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// gaming

Why was beloved Macross rhythm game Uta Macross able to make a comeback? Former Square Enix producer Kei Hirono talks about the challenge of preserving live-service games

AUGUST just lately announced the rhythm recreation Uta Macross, set to launch for PC (Steam), iOS, and Android. This upcoming title is an offline revival of “Uta Macross: Smartphone De-Tradition.”

Revealed by DeNA between 2017 and 2022, the unique Uta Macross: Smartphone De-Tradition was the primary rhythm recreation within the legendary sci-fi Macross franchise, that includes 3D fashions of the anime’s varied heroines singing and dancing because the participant navigated rhythm gameplay.

The sport included tracks from titles starting from The Tremendous Dimension Fortress Macross, to Macross Plus, Macross 7, Macross Frontier, and Macross Delta. It was regarded extremely for its live-performance scenes and polished 3D fashions, however to the frustration of followers, it ended providers in 2022.

Now, this traditional title is about to be revived as Uta Macross. The producer behind the undertaking is Kei Hirono of AUGUST (hereafter Hirono), who beforehand labored as a recreation producer and government officer at Sq. Enix. After spending roughly 12 years on the firm, Hirono left Sq. Enix round summer time 2025, however little was recognized about his actions since then.

Veteran producer Kei Hirono

─May you introduce your self?

Hirono:
My identify is Kei Hirono, and I’m the consultant of AUGUST. I labored as a recreation producer at Bandai Namco for about 10 years, after which I joined Sq. Enix. I’m at the moment unbiased and run my very own firm.

─May you inform us extra about your profession to this point?

Hirono:
Aspiring to work within the recreation trade, I joined Bandai proper after graduating and was assigned to their online game division. From there, I principally spent my whole profession working as a recreation producer.

On the time, Bandai was broadly divided into two groups: one which labored with publishers equivalent to Shueisha and Shogakukan, and one other that dealt with properties equivalent to Gundam, Macross, and Evangelion. I used to be assigned to a kind of groups as an assistant producer, the place I used to be concerned in all kinds of issues, together with growth, promotion, gross sales, and even showing on TV applications.

I additionally produced Macross video games again then. There was a title referred to as Macross Ace Frontier that grew to become successful on the time. Because of that, the sequence expanded with new titles like Macross Final Frontier and Macross Triangle Frontier. Finally, that led to Macross 30: Voices Throughout the Galaxy, a title commemorating the thirtieth anniversary of the Macross franchise.

─What titles did you’re employed on at Sq. Enix?

Hirono:
For starters, The Million Arthur sequence. I used to be closely concerned with the franchise. After I joined the corporate, the primary manufacturing I labored on was Jitsuzai-Sei Million Arthur, a TV drama-variety sequence. I additionally supported and labored on varied different titles behind the scenes, together with tasks involving growth into the Chinese language market.

On the similar time, I labored on Imperial SaGa, an all-star recreation that grew to become the primary PC browser recreation within the SaGa sequence, and I additionally launched Remaining Fantasy Courageous Exvius.

My profession at Sq. Enix was primarily constructed round free-to-play cellular video games. I additionally produced Conflict of the Visions: FFBE, a sister title to Remaining Fantasy Courageous Exvius, dealing with every part from planning and growth by to promotion.

─I imagine you additionally served as an government officer at Sq. Enix.

Hirono:
Sure, as I progressed in my profession, I steadily began issues from a broader perspective, and I suppose that ultimately led to me changing into concerned as an government officer.

When my function grew to become extra management-heavy, I began handing over free-to-play cellular video games to my colleagues, whereas concurrently focusing appreciable effort into one other space – console video games, or what you would possibly name conventional, one-time-purchase video games.

My division additionally dealt with the administration of sure Steam titles, and I used to be concerned in launching the Remaining Fantasy Pixel Remaster sequence from the very starting. That was additionally successful, which made me very glad contemplating we had been extraordinarily dedicated to preserving the spirit of the originals. Throughout that point, I used to be quietly concerned within the remaster of ActRaiser as properly.

