Japan's No. 1 software "If you don't challenge new IP, you'll die." It is as if RTA's development system and future new works are approached in an interview with the new president Saruhashi and Mr. Mizokami

 

Japan's No. 1 software "If you don't challenge new IP, you'll die." It is as if RTA's development system and future new works are approached in an interview with the new president Saruhashi and Mr. Mizokami
On January 29, 2025, the president of Japan No. 1 Software was replaced. The new president is Kenzo Saruhashi, who has just been appointed as Representative Director and Vice President on January 1, 2025. Mr. Saruhashi was originally appointed as vice president to support President Seko, who was in poor health at the time, but following the sudden death of Mr. Tetsuhisa Seko on January 24, 2025, he was appointed president about four weeks after his appointment as vice president.

Speaking of Japan's best software, simulation
 RPGs with different numbers such as the "Makai Senki Disgaea" series, "Trendy God" and "YonderThere are also series of horror games such as "Horror games", but more than that, it is also a manufacturer that has released many new IPs.

On March 14, 2025, a
 new work presentation program titled "Japan Ichi Software UNTITLED//" will be distributed, and six new titles will be announced. Five of them are new IPs, which is a rare challenge in a world where there are many sequels and remasters these days.
[IMAGE]
Kenzo Saruhashi (left), Yu Mizokami (right)

Kenzo Saruhashi

President and CEO of Japan No. 1 Software. He joined Japan Ichi Software in 2006 and served as general manager of the second development department and general manager of the administration department before becoming president on January 29, 2025. (Saruhashi in the text)

Yu Mizokami

Executive Officer of Japan Ichi Software. He has served as the director of the "Night" series and the director of "Mad Dead Dead" before becoming an executive officer on March 21, 2025. (Mizokami in the text)

Sudden appointment as president. Mr. Mizokami is the standard-bearer of development

ーーFirst of all, Mr. Saruhashi, could you tell our readers about your career and what you have been doing?

SaruhashiI
 
joined Japan No. 1 Software in 2006. I joined the company as a new graduate and was assigned to sales, and for about 10 years I was in charge of sales and logistical support related to sales. After that, our subsidiary was overseas, and I was assigned to Japan Ichi Software Vietnam (NISV) alone. NISV is in charge of the development of 3D graphics for the games produced at the headquarters, and due to personnel issues, I was asked to be in charge of the local area.

ーーSo you were suddenly posted overseas and were put in charge of development.

Saruhashi
Yes (laughs). Then, about two years later, there was a coronavirus disaster, and there was talk that it might be difficult to travel back and forth between Japan and overseas, so we decided to set up NISV so that only Vietnamese staff could run it, and then return to Japan. I was wondering if I would be able to go back to sales when I came back, but instead I was told to go to development.

There have been many changes in our company's development, but when I came back, the development was divided into two divisions. One of them was Mr. Yoshinori Tatauchi, who was the head of the development department at the time, and I ended up looking at the other department. In terms of titles,
 you're in charge of "Adventures of the Corpse Eater," "Disgaea 7," and "Shikatris."

ーーWas that your involvement as a producer?

Saruhashi:
 
That's right. However, the content of the game is almost infiable, and the staff sits, coordination such as sorting out any issues with the title, and traffic control in what direction to output may be similar to that of an editor who runs a writer.

After that, about two years after I moved to the management department, I was appointed to the former president Seko (Mr. Tetsuhisa Seko. He passed away suddenly in January 2025), and his health was not good, so he was scheduled to be appointed vice president on January 1, 2025 to support him. However, after that, there was the news of Seko's death, and he suddenly became president on January 29.

ーーI was surprised by the news of Mr. Seko'...... death. I think it was difficult for him to suddenly become president.

Saruhashi
When I became vice president, I was thinking about how to turn the company around Seko's return. Then, all of a sudden, I was appointed president, so I was really flustered. I had a strong feeling that I had to show that it was okay so that the staff wouldn't feel anxious, and at the time, I didn't really feel like I was going to be president.

ーーI don't think I had time to realize ....... Next, I would like to ask you about your background.

Mizokami:
 
I don't talk as much as Saruhashi...... I joined Japan Ichi Software in 2013 and have been the director of "Yaro" since my second year with the company.

