of the Colossus (2005), marked an evolution in scope and mechanics while retaining the minimalist ethos. The game introduced intricate boss battle systems where players, as the wanderer Wander, climbed enormous colossi to strike glowing weak points, blending physical challenge with strategic vulnerability. This was complemented by open-world exploration across a vast, sparsely populated forbidden land, encouraging solitary journeys that amplified themes of loss and determination through environmental scale and subtle audio cues.[27] The team's third project, The Last Guardian (2016), endured prolonged development beginning in the mid-2000s, facing substantial technical challenges in realizing Ueda's vision for a boy and his mythical beast companion, Trico. Key hurdles included crafting sophisticated animal AI to simulate Trico's independent behaviors, such as curiosity, fear, and protectiveness, which influenced puzzle-solving and narrative progression through emergent companion dynamics rather than scripted events. During the PlayStation 2 and PlayStation 3 eras, Team Ico drew on Japan Studio's broader resources for prototyping and refinement.[28] Team Ico disbanded in 2011 after Ueda departed Sony Interactive Entertainment to establish his independent studio, genDESIGN, though The Last Guardian was completed via collaboration between genDESIGN and Japan Studio.[29]Team Gravity
Team Gravity was an internal development team within SIE Japan Studio, formed to create innovative action games leveraging the capabilities of the PlayStation Vita, with development on its flagship project beginning around 2010 under the direction of Keiichiro Toyama. Toyama, previously known for directing Silent Hill at Konami and the Siren series at Japan Studio, assembled the team to explore gravity manipulation mechanics tailored to the Vita's hardware, including its gyroscope and touchscreen controls. This marked a shift from the team's earlier work on horror titles, focusing instead on open-world exploration and dynamic combat in a sci-fi setting.[30] The team's debut title, Gravity Rush, launched exclusively for the PlayStation Vita in 2012, introducing protagonist Kat, who harnesses the power to shift gravity for traversal and combat in the floating city of Hekseville. The game emphasized physics-based action, allowing players to run on walls, dive through the air, and engage enemies from multiple angles, all rendered in a distinctive cel-shaded art style that evoked a dreamlike, ever-shifting world. Its innovative mechanics and narrative depth earned critical acclaim, though sales were modest, highlighting Japan Studio's push for experimental Vita titles during the handheld's early years.[30][31] Building on the original, Gravity Rush 2 arrived in 2017 for the PlayStation 4, expanding the series with refined gravity-shifting abilities, such as lunar and Jupiter modes that altered environmental interactions and combat fluidity. The sequel provided narrative closure to Kat's story while introducing new areas like the mining town of Jatinda, blending seamless open-world exploration with side missions and enhanced visuals. Under Toyama's leadership, the game deepened the lore of a world affected by mysterious disasters, solidifying Team Gravity's reputation for blending stylish action with philosophical undertones about identity and gravity as a metaphor for societal upheaval.[32] Toyama and key team members departed Japan Studio in late 2020 to found Bokeh Game Studio, leaving the group without its core creative force. The team effectively dissolved in 2021 amid Japan Studio's broader reorganization and downsizing by Sony Interactive Entertainment, which centralized development efforts and led to the loss of most internal teams. Following the closure, the Gravity Rush intellectual property was managed externally by Sony, enabling remasters such as the 2016 PS4 port of the original by Bluepoint Games and subsequent efforts to preserve the series on newer platforms.[33][31][34]Team Asobi
