Itsuno’s Next Action Epic: Fusing Decades of Mastery

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Hideaki Itsuno, the visionary force behind some of gaming’s most exhilarating action titles, has embarked on a thrilling new chapter. After more than three decades at Capcom, where he helmed the latter entries of Devil May Cry and both Dragon’s Dogma games, Itsuno has founded Lightspeed Studio to develop an ambitious original AAA action game. This project promises to weave together the finest elements from his extensive portfolio, delivering a fresh experience that stands apart from the crowded Soulslike landscape.

A Legacy Built on High-Octane Innovation

Itsuno’s career trajectory reads like a highlight reel of action gaming evolution. Beginning in the late 1990s, he directed Power Stone and Rival Schools, arcade-style fighters that emphasized chaotic multiplayer brawls and distinctive character personalities. These early works laid the groundwork for his signature style: fluid combat systems, diverse move sets, and larger-than-life heroes.

Transitioning to the 3D realm, Itsuno took the reins of Devil May Cry starting with the second installment. Under his guidance, the series transformed into a benchmark for stylish action, boasting combo-heavy mechanics, aerial raves, and an ever-escalating skill ceiling that rewarded mastery. Devil May Cry 5, his most recent Capcom triumph, refined these elements with seamless co-op and breathtaking visuals, cementing Dante as an enduring icon.

Parallel to this, Itsuno nurtured Dragon’s Dogma, a passion project conceived in 2000 but realized in 2012. This open-world RPG introduced groundbreaking pawn AI, emergent encounters like climbing massive griffons, and a class system fostering endless build variety. Dragon’s Dogma 2 in 2025 amplified these features, prioritizing immersion over hand-holding, even amid polarized reception.

Game SeriesKey Contributions by ItsunoImpact on Genre
Rival Schools / Power StoneTeam-based fighters with flairPioneered accessible multiplayer chaos
Devil May Cry (2-5)Style-switching combos, high skill depthDefined stylish action archetype
Dragon’s Dogma (1-2)Pawn AI, emergent open-world playRevitalized action-RPG exploration

Breaking Free: Why Itsuno Left Capcom

After 30 years, Itsuno’s departure from Capcom in September marked the end of an era. His tenure spanned from racer Auto Modellista to blockbuster franchises, but the director sought uncharted territory. “From September, I will start developing a new game in a new environment,” he announced, signaling a pivot to independent creation.

The move wasn’t borne of dissatisfaction but a hunger for originality. Having poured 20 years into Devil May Cry and Dragon’s Dogma, Itsuno felt ready to synthesize rather than iterate. Capcom’s structure, while supportive, constrained his vision for a project unbound by sequels. Now at Lightspeed Studio—a Lightspeed Studios Japan venture—he targets a global audience with his debut AAA title.

Lightspeed Studio: Assembling a Dream Team

Itsuno isn’t going solo. He’s recruited luminaries from his Capcom days: writer Bingo Morihashi (pen name for Toshihiro Nakagawa), who scripted multiple Devil May Cry entries and Street Fighter crossovers; art director Daigo Ikeno, a Devil May Cry veteran; and illustrator Bengus, renowned for Capcom character designs. This all-star lineup ensures narrative depth, visual polish, and authentic flair.

  • Bingo Morihashi: Master of witty dialogue and epic set pieces.
  • Daigo Ikeno: Architect of demonic aesthetics and fluid animations.
  • Bengus: Creator of memorable fighter silhouettes.

With this talent pool, Lightspeed positions itself as a contender for action game supremacy, leveraging proven synergy.

The Vision: A Synthesis of Career Highlights

Itsuno’s forthcoming game aspires to be a magnum opus, distilling the essence of his oeuvre. Speaking to Famitsu, he articulated: “Create a game that brings together the best of everything I’ve made so far.” This isn’t mere fan service but a deliberate fusion.

Expect echoes of Rival Schools‘ combo diversity and character intensity, evolved beyond versus fighting into broader action contexts—much like how those ideas already influenced Devil May Cry. The signature “invisible skill ceiling” from DMC persists: mechanics that reveal layers upon mastery, never capping player potential. Dragon’s Dogma’s AI innovations promise smarter foes and allies, fostering dynamic battles and world interactions.

Combat Philosophy: Depth Without the Grind

Central to Itsuno’s ethos is combat that feels alive and expressive. Imagine chaining Rival Schools-inspired techniques into DMC-style juggles, with Dragon’s Dogma pawns adapting on the fly. No Soulslike rigor here—Itsuno explicitly rejects that mold, critiquing genre saturation: “I didn’t create a company to make a high-end version of existing games.” Instead, his action emphasizes joy, accessibility for newcomers, and transcendence for experts.