The background to the creation of "Yashiro" is that there is an event called "Japan's No. 1 Project Festival," which is one of our characteristics, where we put out a plan that includes not only development but also designers and sales, and if it looks interesting, we actually move on to production, and "Yashiro" was approved as the second work and I decided to direct it.

However, since I was originally a designer, I still draw pictures and work as a graphicer on other projects.

ーーIt's amazing that the idea of "Night Tour" was adopted in your second year at the company and turned into a series as it is.

After Mizokami's
 
"Night Round", the sequel "Midnight Round", the new work "MAD RAT DEAD", and "YasōsanAfter that, I was in charge of the initial planning stage, character settings, and graphics for BAR Stellar Abyss, which will be released in 2024.

In the past, I was fine with the title of director, but now that I've done graphics, written scenarios, and had a little bit of a say, I think it's become more difficult to have a title these days (laughs).
[IMAGE][IMAGE]
『MAD RAT DEAD』
ーーI feel that it is unusual in game development to be in charge of only a part of the graphics after working as a director.
Saruhashi
: "BAR Stellar Abyss" was a bit of a special project.

Mizokami
At first, we were talking about helping with graphics, but since the project hadn't moved yet, we started thinking like, "If no one is doing it, I'll make a plan," and we proposed a system. Originally, it was strange for the graphics to say, "Let's do this," but maybe they forgave me because it was me (laughs).

Saruhashi:
 
If someone says, "Let's do it," it will naturally flow in that direction.

Mizokami:
 
I'm pretty good at waving flags. Like, "Guys, this guy."
[IMAGE][IMAGE]
"BAR Stellar Abyss"
ーーI see. This time, Mr. Mizokami has been appointed as an executive officer as a new system of Japan No. 1 software, but is this an image of Mr. Saruhashi's new policy?
Saruhashi:
 
I think the idea of myself and the chairman Kitazumi (Koichi Kitasumi) was strong. As I mentioned earlier, Mizokami is a flagbearer, and he has a strong influence on development and the ability to take action. In addition to his achievements in creating new IPs such as "Yashiro" and "MAD RAT DEAD," he also has a great deal of internal activities that are not visible from the outside.

I'm
 
embarrassed because I don't get such praise in front of Mizokami (laughs).

Saruhashi
I don't say it to my face (laughs). The reason why I chose to be an executive officer is partly for external audiences, but also for internal audiences that I want people to pay attention to and care about not only my own projects but also other projects. My job title is executive officer, but my image is that of an executive officer and producer.

ーーI would like you to play a leading role and demonstrate leadership outside of your own projects.

Saruhashi:
 
That's right. I'm really excited about his ability to move things forward in production. Even though you're making a game like "Night Round," they pull you insanely brightly.

Mizokami:
 
After watching that game ("Nighttime"), I was quite surprised when this (Mr. Mizokami) came out (laughs). I'm like, "This is who he is."

ーー (laughs) How did you feel when you were approached about the position of executive officer?

Mizokami
You talk about something like this, but it's ticklish (laughs). Normally, I would get a little angry, or I would run too much and be stopped by "stop, stop," and then all of a sudden, they would say something like, "I'm expecting you to do this." "What's going on with our company?" I was happy and embarrassed, but before that, I was stunned.
[IMAGE]
ーーIf you are suddenly told, it will be so. As for your position in the future, do you envision yourself overseeing development?
Mizokami
 
(to Mr. Saruhashi) Is that so?

Saruhashi
Since there is a director in charge of development, I would like Mizokami to focus on the perspective of the field rather than the perspective of management. As a producer, Mizokami also looks at the development budget properly, but he has authority as the viewer of the audience rather than the management figures. Promoting production on site and having them do things that Japan's No. 1 software couldn't do so far is the word "flagbearer" that fits the most.

ーーIf a project comes from the field, which is it, Mr. Mizokami, to judge the plan or to launch it together with the site?

Saruhashi
I think there are both, but I'll start with the latter. If there is a staff member who is worried about the site or wants to come up with a plan, I will go out to eat with them and push them back. As a company, we are now promoting such internal exchanges. However, Mizokami is now ...... to the planning committee.