Team Asobi was formed in 2012 as an experimental unit within Sony Interactive Entertainment's Japan Studio in Tokyo, focusing on innovative tech demos to showcase PlayStation hardware capabilities.[35] Led by creative director Nicolas Doucet, the team drew from Japan Studio's broader VR initiatives during the 2010s to explore augmented and virtual reality experiences.[35] Their debut project, The Playroom, launched in 2013 as a free augmented reality app for PlayStation 4, featuring interactive mini-games that utilized the DualShock 4 controller's light bar, touch pad, and camera integration to blend digital elements with the real world. Building on this foundation, Team Asobi evolved their prototype robot character, Asobi, into the full-fledged Astro Bot series, debuting Astro Bot Rescue Mission in 2018 exclusively for PlayStation VR. This virtual reality platformer tasked players with rescuing Astro's crew across 26 levels, emphasizing intuitive VR controls like head tracking and motion gestures to create immersive, family-friendly adventures.[36] The game's critical acclaim for its joyful gameplay and technical innovation solidified Team Asobi's reputation for playful experimentation.[37] In 2020, Team Asobi released Astro's Playroom as a pre-installed tech demo for the PlayStation 5, masterfully integrating the DualSense wireless controller's haptic feedback, adaptive triggers, and built-in microphone to demonstrate the console's features through four whimsical worlds filled with platforming challenges and PlayStation Easter eggs.[38] Following Japan Studio's restructuring in 2021, Team Asobi transitioned to an independent internal studio under Sony Interactive Entertainment, allowing continued growth and focus on original IP.[39] This autonomy enabled the development of Astro Bot in 2024, a standalone 3D platformer expanding the series with over 80 levels across six galaxies, new power-ups, and cooperative elements, celebrating PlayStation's 30th anniversary while prioritizing accessible, high-energy fun for all ages.[40] Following its launch, Astro Bot received several free DLC updates in 2025, including new challenge levels and Special Bots in February and June, and a Halloween-themed expansion in October, extending the game's content and replayability.[41][42][43]List of games
1994–2000
During its formative years, Japan Studio contributed to a diverse array of approximately 10 titles for the PlayStation, experimenting across genres such as shooters, puzzles, and platformers to demonstrate the console's innovative hardware capabilities and push boundaries in 3D gaming. These early efforts often involved collaborations with external developers, reflecting the studio's role in supporting Sony's launch ecosystem while fostering creative risks in gameplay mechanics and control schemes.- Crime Crackers (1994, PlayStation, action): The studio's debut title, a multiplayer action game involving space-faring thieves battling aliens in cooperative missions.
- Devil Dice (1998, puzzle): Created in partnership with Shift, the game introduced a novel dice-rolling mechanic where players cleared blocks by matching faces, supporting up to four-player multiplayer and emphasizing strategic depth in a compact, addictive format.
- Ape Escape (1999, platformer): The series debut pioneered mandatory use of the Dual Analog controller for 3D movement and gadget controls, such as the net and radar, positioning it as the PlayStation's first major 3D platformer success with over 3 million units sold worldwide.[44]
2001–2005
During the early PlayStation 2 era from 2001 to 2005, Japan Studio focused on developing sequels to established franchises and launching new intellectual properties that emphasized creative gameplay and technical innovation on the new hardware. This period saw the studio collaborating with internal teams and external partners to produce titles that expanded the scope of interactive storytelling and platforming, contributing to the PS2's library of critically acclaimed exclusives. Key releases included:- Ico (2001, PlayStation 2, adventure): Developed by Team Ico, this title introduced companion mechanics where the player guides a silent princess named Yorda through minimalist environments, earning praise for its emotional narrative and puzzle design.[45]
- Ape Escape 2 (2001, PlayStation 2, platformer): A sequel to the original, featuring expanded gadget-based gameplay and multiplayer modes as players capture mischievous monkeys across vibrant worlds.[46]
- Pipo Saru 2001 (2001, PlayStation 2, party/minigame): An Ape Escape spin-off with chaotic mini-games involving monkey antics, highlighting Japan Studio's experimentation with lighthearted, accessible multiplayer experiences.[46]
- Okage: Shadow King (2001, PlayStation 2, RPG): Co-developed with Zener Works, this quirky title follows a boy possessed by an evil king, blending humor, turn-based combat, and shadow-themed mechanics in a whimsical fantasy world.[8]
- Sagashi ni Ikouyo (2001, PlayStation 2, puzzle): A Japan-exclusive search-and-find game that utilized PS2's graphical capabilities for detailed hidden object challenges in everyday settings.[25]
