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Sega Promises Not to Screw Up Atlus

Illustration for article titled Sega Promises Not to Screw Up Atlus
Kotaku EastEast is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.

It wasn't long ago that we got the news that Persona series developer Atlus had become part of Sega. But if you're worried that Sega's involvement might dilute the potential greatness that will be Persona 5, fear not.

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"[Game development] will be the same as it's been before." Sega head honcho – and now Atlus parent company Index's head honcho – Naoya Tsurumi said in an interview with Weekly Famitsu. "The people at Index have got everything under control and Sega has no intention of stepping in and disturbing their pace." Tsurumi did add that while Sega would not be actively micromanaging Atlus/Index's game development, Sega's resources would be at their disposal if needed.

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While Sega may not be backseat driving on how games are developed, Tsurumi did state that he would like to see new IPs and even perhaps some collaboration between companies. "We are a group company after all." Tsurumi noted. "There could be the possibility of IPs crossing over."

Another potential benefit from the acquisition would be a revitalization of presently dormant Sega properties through the hands of Index/Atlus developers. "I have no intention of forcing them, but if they were able to do something with any dormant Sega IP, I'd love to let them give it a shot." Tsurumi said. "We've just started the new company so there's nothing on the table yet, but I'd love to consider it." Ahem... Jet Set Radio.

As for the future of the new Index, Sega will be taking the tactic they've been using with most of the other companies they've added to their group arsenal. "As people have seen from what we've done with the overseas companies we've acquired in the past, we let the studios manage and expand the brands and IPs on their own. It's Sega's job to sell the games." Tsurumi explained.

Free range video game development management? So long as we get an awesome Persona 5, I'm cool with it.

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ファミ通.com [ファミ通.com]

Kotaku East is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.

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To contact the author of this post, write to cogitoergonihilATgmail.com or find him on Twitter @tnakamura8.

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DISCUSSION

Before I write this.. I am a classic Sega fan, don't wanna be mistaken for a Sega basher.

So here goes.. Sega neglect their own AAA games & franchises and let them die a silent lonely death.

Rest in peace:

After Burner.

Alex Kid.

Burning Rangers.

Crazy Taxi.

Echo the Dolphin.

Golden Axe.

Panzer Dragoon.

Samba De Amigo.

Sega Rally.

Shenmue.

Shinobi.

Skies of Arcadia.

Space Channel 5.

Streets of Rage.

Virtual-On.

To an extent.. Virtua Fighter is forced to be on it's last legs too. I could go on.. And before some people think that many of the games wouldn't do well with today's taste.. Well you are right. No doubt about that.. So why didn't Sega evolve their games then?

Space Channel 5 could have easily got there before the likes of Just Dance if they really concentrated. The same with Samba De Amigo.. (Sorry Wii version. you don't count.)

Golden Axe could have turned into a Skyrim...

Streets of Rage should just be updated with new graphics and gaming concepts but there is little to change about this game. It's a perfect short burst play type of game. You could even have another game mode with tower defense. Or better yet look at what Ninja Gaiden turned into. The fighting elements in DMC? Hello?

Echo could be an insanely detailed game of Sea exploration. It could have been the Uncharted or Tombraider of the dolphin world.

Panzer Dragoon could again have gone the Skyrim, Monster Hunter route.

I'm stopping here otherwise I can't leave this post. So be wary..