It's not in the groove. I think it's going to be from now on. I think it is necessary to have a system that can say, "This project will be better if we push it," or something like that.

Saruhashi
Let's see. I don't know about other companies, but our company may be a little different. The quality of the plan is not really seen by the management, but by the younger generation. There is a project deliberation committee, and only members in their 20s and early 30s make decisions, and the management looks at the budget and sales plan of the projects that have been raised, but the plans are not judged, and they are made to do it with the sensibilities of the young people in the field.

ーーThat's great for the field. Mr. Mizokami, while promoting the creation of new projects from the field, you are also promoting your own new works, right?

Mizokami:
 
Yes. I'm also working on my own titles, so I don't have any problems with that. There are a lot of titles that I want a sequel to. There are a lot of people who have been waiting for "MAD RAT DEAD" as well. The challenge is how to make it work.

Saruhashi:
 
That's right. But what I'm doing now is a new work.

Mizokami
: Yes. I want to make a new one.

ーーIs it a new IP? Mr. Mizokami's name was not mentioned in the recent presentation of the new work "Japan Software UNTITLED//", but ......?

Mizokami:
 
No, I don't. I haven't been able to announce it yet.

SaruhashiWe
 
are not yet at the stage where we can make an announcement, so we will announce it again.

ーーI'm looking forward to it (Editor's note: The story of Mr. Mizokami's new work will be described later).

If you don't try a new IP, you'll die.

ーーAs a new system of Japan No. 1 Software, can you tell us about the current situation and challenges of your company from your perspective?

From
 
the perspective of a new president who has been in office for a little over two months, Saruhashi may be a bit of a miso, but I feel that our company still has a lot of potential and room for growth. I think that's because, as I mentioned earlier, I've looked at the company from various angles, and while there are sharp edges and potential, I don't think they're mixed yet. This is an issue that needs to be solved in the future, but it may also be due to collaboration between departments and subsidiaries, not just during development. I think it's my role to coordinate that so that everyone can demonstrate their abilities.
[IMAGE]
MizokamiThe
 
issues I think are not limited to development, but since the company is located in Gifu, there are overwhelmingly few opportunities to obtain information from other companies and other companies. Since the Corona disaster, there have been more opportunities to meet each other, and I have the impression that I have become quite isolated. In particular, I would like to know a little more information about how we are viewed by people outside the company.

Saruhashi
That's a lot. I don't think there have been many opportunities to know the reactions and feelings of customers to the titles we are releasing in the past few years. As with live broadcasts and other streaming programs, we would like to create a place where we can communicate with customers and make connections, including real events. Not only me, but also staff close to the development site, such as Mizokami, came out and felt it firsthand.

Please
 
leave it to Mizokami. I want to get out (laughs).

Staff other than 
Saruhashi
 
Mizokami (laughs). Some people don't want to show their faces, but these days you can also appear in avatars. We want to convey what we are thinking, and we have a very strong desire to know what our customers think.

ーーIn the past, you used to regularly broadcast live broadcasts such as "Loose and No. 1 in Japan", but recently they have disappeared.

I
 
don't think it's limited to Saruhashi live broadcasts, but I think it's better to have a place where you can communicate regularly to some extent.

ーーAfter "Japan Ichi Software UNTITLED//" the other day, you streamed a second party with voice actress Asami Imai. On YouTube, there is also real-time interaction with viewer comments.

Saruhashi
Many of the comments were very positive and warm. I thought it was normal to get both good and bad reactions when you do a show like that, but I got a lot more positive reactions than I imagined. I think this is probably an indication of what they expect from me, so I strongly felt that I had to live up to those expectations.

ーーLooking at the comments from viewers, I felt that there were many happy voices about the large number of new IPs, and that there were reactions such as "It seems to be the best in Japan."

As Saruhashi
 
said, there were many voices saying that it was the best in Japan and that we wanted it to move like this, and we received direct responses from other companies, such as "I saw it," and I feel that the response was more than we had imagined.

ーーWhat do you think is "the best software in Japan" and what do you think users expect?

Saruhashi:
 
I think there are two things that our customers expect from us. The first is game production that sticks to the worldview. The other is the system design of the data that the player can pursue. These are the two things that are required of the products we put out, and I think they are areas that we have to meet.