I really feel like I used to be given the chance to tackle all kinds of challenges, together with indie-style tasks like Paranormasight: The Seven Mysteries of Honjo. After build up a various vary of expertise, I left Sq. Enix round summer time 2025 and based my very own firm AUGUST, and that’s the place I’m at the moment.

─I used to be somewhat stunned to be taught that you just’d left Sq. Enix so quietly.

Hirono:
The rationale I didn’t make an enormous public announcement about leaving Sq. Enix was that I didn’t wish to have any undue impression on ongoing live-service titles. I had already correctly handed over my obligations to the respective groups, so I felt it wouldn’t be good if my departure have been interpreted negatively. Since I can’t management what individuals suppose, I made a decision to not reveal issues instantly.

For me personally, it wasn’t like I had meticulously laid out my future earlier than leaving. I feel I’d reached a degree the place I assumed, “Perhaps that is the fitting time to attract a line.” So, if something, it was extra a matter of leaving the corporate first after which getting ready varied issues afterward.

I additionally felt that it might be unusual to place out details about my firm alone with none precise content material able to be launched. That’s why I’m very glad that, thanks to numerous alternatives, we have been lastly capable of announce the Uta Macross revival undertaking.

─So the time had lastly come to make the announcement. I think about many individuals have been interested by what a widely known recreation producer like your self has been doing. What have you ever been as much as since leaving Sq. Enix?

Hirono:
Since leaving Sq. Enix, I’ve been aiding varied corporations. Proper now, the Uta Macross undertaking is by far the most important factor I’m engaged on, so I’m specializing in that.

Why was Uta Macross capable of make a comeback?

─To begin with, what sort of recreation is Uta Macross?

Hirono:
Uta Macross is what you’d name a rhythm recreation. The fundamental gameplay includes tapping or urgent buttons in rhythm with the music as “notes” circulate throughout the display screen, which builds up your rating.

One of many largest promoting factors of the sport is the meticulous consideration to element within the dwell efficiency scenes. The workers who created them are extremely educated about Macross and are full of affection for the franchise and its characters. All of that keenness was poured into creating the dwell scenes, and I feel it’s one of the crucial beloved features of the sport.

Again when the sport was initially being developed and revealed, DeNA basically ran it as a free-to-play cellular recreation. This time, as a revival undertaking, we’re taking it offline and self-publishing it. We’re rigorously preserving what was good concerning the unique whereas streamlining the sport right into a easy, one-time-purchase offline title.

Because it was initially developed as a live-service recreation, Uta Macross had an infinite variety of mechanics, together with development programs and varied occasions designed to maintain gamers coming again over an extended time period. The sport was operated for almost 5 years, so the quantity of content material that accrued over that interval is actually immense. Clearly, we couldn’t embrace every part this time round, so we’ve designed the sport by rigorously deciding on which content material to retain.

─What prompted you to deliver Uta Macross again as an offline recreation?

Hirono:
Having been concerned with free-to-play video games and personally accountable for dwell operations for a very long time, I’ve been conscious of the problem that nothing stays within the gamers’ arms after providers finish. I’ve spent lots of time occupied with how we are able to protect video games and guarantee they continue to be with gamers even after they’re discontinued.

One of many initiatives I conceived whereas at Sq. Enix was an app referred to as FFBE Digital Ultimania, which encompasses the whole world of Remaining Fantasy Courageous Exvius. Initially, I really wished to make it right into a ebook, however the quantity of fabric would have been equal to about three tomes’ price of Ultimania guidebooks. We additionally thought an app can be a greater match for a live-service title, in order that’s the course we ended up taking. In that sense, I’ve wished for a very long time to search out methods to go away free-to-play cellular video games in gamers’ arms even after their providers finish.

The design of a free-to-play recreation is totally completely different from that of a premium console title, so it’s important to suppose very rigorously about issues just like the gameplay and recreation loop.

For a live-service RPG, you’d principally should rebuild the whole factor from scratch. However with Uta Macross, the rhythm-game portion was already an entire expertise, with development and different parts layered on prime of it.

That’s why I assumed that if we separated these two features, the rhythm-game portion may stand by itself as an satisfying expertise, whereas the large quantity of further content material could possibly be became collection-based gameplay, creating an efficient recreation loop.

