Keiji Inafune Explained

Keiji Inafune
Native Name:稲船 敬二
Native Name Lang:jap
Birth Date:8 May 1965
Birth Place:Kishiwada, Osaka, Japan
Employer:Capcom (1987–2010)
Level-5 Comcept (2010–present)
Alma Mater:Osaka Designers' College
Occupation:Game producer, character designer, game designer
Years Active:1987–present
Notable Works:Mega Man
Onimusha
Dead Rising

is a Japanese video game producer, character designer, game designer, and businessman. In 2009, he was chosen by IGN as one of the top 100 game creators of all time.[1]

Starting his career at Capcom in the late 1980s, his job was as an artist and illustrator. The first two games he worked on were the original Street Fighter and Mega Man in 1987. He was then a character designer and planner of the Mega Man series during the NES and Super NES era.[2] For Mega Man X, he created and designed the character Zero.

Inafune then moved onto the position of producer with his first title being Mega Man 8 in 1996. In addition to being the producer for Mega Man X4, the three Mega Man Legends games, the Mega Man Zero series, the Mega Man Battle Network and Mega Man Star Force series and Mega Man ZX and Advent, Inafune was also a producer of the Lost Planet, Dead Rising and Onimusha series. In 2006, he was promoted to Senior Corporate Officer of Research & Development. In 2010, he became Global Head of Production at Capcom.

He left Capcom in late 2010, and later founded his own companies Comcept, and Intercept. He also became Representative Director of DiNG, a mobile game studio. Intercept worked on the game which was announced in 2011 and cancelled in 2015. While at Comcept, Inafune oversaw work on such games as Mighty No. 9, Soul Sacrifice, and the unreleased .[3] In 2017, Comcept was purchased and became a subsidiary of Level-5, becoming Level-5 Comcept.

Early life

Inafune was born in Kishiwada, Osaka in 1965.[4] He received a degree in graphic design in 1987 from the Osaka Designers' College.

Career

Early

Soon after graduating, the 22-year-old Inafune joined the Capcom corporation in 1987, in search of a job as an illustrator. Inafune had initially wanted to join Konami, but Capcom was much closer.[5] In many early game credits at Capcom, he is credited under the name "INAFKING", which he got by combining the name "Snufkin" from the anime series Moomin with his own name. The first two titles Inafune worked on at Capcom was Mega Man (known in Japan as "Rockman") for the Famicom and the original Street Fighter for arcades, both of which were released in 1987. For Street Fighter, Inafune drew character portraits for the game.[6]

For Mega Man, Inafune designed several minor enemy characters, and also designed the boss character "Elec Man", who was the first original game character that Inafune designed. Inafune had tried to design him as if he was a character an American comic series such as Spider-Man or X-Men.[7] Inafune also drew the Japanese box art and promotional illustrations and worked on in-game animations and pixel art.[8] Director Akira Kitamura created the original static pixel art sprite for Rock Man (later called "Mega Man" outside of Japan). This was to ensure that the sprite could be properly seen against the game's backgrounds, and could work in the game. After that, the pixel art was handed over to artist Inafune, who created a refined illustration of the character.[9] [10] Inafune refers to this process as "like a reverse character design" as it is the opposite of what typically occurs, where artists create concept art which is then translated into game's graphics. During a special event at TGS 2007, Inafune clarified his role in the creation of Mega Man.

The first Mega Man game was released in December 1987, after which sales in both countries were decent, but as Inafune later notes, "While it did sell more than we had expected, [Rockman 1] wasn't a huge success as far as the numbers go."

Akira Kitamura suggested to create a contest to solicit designs from fans for Robot Masters for Mega Man games.[11] The first game to do this was Mega Man 2 and it was Inafune's job to turn those winning designs into finished professional designs.