It can satisfy both, or it may be just one or the other. For example, I think that what Mizokami creates has a strong worldview and falls into the former category.

Mizokami
 
Japan Ichi Software has a strong hook at the beginning in terms of world view, and I think it is a company that can make things that other companies cannot easily make. For example, in "The Night Round," the family dog dies at the beginning of the story, and when I showed that scene to other companies before, they were quite surprised...... (Laughter.)

In addition to this, I wasn't really aware of it, but I often feel that I'm doing something that other companies can't do, so I feel that there is a tendency to take the plunge if it looks interesting.

ーーThis is not limited to games, but I think there is an increase in the number of things that were not problematic in the past that are difficult to express in modern times when it comes to compliance and consideration.

I
 
don't feel it (laughs).

ーーThat's good, isn't it? It is great to be able to step into the parts that are likely to be "...... in this era" or "not in this era" and express them without any problems.

Mizokami:
 
There are places where I feel like I've come up with something really good. Of course, there are limits, but I don't think the atmosphere of our company is to stop excessively.

ーーThis may be partly due to Mr. Mizokami's excellent balancing ability, but also because of the atmosphere of the design and graphics in the case of "Night Round."

Mizokami:
 
That's right. Because he is a character who looks like that, he is also conscious that he has to go this far.
[IMAGE][IMAGE]
"Night"
ーーI see.
Mizokami:
 
I think that kind of new title and challenging style are also unique to us. I'm not afraid of anything, or rather, it's related to what I said earlier, but I'm not afraid to step on the accelerator instead of stepping on the brake.

Saruhashi:
 
That's right. If there is a choice between going or not going, he will go.

ーーIn the game industry these days, the production cost of a single title is rising, and it is difficult to take on new challenges, so I think there is a background that the number of sequels is increasing, but how do you control that?

Saruhashi
The choice to "make a sequel" also means that it is easier to predict sales and profits from a management perspective, but in our case, it is stronger to make a sequel because there are customers who want it than that feeling. So, if you want a sequel, we'll put it out. On the other hand, if we don't take on challenges, it's like a fish that will die if we don't swim, and I think we'll probably die too.

Mizokami:
 
I guess they want to challenge and experiment.

Because it's Saruhashi
, I think I try not to hold it back with the sense that I don't want to spare it, or rather, that I'm going to try it.

Mizokami: You've
 
also had the experience of succeeding in that challenge. "Nighttime" was also quite a challenging title, but it was accepted.

Saruhashi:
 
You have to stand in the batter's box and swing the bat to get started. Of course, there are also empty swings. But that empty swing is not in vain. We are a small and medium-sized company, and I think there is a way to survive by doing things that major game makers can't do, so we are consciously taking on challenges.

ーーIs the increase in the production cost of one film the same situation for Japan's No. 1 software?

Saruhashi:
 
That's the same for us.

Mizokami:
 I 
think the only way to create a challenging title is to make it without spending that much money on production. This has been the case for a long time, but we rely on the ideas of developers, and we come up with some kind of solution.

Saruhashi
It's difficult to come up with an idea that solves everything, but on the other hand, I think that people are more likely to demonstrate their abilities when they have a certain amount of limitations. When a problem arises and you have a number of options to solve it, it can be confusing, and you need a lot of experience to make a decision.

If the means and scope are limited, I think there may be a solution to think about the best way to do it, such as specializing in another part. Mizokami may say, "I want it," but even if the production cost is in the billions and the development deadline can be extended, I think there are some aspects that will be troublesome.

Mizokami:
 
I think I'll get bored in the middle (laughs). I think it's really amazing to work with a major manufacturer. I want to know how you make a big work over a long period of time.

The strict restrictions on production costs and deadlines make developers cry, but I don't really think that this environment is bad. Just as there is a genre of RTA (real-time attack) in gameplay, I think that RTA is a way of making games for game development, or rather, to enjoy the current situation.

SaruhashiPerhaps
 
because of that, young people are able to gain strength quickly. They do a good job.

In Mizokami's
 
case, we had them start development right away, and after three years, we felt like we were in the middle of the game. I think that's faster than other companies.

Saruhashi:
 After 
six years, you're a big veteran.

ーーI think it depends on the title, but how long does it take you to make one game?

