Home News Virtua Fighter Innovates 3D Combat with Realism at Evo 2025

Virtua Fighter Innovates 3D Combat with Realism at Evo 2025

Author : Christian May 22,2026

Though not quite ready for a gameplay demo at Evo, the new Virtua Fighter project still stood out as one of the most thrilling titles on display. The excitement was fueled by an all-new trailer released during Finals day—giving our clearest glimpse yet of what Sega and RGG are developing for this long-awaited revival of a series dormant for over twenty years.

At the event, I had the chance to meet with Riichiro Yamada, the producer for the New Virtua Fighter project. We dove deeper into his earlier comments about the game and discussed his strategy for updating the series to hold its own against today’s top 3D fighters.

[Editor's Note: This interview has been lightly edited for grammar and clarity]

The concept gameplay we’ve seen for the new Virtua Fighter project shows fluid animations, with characters visibly guarding each strike and moving their arms to block incoming attacks. How closely do you expect the final game to reflect this level of detail?

Riichiro Yamada, Producer on New Virtua Fighter Project: Visually, we're about 70% of the way there. An announcement will be made tomorrow at EVO [Editor’s Note: This interview was recorded the day before the trailer was released], which should give a much clearer picture of where the project stands. From a vision perspective, I’m confident we’re steadily moving closer to the ideal I have in mind.

Fighting games have evolved significantly since Virtua Fighter V first launched. What steps are you taking to modernize the series this time around?

Yamada: Virtua Fighter started out as a very straightforward game—just three buttons, so anyone could pick it up and play. But as the series advanced, it grew more complex, and I see Virtua Fighter 5 as the most complete form of that evolution. Moving forward, the next Virtua Fighter must progress further, not just in gameplay but also in overall functionality.

I believe we need to explore how to advance the game in terms of functionality, playability, and contemporary appeal. Without modernizing these aspects, I worry the game won’t succeed. That’s why I’m focusing on improvements beyond pure gameplay—usability and features need a modern touch as well.

Modernization is absolutely crucial if we want this title to sell well.

You’ve previously described Virtua Fighter with the words “innovation” and “reality.” Could you elaborate on what those terms mean to you, and how they’ve influenced the development of this new project?

Yamada: When it comes to innovation, I can’t go into specifics just yet. In the early days, innovation was mostly about graphics. Since then, computer graphics (CG) have advanced tremendously—so much that it’s now very challenging to push CG much further.

Graphics are already highly developed, so true innovation today lies in bringing fresh ideas to the table. As for “reality,” it’s a tricky word, but Virtua Fighter was never meant to feel like a UFC match. It’s more like a martial arts movie—dynamic, cinematic.

When I first played Virtua Fighter, what struck me was the feeling of impact—you could almost feel the hits yourself. That sense of physical feedback is something I want players to experience in this new project, not just during battles but throughout the game.

Do you see the new Virtua Fighter project as a fresh start for the franchise—and its characters? Akira, for example, looks noticeably different: he’s older, not in his classic gi, his hair is down, and he’s wearing a hat. Are these the same characters returning, or is this a full reboot?

Yamada: I do believe new characters are essential. As you noted, Akira’s appearance has evolved—he’s a bit older now. I feel it's important to introduce a new generation of fighters. That’s not a criticism of the earlier designs; they were stylish for their time.

We need these character designs to look better and feel cooler.

I’m not saying the original Virtua Fighter designs were weak—far from it. They had style. But we must evolve them, refine their look, and make them more compelling.

The goal is not to replace what came before, but to make them cooler and more believable. When I think about new characters, “reality” is one of the guiding principles. So yes, we’re working with the same core roster, but evolving their designs, adding depth, and grounding them more in realism.

Earlier, you introduced Stella, a character who looks a lot like Sarah Bryant. The on-screen text described her as a “bridge between worlds.” Can you tell us more about her role?

Yamada: Unfortunately, I can’t share anything more about that right now. But I encourage fans to stay tuned—there’s more excitement ahead.

Virtua Fighter has always used a three-button layout—punch, kick, and guard—yet it delivers a surprising amount of strategic depth. Do you consider the three-button scheme fundamental to the series, or is it something you might expand or adjust as part of modernizing the gameplay?

Yamada: When Yu Suzuki originally designed Virtua Fighter, he experimented with many different control schemes—including setups with more buttons. Eventually, he settled on three. At the time, arcades were the main focus, and that layout worked best.

The goal was always to create a game that anyone could enjoy without it feeling too complex. I deeply respect that philosophy—I want to build a game that’s accessible to everyone.

I want to build a game that’s accessible to everyone.

But today, gaming has moved beyond arcades into the home. When you think about people playing in their living rooms, the context shifts a bit. The core concept remains, but I’m not fixated on sticking to three buttons. What matters most is delivering a game that’s intuitive and fun for players at home.

Akira has long been the face of Virtua Fighter, and he was the first character you revealed for this new project—though we don’t get a full view of his face. Do you still consider Akira the series protagonist, or is this a new era with a new face leading the franchise?

Yamada: I believe the main character still plays a huge role in whether players decide to buy a game. For example, Street Fighter still centers on Luke, and there’s a reason for that. In the Yakuza series, Kiryu was the beloved hero for years before the team introduced a new protagonist, Kasuga.

Introducing a new lead character comes with challenges. Ideally, I’d love to bring more characters into the spotlight, but history shows that fans have a strong attachment to Akira.

Yes, I’m interested in introducing new fighters, but Akira remains a powerful symbol of the series. Players look forward to seeing him and are drawn to the game because of his presence. Changing or replacing such an iconic character is not a decision to be made lightly.

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