Starting with Mega Man 3, Inafune was not only doing character designs, he was also heavily involved in the game design aspects of the series.[12] However, Inafune considers Mega Man 3 to be one of his least favorite Mega Man games. From an interview with Nintendo Power in the October 2007 issue, Inafune explained that the reason was because of "...what went into the game and what was behind the release of the game." He also stated that the team was forced to put the game out before they thought it was ready and that during the game's production, the developers had lost the main planner, Inafune having to take his position. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company (Capcom) said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two – I really wanted to make the games; I was so excited about them. Number three – it just turned very different."[13]

Inafune also designed the original boss characters for the Mega Man titles on the Game Boy. These included Enker from , Punk from Mega Man III, and Ballade from Mega Man IV, also known as the "Mega Man Killers".[14]

Capcom set on the development on a new series for the Super NES, Mega Man X, which continued the plot of the original series, but set a darker tone and took place 100 years after the previous storyline. Inafune designed the character Zero for the games as well as some of the bosses. "I didn't get to completely design a Mega Man [protagonist] from scratch until Zero (Mega Man X, SNES). Back when the SNES was coming out, I was asked to give Mega Man a redesign, so I created this character. But I realized that this design wouldn't be accepted as Mega Man, so I had another designer create the new Mega Man, and I worked on Zero to release him as the 'other main character' that would steal all the good scenes!"

Inafune contributed some designs for Mega Man 7, which was released in 1995. He designed the character of Auto, as well as the initial sketches for two new characters named "Baroque" and "Crush".[15] These characters were handed over to Hayato Kaji who finished the design, and they became known as Bass and Treble.

Producer

Long time producer Tokuro Fujiwara, departed Capcom.[16] Inafune was then made producer for the next Mega Man title, Mega Man 8 in 1996. After an internal restructure at Capcom, Inafune became the general manager of Capcom Production Studio 2 in 1998.[17] He produced the three-dimensional Mega Man Legends series after receiving requests from Sony to develop a new 3D Mega Man series exclusively for the PlayStation. Although he envisioned high sales and was an ambitious supporter to the development of the game, it was not a massive success and Inafune likens it to a "clumsy son". Inafune says it was quite difficult to promote the game, as there was little media interest in yet another Mega Man title.[18] Inafune was a promotion producer for Resident Evil 2, which in contrast to Mega Man Legends, had huge interest and was an easy game to sell.

Originally, Inafune had intended to end the series with Mega Man X5, stating, "I had very little to do with X5. I just told the team to 'finish off the series with this title,' and left it at that. That's why the game itself has a real feel of finality to it."[19] Instead, he became co-producer for the new Mega Man game that Inti Creates had been commissioned to develop, and requested that they make Zero the main character.[20] However, Capcom chose to continue the X series without him, extending it to Mega Man X8.

Inafune also developed another series, the samurai-era Japanese themed Onimusha, which has spawned various sequels.

Keiji Inafune was producer for the Mega Man Battle Network series, which is set outside the continuity of the rest of the Mega Man story lines and introduced role-playing and strategic elements. According to Inafune, he received the basis for creating the series from observing his son. Inafune contributed the Battle Network redesign of Punk from Mega Man III, and he says it took quite a bit of convincing for the artists to let him do it, and even then they made additional changes to Inafune's redesign.

Senior Corporate Officer

In 2006 Inafune was promoted from corporate officer to senior corporate officer.[21] Inafune and his team's next creation was Dead Rising for the Xbox 360. Dead Rising, initially started as a sequel to Shadow of Rome, with the same team members, before changing story, setting, and time period.[22] The game is a zombie-slaying game heavily influenced by George A. Romero's 1978 movie Dawn of the Dead. It was released by Capcom in the U.S. on August 8, 2006.

Inafune became acquainted with Ben Judd when he was working on Dead Rising.[23] After this, Judd would often act as a translator for Inafune in public events.[24]

Inafune was a producer for Inti Creates' game Mega Man ZX, and the sequel title Mega Man ZX Advent.