─I see, if the development parts had been built-in into the core recreation mechanics, it might have been tough to extract them, however that wasn’t the case with Uta Macross.

Hirono:
Precisely. With rhythm video games, the will to faucet precisely, get a “Good” notice, or obtain a excessive rating finally comes all the way down to participant ability, that means it’s a battle in opposition to oneself.

Then again, in RPGs, it’s much less about competing in opposition to your self and extra like a battle between you and the creators inside the framework of the content material itself. In that regard, I feel rhythm video games make it simpler to sit down down and play by your self at your individual tempo.

There have been greater than 1,000 illustrations in Uta Macross that have been initially there as a part of the development system, and simply gathering them was a recreation in itself. What’s extra, these illustrations have been created solely for this recreation, which implies that, in a way, they grew to become inaccessible after providers ended. To not point out that there hasn’t been a lot merchandise of the sport produced both. They’re all actually fantastic illustrations, so I feel followers will probably be glad to see them come again.

─How have you ever translated the enjoyable and sense of “motivation” that got here from development within the live-service recreation into an offline format?

Hirono:
Somewhat than making the sport about overcoming one thing or making decisions to unlock the subsequent factor, we’ve made it a recreation the place you’ll be able to freely get pleasure from your favourite songs, characters, outfits, and illustrations.

Again through the days of the unique Uta Macross, gamers would apparently typically share gameplay movies with one another to indicate off what their recreation regarded like. I really feel that customizing issues in line with your individual preferences after which taking part in the sport that means is a part of the enjoyable in itself.

─I think about reviving a as soon as terminated live-service recreation from one other firm should require an amazing quantity of effort. What made you wish to tackle this undertaking within the first place?

Hirono:
It began after I was speaking with Massive West, who owns the rights to the Macross franchise, and the subject of Uta Macross got here up.

Uta Macross was a superb recreation, and I feel all of us felt a lingering sense of loss over it disappearing, together with a want to play it once more sooner or later. I feel followers particularly saved feeling that one thing wanted to be completed about it.

I actually had labored on Macross video games up to now, however when Uta Macross ended providers, I used to be merely disillusioned as a fan. However the ardour of the Uta Macross participant base was unbelievable. For instance, the variety of views on Uta Macross movies on YouTube had continued to develop, and we persistently noticed individuals on social media calling for the sport to return. Amid all this, a bunch of volunteers with connections to Uta Macross got here collectively to discover the opportunity of bringing the sport again.

In the end, with me taking the helm, we determined to launch the Uta Macross revival undertaking along with growth members of the unique recreation, in addition to individuals who had merely loved it as followers. From there, with Massive West’s cooperation, we started fleshing out the undertaking into one thing concrete. Because of DeNA’s sturdy help and cooperation, we reached a degree the place we have been able to make an announcement and are actually heading in direction of launch.

Uta Macross’s performances proceed to get pleasure from enduring reputation

─I perceive the unique live-service Uta Macross was developed by xeen.

Hirono:
Sure, we’ve requested xeen to deal with growth of this new offline model as properly.

Gaining supporters by crowdfunding

─What platforms will Uta Macross be accessible on?

Hirono:
We’re planning to launch it on three platforms: PC (Steam), in addition to iOS and Android, the place the unique recreation was accessible. We’re additionally planning to launch a crowdfunding marketing campaign earlier than launch. Whereas it’s going to rely on the extent of help we obtain by crowdfunding, we’d prefer to increase the variety of platforms as a lot as doable.

─Are you optimizing the sport for PC?

Hirono:
Sure, that’s one thing we’ve been paying shut consideration to throughout growth. The sport will correctly run at Full HD decision, so I feel you’ll have the ability to get pleasure from it. We ran some exams, and the standard holds up properly even when linked to a 50-inch 4K TV.

A significant factor is that the unique recreation was very properly made to start with. The standard of the fashions can also be fairly excessive. They have been made with quite a lot of care and a focus to element, so I feel they nonetheless maintain up in at the moment’s setting.

