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Tekken Development Chief Katsuhiro Harada Announces Bandai Namco Exit After 30 Years

by 8 December 20258 December 2025068
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Katsuhiro Harada has introduced his departure from Bandai Namco having labored on the Tekken sequence for 30 years.

The 55-year-old Japanese online game developer legend, who labored on all of the Tekken video games proper up till final yr’s Tekken 8, mentioned in a statement posted to social media that the lack of shut buddies in his private life and the retirement or dying of senior colleagues had brought on him to replicate on the time he has left as a creator. Recommendation from Ken Kutaragi — the “father of PlayStation” — supported Harada in making the choice, he mentioned. Harada didn’t reveal what he plans to do subsequent, however he didn’t say he was retiring.

Harada has had a considerably frought relationship with the Tekken sequence and certainly Bandai Namco lately, and has spoken overtly in regards to the growth difficulties he is endured whereas on the firm. Most lately, Tekken 8 has brought on a substantial amount of friction between gamers and the event crew, and Harada has stepped in a number of instances on social media to handle fan concern.

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Tekken chief Katsuhiro Harada will go away Bandai Namco on the finish of 2025. Photograph by SIA KAMBOU/AFP through Getty Photos.

Maybe essentially the most high-profile instance of this got here in October final yr, when Harada addressed a row over the sale of a premium DLC stage for Tekken 8 after followers accused Bandai Namco of “company greed.” His rationalization for the DLC stage principally got here right down to his function on Tekken inside Bandai Namco, and his separation from the enterprise facet of the operation to concentrate on growth. This structural set-up was a mistake, Harada admitted in a tweet he ultimately deleted, and he confirmed plans to reorganize not solely the Tekken enterprise however his function inside it to make sure group expectations had been met sooner or later.

This is what Harada mentioned, on the time:

The Tekken challenge is split into two corporations: a sport growth studio and a writer that’s liable for sport gross sales (on the time of the event and launch of Tekken 7, the event and publishing corporations weren’t separate).

As a few of it’s possible you’ll know, I moved to the Development Studio facet a couple of years in the past, and have been specializing in maximizing the standard of the content material/tech/graphics and so on…

The event facet and publishing facet every have their very own roles, and there are variations in the best way they assume and the tasks, I who needs to be the one to behave as a bridge between the 2, haven’t been in a position to correctly take part within the publishing (gross sales) decision-making course of for Tekken. Consequently, I feel that there have been components of the method that didn’t take the Tekken group’s opinion into consideration.

I feel I didn’t create an organizational construction that may enable me to supervise issues past my very own place.

Considered one of my roles was to take heed to the opinions of the group and replicate them not solely within the content material but in addition within the out-game, however I used to be clearly turning into passive, worrying in regards to the relationships between corporations and never exercising my function.

Any further, I’ll overview this construction and alter it to 1 that values the group because it did prior to now.

It was a usually frank assertion from Harada, who was by no means shy to criticize his paymasters at Bandai Namco over their administration of Tekken and the corporate’s varied combating sport franchises. In June final yr, for instance, Harada was remarkably candid in discussing why Soul Calibur disappeared, and has spoken about making an attempt and failing to get KFC mascot Colonel Sanders in Tekken.

This is Harada’s exit assertion in full:

I’d wish to share that I’ll be leaving Bandai Namco on the finish of 2025.

With the TEKKEN sequence reaching its thirtieth anniversary—an vital milestone for a challenge I’ve devoted a lot of my life to—I felt this was essentially the most becoming second to convey one chapter to a detailed.

My roots lie within the days after I supported small native tournaments in Japanese arcades and in small halls and group facilities abroad.

I nonetheless bear in mind carrying arcade cupboards on my own, encouraging individuals to “Please strive TEKKEN,” and straight dealing with the gamers proper in entrance of me.

The conversations and ambiance we shared in these locations turned the core of who I’m as a developer and sport creator.

Even because the instances modified, these experiences have remained on the middle of my identification.

And even after the event scene grew a lot bigger, lots of you continued to deal with me like an outdated good friend—difficult me at venues, inviting me out for drinks at bars.

These reminiscences are additionally deeply treasured to me.

In recent times, I skilled the lack of a number of shut buddies in my private life, and in my skilled life I witnessed the retirement or passing of many senior colleagues whom I deeply respect.

These collected occasions made me replicate on the “time I’ve left as a creator.”

Throughout that interval, I sought recommendation from Ken Kutaragi—whom I respect as if he had been one other father—and acquired invaluable encouragement and steerage.

His phrases quietly supported me in making this determination.

Over the previous 4 to 5 years, I’ve progressively handed over all of my tasks, in addition to the tales and worldbuilding I oversaw, to the crew, bringing me to the current day.

Wanting again, I used to be lucky to work on a rare number of initiatives—VR titles (akin to Summer time Lesson), Pokkén Event, the SoulCalibur sequence, and plenty of others, each inside and outdoors the corporate.

Every challenge was full of recent discoveries and studying, and each one in every of them turned an irreplaceable expertise for me.

To everybody who has supported me, to communities world wide, and to all of the colleagues who’ve walked alongside me for therefore a few years, I supply my deepest gratitude.

I’ll share extra about my subsequent steps at a later date.

Thanks very a lot for the whole lot.

Harada joined Namco (lengthy earlier than the acquisition that created the Bandai Namco we all know at this time) within the early ’90s to work on Tekken’s arcade variations, which at all times launched first earlier than console ports had been launched. He spent a lot of his time visiting Japanese arcades to examine how Tekken was being performed out within the wild, basically residing on the workplace.

On the time, Harada was a junior member of workers, however over the course of a number of years he labored his means up the chain to turn out to be the director of Tekken and the face of the franchise, attending group occasions whereas carrying his trademark sun shades and making a fist — a reference to Tekken’s tagline, ‘The King of Iron Fist,’ — for picture opps.

1998’s Tekken 3, which is taken into account by many to be one of many biggest combating video games of all time, was the primary Harada labored on as director and a smash hit, promoting at the least 8.36 million PlayStation copies worldwide. It turned the PS1’s fifth best-selling sport ever forward of the likes of Tomb Raider, Steel Gear Strong, and Resident Evil 2.

Harada’s exit comes at a crossroads for Tekken. Tekken 8 offered 3 million copies a yr from launch, in response to Bandai Namco, which mentioned the sport was promoting at a quicker tempo than Tekken 7. However we’ve not had a gross sales replace since January, and Bandai Namco has but to announce new DLC characters for a possible Season 3. Will Bandai Namco launch a Tekken 9 any time quickly?

Photograph by SIA KAMBOU/AFP through Getty Photos.

Wesley is Director, Information at IGN. Discover him on Twitter at @wyp100. You may attain Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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