Inafune had the idea of going back to the simple gameplay of the original Mega Man series, and was a producer for the game Mega Man 9. The game was developed by Inti-Creates along with Capcom, and Inafune contributed two designs for the project: Splash Woman and Plug Man.[25] The game was followed up by a similar sequel, Mega Man 10 in 2010.

Inafune was a producer for the Dead Rising 2, and opted to hire Canadian developer Blue Castle Games as a developer rather than having it developed in-house at Capcom like the first game was.[26] The game was released in 2010. In addition, he made his director debut in the short film series Zombrex: Dead Rising Sun.[27]

The last mainline Street Fighter game was Street Fighter EX3 in 2000, and there was reluctance at Capcom to release another numeric entry in the series.[28] Producer Yoshinori Ono pitched Street Fighter IV to Inafune, who was head of R&D at the time.[29] Inafune approved the project, due to the positive reception to Street Fighter II' Hyper Fighting on Xbox Live Arcade and fans interest. Street Fighter IV was released first in arcades in Japan in 2008, and then on home consoles in 2009. The original console version of SFIV went on to sell 3.4 million copies.[30]

On April 22, 2010, it was announced that Inafune would be Capcom's Global Head of Production. Inafune stated "I want to end comments that Capcom games made in Europe aren't really Capcom games ... basically saying that whether games are created in America or Japan or anywhere in the world, I will be the one overlooking it and so it will have that Capcom flavor that fans know and love."[31] [32] [33]

Modern Japanese games

Inafune has voiced various negative views on modern Japanese game developers, stating that they are behind Western developers in innovation. At the 2009 Tokyo Game Show while promoting Dead Rising 2, and speaking through his translator and Capcom employee Judd, Inafune stated "Personally when I looked around [at] all the different games at the TGS floor, I said 'Man, Japan is over. We're done. Our game industry is finished.'"[34] [35] He also said "“I look around Tokyo Games Show, and everyone’s making awful games; Japan is at least five years behind.”[36]

In 2012, Inafune defended Phil Fish's statements criticizing modern Japanese video games, saying: "It's very severe, but very honest. Unless Japanese people feel embarrassed from the experience of getting harsh comments, saying [new games] could have been better is not an opinion they would take seriously. When they're embarrassed and they feel obliged to change, it would make a difference."[37] In 2012 at the Game Developer's Conference in San Francisco, Inafune again disparaged the state of Japanese gaming.[38] He said, "Back in the day Japanese games were used to winning and were used to success. We celebrated all sorts of victories. However at some point these winners became losers. Not accepting that fact has led to the tragic state of Japanese games today."[39]

Comcept, Intercept, Ding

On October 29, 2010, Inafune announced on his blog that he would be leaving Capcom with the intention of "starting his life over".[40] He had been with the company for 23 years.[41] In an interview with 4Gamer he stated "The reason why I'm quitting is basically because I think that the game industry itself must change the way it goes about making games,". He cited that job security creates complacency among staff, and big budgets with very large staff, as problems with current Japanese game companies.[42] [43]

On December 15, 2010, Inafune launched a new company called Comcept, based in Osaka. Comcept was a design and production studio, which does not develop games internally, but rather pairs up with studios to co-develop them, and was to work on media outside of games. In January 2011, he launched another new company called Intercept, based in Tokyo.[44] Intercept was focused on game development. Inafune's guiding philosophy behind Comcept was to work on multiple games at once, work on ideas they themselves created, and to have flexibility of doing multiple genres. Inafune cites the need for flexibility as being necessary for the company to survive. During his time at Comcept, he was often given the credit of "Conceptor" on the games he has worked on.[45]

In December 2011, Inafune became Representative Director of DiNg, a smartphone game developer.