World and Narrative Ambitions

While details remain scarce, Itsuno prioritizes iconic characters: “Characters have always been a crucial part of my work, so I plan to invest a lot of effort into character creation.” Think Dante’s charisma meets Dragon’s Dogma’s Arisen customization, set in a reactive world blending open exploration with structured spectacle.

The action genre teems with Soulslikes, their deliberate pacing and punishing difficulty dominating discourse. Itsuno acknowledges their merit but charts a divergent path: “I came to Lightspeed Studio to create an action game with a different value, gameplay than the existing ones.” His game sidesteps stamina bars and cryptic progression for momentum-driven thrills, echoing his Capcom roots.

This stance resonates amid fatigue with copycats. Players crave variety, and Itsuno’s blend offers respite—high-fidelity action without the masochism.

What to Expect from Lightspeed’s Debut

Though pre-alpha, the project boasts AAA polish, targeting consoles and PC globally. Development emphasizes originality, avoiding sequel pitfalls. Itsuno hints at surprises, but core tenets shine: peerless combat, intelligent systems, unforgettable personas.

  • Release window: TBA, likely 2028+ given scope.
  • Platforms: Multi-platform AAA standard.
  • Risk factors: Independent studio scaling to AAA.

Industry Implications and Fan Anticipation

Itsuno’s exit underscores a trend: veterans forging independents for creative freedom. Success could inspire more, diversifying action gaming. Fans, buoyed by Dragon’s Dogma 2‘s highs despite critiques, eagerly await. Will it eclipse his Capcom peaks? Early signs suggest yes.

Frequently Asked Questions (FAQs)

What is Hideaki Itsuno working on now?

He’s directing an original AAA action game at Lightspeed Studio, combining highlights from his past projects.

Will the new game be a Soulslike?

No, Itsuno explicitly aims to differentiate from Soulslikes and existing trends.

Who are the key team members at Lightspeed?

Includes Bingo Morihashi, Daigo Ikeno, and Bengus alongside Itsuno.

When did Itsuno leave Capcom?

He departed after over 30 years, starting new work in September.

What influences shape the new game?

Rival Schools’ flair, Devil May Cry’s depth, Dragon’s Dogma’s AI.

Potential Challenges and Opportunities

Independent AAA development poses hurdles: funding, tech pipelines, marketing. Yet Lightspeed’s parent backing and Itsuno’s pedigree mitigate risks. Opportunities abound in a market hungry for bold action.

Itsuno’s track record—from arcade brawlers to RPG epics—equips him uniquely. This game could redefine synthesis in design, proving legends evolve.

References

  1. RPG veteran behind Devil May Cry and Dragon’s Dogma wants his next game to combine the best of everything he’s worked on — GamesRadar. 2025. https://www.gamesradar.com/games/devil-may-cry/rpg-veteran-behind-devil-may-cry-and-dragons-dogma-wants-his-next-game-to-combine-the-best-of-everything-hes-worked-on-but-does-not-want-it-to-be-a-soulslike/
  2. Devil May Cry and Dragon’s Dogma director Hideaki Itsuno’s new triple-A action game “combines the best of everything he’s worked on” — Automaton Media. 2025. https://automaton-media.com/en/news/devil-may-cry-and-dragons-dogma-director-hideaki-itsunos-new-triple-a-action-game-combines-the-best-of-everything-hes-worked-on/
  3. After focusing on Devil May Cry and Dragon’s Dogma for 20 years, Capcom’s Hideaki Itsuno says it would be fun to create something new — PC Gamer. 2025. https://www.pcgamer.com/games/rpg/after-focusing-on-devil-may-cry-and-dragons-dogma-for-20-years-capcoms-hideaki-itsuno-says-it-would-be-fun-to-create-something-new/
  4. Dragon’s Dogma and Devil May Cry director Hideaki Itsuno leaves Capcom — PCGamesN. 2025. https://www.pcgamesn.com/dragons-dogma-2/hideaki-itsuno-capcom
  5. Devil May Cry, Dragon’s Dogma director Hideaki Itsuno explains why he left Capcom and what’s next — Video Games Chronicle. 2025. https://www.videogameschronicle.com/features/interviews/devil-may-cry-dragons-dogma-director-hideaki-itsuno-explains-why-he-left-capcom-and-whats-next/
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