It
 
varies depending on the Saruhashi game, but now it's about one to one and a half years.

MizokamiBy
 
the way, I made "Night" in six months (laughs).

ーーIt's too early (laughs).

It's 
on the ditch
, so I'm running all the time. It's RTA.

Saruhashi
It's often used as an analogy, but when I think about how many games I can make in my lifetime, if I make one game every five years, even if I use the full 40 years, it will be about eight. If you make it in one to one and a half years, the number will increase by four or five. Of course, it doesn't mean that the sooner you do it, the better, but the experience of finishing one film will accumulate on the next title, and I would like you to gain experience while you are young.
[IMAGE]

End of interview...... I thought so, but Mr. Mizokami's new work information that comes out one after another

ーーI would also like to ask you about the new work of "Japan No. 1 Software UNTITLED//" announced on March 14, 2025. I was surprised that six films were suddenly announced. In terms of what was announced, except for "Wind and Rain 5," the announcement was made only with illustrations and slides, but was that a message that you would focus on new IP as a new structure, even though some of them were still to be released?
In fact, I
 
decided to do "Japan No. 1 Software UNTITLED//" right after I became president at the end of January and in February. Therefore, there is one month to prepare. Then, even if the game production had progressed to a certain extent, there were many things that could not be made into materials that could be shown to everyone.

However, when it comes to games, it is natural for people to enjoy the game itself after it is released, and there is time to imagine what kind of game it is and look forward to it before it is released, talk with people about their impressions of the game after the release, and remember the experience of the game with goods and events. I thought of it as a game experience, including before and after.

With that in mind, this time I narrowed down the materials to be released with the hope that you would dare to imagine them.

To be honest, it was quite an adventure. In recent game announcements, the game screen and video have been made in an almost complete form, so it is conveyed with a solid image. However, in our case, we had a short preparation period, and we were conscious that we wanted people to enjoy imagining such things, so we made a presentation that would be a good tempo while creating a part that would be a hook for everyone.

ーーI see. So, actually, the production is a little more advanced.

Saruhashi:
 
That's right. There are some things that I haven't been able to do (laughs). However, in reality, I think there were some areas where we could have produced a little more material.

ーーAmong the new IPs announced, the release date of "Curse" and "GOBBLE" in 2025, "Renju" (Lens) in the summer of 2025 (*), "Furnishing" and "Princess Shinigami" in 2026 was also announced (*After the interview, the release date of "Renju" was set for August 28, 2025). All other titles are project names.) Is all of this working with the release date in mind?

Saruhashi
: Yes. The horror film "Renju" is during the horror period, and Takehito Harada's "Rebellion" is at the usual time of Takehito Harada. There may be before and after, but we generally assume the timing.
ーーSo, 2025 will be a year with a lot of new works.

Saruhashi:
 
As a result, there are a lot of them. That's one of the reasons why I wanted to present it in "Japan's No. 1 Software UNTITLED//".

ーーWill you continue "Japan No. 1 Software UNTITLED//" on a regular basis in the future?

Saruhashi
When I first decided to do it, I didn't even decide whether I wanted to continue or not, and I wanted to continue depending on the reaction of the customers. In fact, I think the reaction from the audience was that it was accepted in a good way, so I don't know the span or format, but I would like to continue in some form.

ーーThere are also broadcasts for platformers such as Nintendo Direct and State of Play, as well as events such as gamescom and the Tokyo Game Show, so it's difficult to create your own products.

Saruhashi
That's right. I would like to give it a different color from such large-scale announcements, which is related to what I said earlier, but I would like to do a format and content that can only be done with the best software in Japan. It's not so much that I want to make it unique, but that if I don't do that, it will be boring and people won't see it.

ーーI'm looking forward to it. In this announcement, there were many new IPs, but for example, "Disgaea" and other standard series are also running?

Saruhashi
Yes. The timing of the sequel may be a little later, but I feel that people are keen to do so, so I will make it firmly. If it were true, I would like to run development for all sequels and new IP, but I couldn't increase the number of development personnel in terms of lineup. Therefore, we are looking for people who can make it together.

MizokamiWe
 
are looking for developers! I wonder if I said something unpleasant about development RTA ...... earlier.

