Developer's Diary Vol.1: The Beginnings of Double Dragon

Hello everyone!
We’re the development team of the Double Dragon series at Arc System Works.
We are very happy to initiate a series-first regular column project called “Developer’s Diary Revive,” starting from today.
We would like to share a glimpse of what we are doing to develop and promote the game.
Please have a look!
[h2] ●What’s Double Dragon? [/h2]

The Double Dragon series has a long history, but the promotional video released on December 13, 2024 may have been a good reason for many people to want to have a go at the series for the very first time.
To help these new players understand the appeal of the series, we asked Tatsunori Ishikawa, producer of Double Dragon Revive (hereinafter referred to as DDRev), to talk about the history of the Double Dragon series and the appealing points of this new title.
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Ishikawa:
“Double Dragon is a title that began operating in arcades in 1987, and it has a history of over 30 years. It was created by Technōs Japan Corp., the same company that produced the River City series (also known as Kunio-kun series in Japan), and it can be considered the origin of belt-scrolling action games.
Many people might be familiar with the River City series, and one fun fact is that the characters Ryuichi and Ryuji from that series are created based on Billy and Jimmy, the protagonists of Double Dragon.
Since then, the series has been ported to various platforms, including NES and Game Boy Advance, and currently, Arc System Works holds the rights of this IP, releasing "Double Dragon 4" in 2017. The game has a large global fanbase and remains popular; we receive offers about creating new titles using the Double Dragon brand regularly to this day.”

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Indeed, Double Dragon is a series with a longer history than Arc System Works.
Initially launched in 1987, Double Dragon series has been adapted into a TV animation and movie in The United States, making it a globally popular series. Double Dragon Revive, which will be released on October 23, 2025, is the series' latest entry.
[h2]●So, what’s Double Dragon Revive?[/h2]

Double Dragon Revive, as the name suggests, is a long-awaited new title that represents the culmination of our development team's years of preparation and dedication to revive the masterpiece that is the 'Double Dragon' series for modern times. It embodies our team's passion and commitment to evolve the series to suit the new era, while preserving the tradition and spirit of the previous titles.
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Ishikawa:
We released Double Dragon 4 in 2017 and received a wide range of feedback.
Although Double Dragon 4 evokes a sense of nostalgia, we placed excessive emphasis on recreating the original atmosphere. As a result, I believe it ultimately became a title that lacked the fresh experiences and enjoyment typically associated with a new game. When we began developing the latest installment of Double Dragon, we kept in mind that even fans of the original series desire a novel experience.
What to keep? What should be created anew?
We considered, for example, enhancing character progression through level-ups and equipments, as well as incorporating popular roguelike elements. However, we felt that these additions would deviate from the way Double Dragon is enjoyed, so we decided to first reboot the game as a pure brawler experience.
On top of that, we believe we can offer a fresh experience by enhancing the fun in completing stages and the overall feel of the action itself.

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We also spoke with the game's development director, Hiroshi Nagaki, about its appeal.
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Nagaki:
First of all, I'm relieved that we were able to unveil it safely.
Double Dragon Revive is a game that challenged us to merge the strengths of traditional brawlers with new action elements, and I hope everyone will have the opportunity to experience the result.
The appeal of brawler games lies in the casual experience of character action to the fullest within a straightforward game cycle of defeating enemies in a defined order." However, due to this simplicity, it can also lead to boredom quite easily.
This game addresses the inherent weaknesses of brawler games and features a system that rewards players for making appropriate decisions based on the situation.
Originally, the Double Dragon series consisted of side-scrolling games that required players to adapt to various situations by utilizing the terrain and weapons. I think Double Dragon Revive is becoming a game that has expanded that potential and has evolved to have that modern play feel.
By playing the game repeatedly, you will uncover strategies that will enable you to easily defeat enemies you previously had a hard time with. I think it's a challenging game that can be enjoyed in a classic manner, and I encourage everyone to give it a try.

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Please look forward to the challenging gameplay loop developed by Arc System Works, leveraging our expertise and experience.
We are also aware that that many players who have played previous games in the series have shown interest towards the graphics of the game.
[h2]●The newly revived fighting action! [/h2]

While honoring the legacy of the series, Double Dragon Revive has advanced beyond the retro-style 2D graphics of its predecessors, evolving into 3D graphics that enable players to experience new levels of action.
Why did you decide to take that direction?
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Ishikawa:
When we aimed to incorporate elements such as stage gimmicks to create a new action experience, as well as identifying enemy techniques and executing counterattacks, we encountered limitations in what could be achieved in a 2D format.
Let’s say you decide to implement the action of "throwing enemies in the trash can;" this would require significant effort to implement that special hit motion across all 2D materials for every character. If you later come up with a new idea, you might find yourself saying, "There's no hit motion for that one either! and ultimately have to abandon the entire mechanic.
With 3D, specific defeat animations can be reused across multiple characters, so we thought it would be beneficial to design the game in this manner.
Nagaki:
That's right. We didn't initially opt to create it in 3D from the get go; rather, we carefully considered how to implement a variety of actions and ultimately concluded that 3D was the best approach.
By adopting a 3D format, we can more effectively convey various elements such as "height" and "depth" that are associated with the stage structure, and we believe this enhancement enables us to offer a gameplay experience with greater depth.

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The changes in graphics have also contributed to a greater depth in gameplay.
Are there any other aspects of the action that you insisted on including?
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Ishikawa:
We are a development company that has continuously developed fighting games, and much of that expertise has been integrated into the game.
Even for a single attack motion, we know from our experience to determine factors such as the number of optimal frames for the satisfying attack to hit, and the appropriate amount of hit stop to implement. So I believe the controls we have developed for this game give a very comfortable play feel.
Nagaki:
Speaking of 'fighting game mechanics,' There are actions optimized for use in certain, specific situations in game.
For example, if you intercept an enemy's 'aerial assault' with an 'anti-air attack,' you can gain a decisive advantage. You can evade high-swinging enemy attacks by taking action that puts you in a lower position. Additionally, you can counter a powerful charge attack with an armored attack. To name but a few.
In this title, we've incorporated these elements into a system called "critical assault", where if you attack an enemy's special move at a specific time, a "critical assault" will occur, and you can gain various advantages from doing so.



You can also use the "Dragon Orb gauge" to unleash a powerful "Finishing Blow". With a successful critical assault, player gains a bonus that will fill up the Dragon Orb gauge. Building up the Dragon Orb gauge with a critical assault, and mowing down enemies utilizing the netted Dragon Orb gauge, is one of the vital aspect of the gameplay. The conditions for triggering a critical assault differ depending on the type of enemy. So, how well can you use it? When would be the best time to use the Dragon Orbs you have accumulated?
Having to think about such elements is one of the fun factors.

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The game wasn't made from the start with the intention of making a 3D game, but rather, it was decided to make it in 3D to add more fun to it.
[h2]●What's next?[/h2]
In this issue of Developer's Diary Revive, we introduced the Double Dragon series and talked about the making of Double Dragon Revive.
Going forward, we plan to regularly publish new information about Double Dragon Revive, as well as development episodes and behind-the-scenes stories that you can't see anywhere else.
From secret development documents to the development staff's stories that you can't see in media interviews, and more! We'll try to share as much as we can with you!
Please follow the Community Hub/Official X and wait for the next update.
Thank you for reading.
Official Webpage
https://www.arcsystemworks.jp/ddrev/en/
Official X Account
https://x.com/DD1987_PR
※1:Screenshots are from separate product "Double Dragon Collection" (2024).