5 Shocking Reasons Why Hideaki Itsuno Left Capcom After 30 Years to Build His Dream Game

Hideaki Itsuno, the legendary director behind Devil May Cry and Dragon’s Dogma, made headlines in August 2024 when he left Capcom after an incredible 30-year career. This wasn’t just any departure – it was a calculated move by one of gaming’s most respected creators to chase his final dream project.

The gaming industry was stunned. After all, Itsuno had just delivered Dragon’s Dogma 2, another hit in Capcom’s recent string of successes. So why would he walk away from such a successful partnership?

Why Hideaki Itsuno Really Left Capcom

The answer is surprisingly straightforward, yet deeply personal. Itsuno felt trapped by success. At 54, he realized that Capcom’s focus on profitable sequels meant he might spend his remaining career years making Devil May Cry 6, 7, or more Dragon’s Dogma sequels.

“For me, based on my age, this is my last chance,” Itsuno explained in a recent interview. “I’m not young anymore, so more than ‘now it’s the right moment’ it’s more like, ‘this is my last chance’ to challenge myself.”

Here are the five key reasons that drove his decision:

1. The Sequel Trap Was Real

Capcom’s recent success with franchise revivals created an unexpected problem. The company naturally prioritized Devil May Cry and Dragon’s Dogma sequels over risky new IP. For a creator who spent 20 years perfecting these series, the prospect of endless sequels felt limiting.

2. Personal Satisfaction vs. Business Logic

Itsuno admitted he struggled to balance “the time it takes with the personal satisfaction of making them.” With Devil May Cry 5 and Dragon’s Dogma 2, he felt he’d already achieved what he wanted with those franchises.

3. The AAA Development Reality

Modern game development cycles take 4-5 years. At his age, Itsuno calculated he had maybe one or two major projects left in his career. Spending that time on familiar territory wasn’t appealing.

4. Industry Shift Away from Original IP

“The gaming industry has decreased the number of AAA releases,” Itsuno noted. Most studios focus on safe bets rather than original concepts, making his opportunity at Lightspeed Japan particularly rare.

5. Creative Freedom at Lightspeed Japan

Tencent’s Lightspeed Studios offered something Capcom couldn’t: complete creative control over an original AAA project. His pitch was approved “more or less the way he originally pitched it, without any particular changes.”

The Dream Game: Combining Three Legendary Series

Itsuno’s new project isn’t just another action game. He’s creating what he calls “a game that brings together the best of everything I’ve made so far.” This means combining:

  • Devil May Cry’s invisible skill ceiling and stylish action
  • Dragon’s Dogma’s advanced AI systems
  • Rival Schools’ fighting game mechanics and distinctive characters

The Rival Schools influence is particularly interesting. While it won’t be a fighting game, Itsuno plans to incorporate the series’ combo system and character design philosophy. “Characters have always been a crucial part of my work, so I plan to invest a lot of effort into character creation.”

What This Means for the Gaming Industry

Itsuno’s move represents a broader industry challenge. As games become more expensive to produce, publishers naturally gravitate toward proven franchises. This creates a cycle where experienced directors get locked into sequel production, limiting innovation.

His success with this new venture could encourage other veterans to take similar risks. It also highlights the growing importance of companies like Tencent in funding original AAA development when traditional publishers won’t.

The project timeline looks promising too. Despite being AAA, Itsuno wants to keep development “relatively compact” – suggesting we won’t wait five or six years for results.

Building the Dream Team

Itsuno didn’t leave alone. He’s assembled an impressive roster of Capcom veterans, including Devil May Cry writer Toshihiro Nakagawa and other key talent from the DMC and Street Fighter teams. This isn’t just one person’s vision – it’s a collective effort from some of gaming’s most respected creators.

Frequently Asked Questions

When did Hideaki Itsuno leave Capcom?

Itsuno left Capcom in August 2024, shortly after completing work on Dragon’s Dogma 2 and its post-launch content.

What is Itsuno working on now?

He’s directing an original AAA action game at Lightspeed Japan that combines elements from Devil May Cry, Dragon’s Dogma, and Rival Schools.

Why didn’t Itsuno stay at Capcom to make new IP?

Capcom’s business model prioritizes profitable sequels over risky original projects. The company’s recent success with franchise revivals made new IP development unlikely.

When will we see Itsuno’s new game?

No release date has been announced, but Itsuno mentioned wanting a “relatively compact” development cycle, suggesting it won’t take 5-6 years like typical AAA projects.

Will there be more Devil May Cry or Dragon’s Dogma games?

Capcom will likely continue both franchises without Itsuno. He’s expressed that he accomplished what he wanted with both series and is ready for someone else to take over.

What makes Lightspeed Japan different from other studios?

Lightspeed Japan is one of the few studios in Japan taking on original AAA IP development from scratch, backed by Tencent’s resources and creative freedom.

The Legacy Continues

Itsuno’s departure marks the end of an era at Capcom, but the beginning of something potentially revolutionary. His track record speaks for itself – from revitalizing Devil May Cry to creating the beloved Dragon’s Dogma franchise.

This move represents more than career change; it’s a statement about creative priorities in an industry increasingly focused on safe returns. If successful, Itsuno’s new project could prove that experienced directors can still create groundbreaking original content when given proper support.

For fans of stylish action games, the wait begins. But given Itsuno’s history of exceeding expectations, this final creative challenge might produce his greatest work yet.

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