Saruhashi:
 
I don't know. I don't know what kind of development they are aiming for now, but I think we are suitable for those who want to do a solid job at the center of development from a young age.

ーーIn the case of large-scale works, the division of labor is inevitably strong and development is prolonged, so there are more and more cases where the experience of mastering is limited by the production of one film in five years.

SaruhashiIn
 
that sense, we get more and more at-bats.

Is
 
it my turn yet? Like.

Saruhashi:
 
It's quick to say that you're the next one (laughs). We are looking for a large number of people. It's Gifu, though.

Mizokami
 
Gifu: It's fun. The point is that it's super fun!

ーーPoints that are not helpful! I was able to ask a wide range of questions, but I ...... that there was something missing or something that I wanted to say.

Mizokami:
 
I want to say that!

Saruhashi
 
is still there (laughs).
[IMAGE]
ーーWhen will your new work be released?
Mizokami:
 
Next year (2026). I don't know yet, but it's scheduled for around 2026. It's really good. I still have a lot to make, but I'm pretty done.

Saruhashi:
 
Not yet in terms of the development period. Earlier, I said that the development of one film takes about 1~1 and a half years, but a new work on Mizokami takes a little more than 2 years.

Mizokami:
 
That's right. A little long. But I'm used to RTA, so the visual part is pretty much done. After that, we will make the contents.

The contents of the monkey bridge
 
are also firm.

Maybe it's solid, maybe it's not.

What
 
do you mean? I'm in trouble (laughs).

Mizokami:
 
It's okay!

ーー (laughs) Mr. Mizokami, you already have a successful IP called "Yashiro", but what kind of game do you want to create as a creator in the future?

Mizokami:
 
There are still a lot of things that I haven't done before, so I want to keep trying new things. In fact, I've never made a full 3D game yet, and I've made horror and action games, but I'd also like to make RPGs.

Also, I hope to be able to create a new experience by mixing various games, just like "MAD RAT DEAD" combined music games and action. Conceptually, it's pretty close to indie, or rather, it has the soul of an indie, so I want to create something that has never been seen before and that is interesting.

ーーWhen you think about a project, do you think about selling tens of thousands of copies, for example?

Mizokami:
 
I think about it a lot. In fact, I'm the type of person who thinks unexpectedly. I was thinking, "If I make it this far, this is about it." Of course, it depends on the case whether it goes as planned or not.

Saruhashi
Mizokami has that kind of duality. I have a creative desire to make something like this, but at the same time, I have a feeling that I have to make it this way in order to get a lot of customers to play it, so I analyze how much market there is in this genre.

Mizokami:
 When 
I talk about it, I feel like I'm crazy (laughs).

SaruhashiFor
 
me, I sometimes think, "I can make more of what I want to make," but in Mizokami, I am not only thinking about that, but also thinking ahead, and I am consulted on it.

Mizokami
Let's go. At the start of the project, I like things that come to me and are moved by emotions, and I want my customers to have that kind of experience, so I prioritize those parts when I start making them. However, on the other hand, if you push forward with that alone, you will not be able to say anything back when you are asked, "How much will this sell?", so I think that I will not think about what I need to do to sell it.

ーーAt the very end, I was able to hear a very good story from Mr. Mizokami. Finally, the new structure will be rolled out in 2025, but please tell us what you would like readers to expect.

MizokamiFirst
 
of all, it's Mr. Mizokami's new work!

Saruhashi:
 
That's true (laughs). We hope to announce it sometime in 2025, so please look forward to it.

Whether you're a fan of 
Mizokami's
 
"Night" or a fan of "MAD RAT DEAD," I think you'll be satisfied.

SaruhashiI
 feel that we 
have created something that can properly meet those expectations, so I'm looking forward to announcing it.

After that, we will release more and more new works in 2025. I'm very interested in the reaction of customers to taking on such a new challenge, so if I have the opportunity to do it online or at an offline event, I would be happy if I could get some kind of response in the form of messages and comments. Please pay attention to our movements.

Mizokami:
 I 
want our customers to try new things, too.

ーーI made comments and told Mr. Saruhashi and Mr. Mizokami at events.

Saruhashi:
 
That's right. It may be a challenge for customers, but please feel free to do so.
[IMAGE]

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