- Dark Chronicle (2002, PlayStation 2, action RPG): Co-developed with Level-5, introducing inventive invention-building systems and time-travel elements across steampunk-inspired locales.[47]
- Everybody's Golf 3 (2002, PlayStation 2, sports): Collaborated with Clap Hanz on this arcade golf entry, featuring customizable characters and courses with realistic physics for casual and competitive play.[48]
- Siren (2003, PlayStation 2, survival horror): Known for its sightjacking mechanic allowing players to view events from enemy perspectives, creating tense, narrative-driven horror in a rural Japanese village.[46]
- Lifeline (2003, PlayStation 2, adventure): An innovative voice-command title where players issue spoken instructions to a stranded astronaut, pioneering hands-free interaction via the console's microphone peripheral.[25]
- Ape Escape: Pumped & Primed (2004, PlayStation 2, racing): A vehicular spin-off in the Ape Escape series, combining gadgetry with high-speed monkey-chasing races on dynamic tracks.[46]
- Ape Escape Academy (2004, PlayStation Portable, party): Ported and adapted for the new handheld, offering over 100 mini-games with motion controls for portable monkey mayhem.[49]
- Shadow of the Colossus (2005, PlayStation 2, action-adventure): Sequel to Ico by Team Ico, renowned for its climbing physics on massive colossi bosses and sparse, philosophical storytelling that evoked awe and melancholy.[45]
- Ape Escape 3 (2005, PlayStation 2, platformer): The trilogy capper with time-travel themes, advanced AI for monkeys, and co-op modes enhancing the franchise's chaotic capture gameplay.[46]
- Ape Escape: On the Loose (2005, PlayStation Portable, platformer): A portable remake of the original Ape Escape, optimized for PSP with updated controls and visuals to bring the series to mobile audiences.[49]
- Rogue Galaxy (2005, PlayStation 2, action RPG): Co-developed with Level-5, featuring space pirate adventures, customizable weapons, and vast planetary exploration in a sci-fi setting.
2006–2010
During the 2006–2010 period, Japan Studio focused on innovative portable titles for the PlayStation Portable (PSP) alongside early PlayStation 3 (PS3) ventures, producing around 20 diverse games that emphasized unique mechanics such as tilt-based controls, rhythm-driven strategy, and optical illusions. These releases highlighted the studio's shift toward handheld innovation while supporting PS3 launches, often through collaborations that enhanced creative output.[8] The following table lists key titles developed or published by Japan Studio in this era, prioritizing portable and experimental genres:| Year | Title | Platform | Genre | Notes |
|---|---|---|---|---|
| 2006 | LocoRoco | PSP | Puzzle-platformer | Featured tilt controls to roll and guide blob-like LocoRoco characters through vibrant worlds, emphasizing joyful, accessible gameplay. |
| 2006 | Genji: Days of the Blade | PS3 | Action RPG | Samurai-themed hack-and-slash with combo-based combat and mythological elements, marking an early PS3 exclusive. |
| 2006 | Siren 2 | PS2 | Survival horror | Sequel to Forbidden Siren, introducing new characters and sightjacking mechanics in a rural Japanese setting. |
| 2006 | Mainichi Issho | PS3 | Simulation | Casual gardening game where players nurture plants and Eyedolls in a relaxing, everyday life simulation. |
| 2006 | Folklore | PS3 | Action RPG | Explored folklore-inspired worlds with dual protagonists battling ethereal creatures using unique combat styles. |
| 2007 | Patapon | PSP | Rhythm strategy | Commanded an army of eye-like creatures via drumbeat commands in a marching rhythm game blending strategy and music. |
| 2007 | Lair | PS3 | Action adventure | Dragon-riding game utilizing Sixaxis motion controls for aerial combat and navigation. |
| 2008 | Echochrome | PS3/PSP | Puzzle | Optical illusion puzzle where players rotate 3D structures to create impossible paths, inspired by M.C. Escher. |
| 2008 | LocoRoco 2 | PSP | Puzzle-platformer | Sequel expanding tilt mechanics with new abilities like burrowing and multi-character control. |
| 2008 | Patapon 2 | PSP | Rhythm strategy | Built on the original with co-op modes, new commands, and an ubersoldier evolution system. |
| 2008 | The Last Guy | PS3 | Real-time strategy | Guided survivors to safety using a giant worm in a top-down evacuation simulator with Google Maps integration. |
| 2008 | Siren: Blood Curse | PS3 | Survival horror | Episodic remake of the Siren series with Hollywood-style production and improved controls. |