We’re additionally engaged on keyboard help for PC. Naturally, we’ve custom-made the controls in order that issues that have been initially performed by tapping may also be managed with buttons. For instance, the unique recreation had “tap-and-slide” notes. On PC, we’ve principally eliminated that mechanic and altered it to “press-and-release”-style notes. That mentioned, for the reason that recreation will even be performed along with a mouse, I feel it might be tough to make it utterly keyboard-only on the preliminary stage.

─May you inform us what you’d like to perform by the crowdfunding marketing campaign, in addition to the goal quantity?

Hirono:
Since “revival” is the principle theme of this undertaking, we’ve set a purpose of 30 million yen (roughly $190k) as step one towards correctly speaking that purpose.

With this crowdfunding marketing campaign, we’ll be offering rewards, together with merchandise, relying on the help tier. For gamers who loved Uta Macross up to now and wished they might get merch, we’d like them to take this chance to get their arms on some. Additionally, we is not going to be cancelling this launch if we occur to not attain the 30 million yen goal. That mentioned, I do imagine we’ll obtain loads of help from followers.

─Will you be including stretch objectives for additional options equivalent to further language help or new songs?

Hirono:
Sure, we do plan on organising stretch objectives. We’d like to arrange objectives that enable us to improve varied features of the sport.

─On that notice, you’ve talked about that you just’re eyeing a worldwide launch. What language will probably be supported?

Hirono:
At launch, the sport will help Japanese and English. We’d like so as to add different languages as properly, however that can rely on the outcomes of the crowdfunding marketing campaign. For now, the preliminary launch will solely be in Japan. Nonetheless, I think about there will probably be individuals in Japan who wish to play the sport in English, so we’d like to extend the variety of supported languages with that in thoughts as properly. Finally, we hope to make the sport playable throughout varied languages and platforms.

─I think about the Macross sequence additionally has many followers within the Chinese language-speaking world. Are you contemplating a Simplified Chinese language localization at this level?

Hirono:
We actually wish to add help for Simplified Chinese language, and we’ve already gotten a tough concept of what the prices would entail. We will’t say something definitive at this level as a result of it’s going to additionally rely on the crowdfunding marketing campaign, but when individuals help us, I feel that will assist push ahead a Simplified Chinese language localization.

Licensing circumstances and deciding what content material makes it into the brand new launch

─The brand new Uta Macross will include 50 songs, whereas the unique recreation provided greater than 140 songs, together with organized variations. Why has the variety of songs been lowered?

Hirono:
If we have been to incorporate the entire songs precisely as they have been when the unique recreation ended providers, the retail worth must be fairly excessive due to the rights related to the songs.

That’s why, whereas the preliminary variety of songs will probably be smaller than what was accessible within the unique Uta Macross, we wish to make this an accessibly priced entry level that permits individuals to expertise Macross for the primary time whereas additionally waiting for varied future potentialities.

That’s why we’ve determined to supply the sport as a fundamental package deal supplemented with further DLC. The bottom recreation is deliberate to incorporate round 50 songs. We decided this quantity by examples from different corporations and aiming for a quantity that feels substantial sufficient to face by itself as an entire rhythm recreation. As for the remainder of the songs that have been accessible within the live-service model, we’ll supply them as further DLC. In case you accumulate the entire DLC, you’ll have the ability to play nearly the entire songs that have been accessible within the unique recreation.

We’re additionally planning to launch among the outfits and plates as DLC. With regards to outfits, you’ll have the ability to get pleasure from the entire costumes that have been accessible on the time of Uta Macross’s end-of-services by the bottom recreation and DLC.

─Lastly, may you give a message to international customers who’re wanting ahead to the return of Uta Macross?

Hirono:
We aren’t capable of launch Uta Macross concurrently worldwide this time, however we’re very conscious that there are passionate Macross followers all all over the world, and we’d additionally prefer to ask for his or her help.

To assist us deliver Uta Macross to individuals all over the world, we’d actually admire it should you may assist unfold the phrase, even when it’s just by sharing details about the undertaking. Your help would imply a fantastic deal to us. Thanks a lot.

─I look ahead to the discharge. Thanks on your time.

Uta Macross is scheduled to launch in Spring 2027 for PC (Steam), iOS and Android. The crowdfunding campaign will start on September 10 at 20:00 JST.

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