| 2008 | White Knight Story | PS3 | RPG | Featured a knight-in-armor transformation system and online co-op in a fantasy world. |
| 2008 | Coded Soul: Angel of Death | PSP | RPG | Japan-exclusive dungeon crawler with real-time combat, developed in collaboration to leverage PSP's hardware for fast-paced action. |
| 2009 | Rag Doll Kung Fu: Fists of Plastic | PS3 | Fighting | Physics-based brawler with ragdoll fighters and destructible environments using Sixaxis controls. |
| 2009 | Buzz! Quiz TV | PS3 | Party quiz | Published; trivia game with motion-sensitive buzzers for multiplayer competition. |
| 2010 | Echochrome II | PSP | Puzzle | Sequel adding user-generated levels and new illusion-based challenges. |
| 2010 | Kung Fu Rider | PS3 | Action racing | Absurd chair-based racing with motion controls, blending humor and physics. |
| 2010 | 3D Dot Game Heroes | PS3 | Action-adventure | Retro-style homage to 8-bit games with a dot-matrix world and customizable hero. |
2011–2021
During the 2011–2021 period, Japan Studio's output notably declined amid internal restructuring at Sony Interactive Entertainment, yielding fewer than 10 major titles across the PlayStation 3, PlayStation 4, and PlayStation 5 eras, often through co-development with external or internal partners. This phase marked a shift toward select, high-concept projects that highlighted innovative gameplay and hardware integration, rather than the prolific diversity of earlier decades.- Gravity Rush (2012): Developed primarily by Japan Studio in collaboration with Project Siren for the PlayStation Vita, this action-adventure title introduced gravity manipulation mechanics, allowing protagonist Kat to shift perspectives and navigate a floating cityscape in combat and exploration. Released on June 12, 2012, in North America, it emphasized fluid, physics-based platforming unique to the handheld's capabilities.[50]
- Tokyo Jungle (2012, PlayStation 3, action-adventure): Co-developed with Crispy, this survival game placed players as animals in a post-apocalyptic Tokyo, focusing on predator-prey dynamics and resource management in a unique ecosystem simulation.
- Knack (2013, PlayStation 4, platformer): A launch title showcasing variable character size and power based on relic absorption, blending combo-based combat with puzzle-solving in a heroic adventure.
- Puppeteer (2013, PlayStation 3, platformer): An theatrical side-scroller with dynamic stage puppetry, where players control a boy searching for his head in a whimsical yet dark fairy-tale world, featuring pop-up book aesthetics.
- Bloodborne (2015, PlayStation 4, action RPG): Provided development support to FromSoftware, creating a gothic horror world with aggressive combat, intricate lore, and multiplayer invasions in a Lovecraftian setting.
- The Last Guardian (2016): Co-developed by Japan Studio and genDESIGN under director Fumito Ueda, this puzzle-adventure game for PlayStation 4 followed a boy's bond with a massive creature named Trico in a mystical ruin-filled world. Its development spanned approximately nine years from initial concept in 2007, involving multiple engine overhauls and production challenges before release on December 6, 2016.[51]
- Gravity Rush 2 (2017, PlayStation 4, action-adventure): Sequel expanding gravity-shifting mechanics with new microgravity modes, larger open worlds, and deeper story elements for protagonist Kat.
- Astro Bot Rescue Mission (2018): Created by Japan Studio's Team Asobi division for PlayStation VR on PlayStation 4, this virtual reality platformer cast players as a robotic captain rescuing Astro bots across 20 levels using motion controls for immersive actions like punching and wind-blowing. Launched on October 2, 2018, it was praised for leveraging VR's spatial awareness to deliver precise, joyful platforming.[52]
- Astro's Playroom (2020): Developed by Team Asobi within Japan Studio as a free pack-in title for PlayStation 5, this 3D platformer showcased the console's DualSense controller through four themed worlds demonstrating haptic feedback, adaptive triggers, and 3D audio in activities like cooling bots with trigger resistance or feeling sand textures via vibration. Released on November 12, 2020, it served as an accessible tech demo celebrating PlayStation hardware evolution.[53]
- Demon's Souls (2020, PlayStation 5, action RPG): Published the remake developed by Bluepoint Games, reimagining the 2009 original with enhanced graphics, redesigned levels, and PS5-specific features like ray tracing and faster loading.