Intercept began work on the game Kaio: King of Pirates, in 2012. Set for a release on the 3DS console, it was a pirate themed game starring loosely based on Journey to the West. The game was cancelled in 2015 by its publisher Marveolous Inc and they lost 461 million yen (roughly US$3.8 million) on the project.[46]

Inafune has made several cameo appearances in games. In the 2011 game Hyperdimension Neptunia Mk2, a scanned image of Inafune himself makes an appearance as a summon for the main character Nepgear during a special attack. Comcept was a co-developer along with Idea Factory on the otome game . A character bearing both Inafune's likeness and name appears in the game, who is a kidnapped uncle.[47]

was a collaboration between Comcept, Team Ninja and Spark Unlimited and it is a spin-off of the Ninja Gaiden series. Released in 2014 it received both poor sales and reviews.[48] Inafune says poor timing is to blame for the sales, as players were transitioning to the PlayStation 4 console, and defends the title saying it had good gameplay.

On August 31, 2013, Inafune started a Kickstarter project for a game Comcept and Inti-Creates were working on that is a spiritual successor to Mega Man series, known as Mighty No. 9.[49]

After multiple delays, the game was released in 2016 and was met with a mixed critical reception.[50] A livestream on the Twitch platform was done during the release of the game. Speaking through his agent and translator Judd, Inafune said: "You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on multiple platforms." adding "I'm kind of loath to say this because it's going to sound like an excuse and I don't want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it's totally my fault. I'm the key creator. I will own that responsibility."[51] [52] Judd added that he thought the game's problems stemmed from doing all the ports of the game and the base game at the same time, and that they had under-estimated the amount of work the project would require.[53]

Inafune is an advisor for Inflexion Point Capital, who announced in 2014 that they would be giving out seed investments of 100 to 500 thousand to Japanese mobile developers.[54] [55]

At Electronic Entertainment Expo 2015 it was announced the Inafune was working with Armature Studio to make a new video game for the Xbox One called ReCore. On July 4, 2015 Inafune announced that he was once again using Kickstarter to fund a Mega Man Legends spiritual successor along with an anime based on the game called Red Ash, which failed to reach its funding goal.

In June 2017, Comcept was purchased by Level-5 and became Level-5 Comcept, with Inafune becoming its chief communications officer.[56]

In May 2022, Inafune started an NFT project called Beastroid inspired by the Mega Man series. [57]

Works

Video games

YearGameRole
1987Street Fighter Graphic designer
Mega Man Character designer
1988Mega Man 2
Pro Yakyuu? Satsujin Jiken! Graphic designer
1989DuckTales
1990Chip 'n Dale Rescue Rangers
Yo! NoidCharacter design, illustrations
Mega Man 3 Character designer, sub planner
1991Character designer
Mega Man 4 Planner, special designer
Mega Man II (Game Boy)Character designer
1992Capcom's Gold Medal Challenge '92 Graphic designer
Mega Man 5 Object designer, advisor
Mega Man III (Game Boy)Character designer
1993Breath of Fire
Mega Man IV (Game Boy)
Mega Man 6 Object designer
Mega Man X Planner, character designer, writer
1994Mega Man SoccerIllustration
Mega Man V (Game Boy)Character designer
Mega Man X2Planner, character designer
1995Mega Man 7Object designer
Mega Man X3Character designer
1996Mega Man 8Producer
1997
Mega Man X4
Mega Man Legends
1998Resident Evil 2 Promotion producer
Mega Man & Bass Producer
Resident Evil: Director's Cut Dual Shock Ver.
1999The Misadventures of Tron Bonne Producer, game concept
2000Mega Man Legends 2 Producer
2001
Mega Man Battle Network
Mega Man Battle Network 2
2002
Mega Man Zero
Mega Man Battle Network 3
2003Mega Man Network Transmission
Mega Man Zero 2
Onimusha Blade Warriors Executive producer
Mega Man Battle Network 4 Producer
2004
Mega Man Zero 3
Capcom Fighting Evolution Executive producer
Producer
Mega Man Battle Network 5
2005Shadow of RomeExecutive producer
Mega Man Zero 4 Producer
Executive producer
Resident Evil 4 (PlayStation 2 port)
Mega Man Battle Network 6 Producer
Mega Man Maverick Hunter XExecutive producer
2006
Mega Man Powered Up Executive producer, character designer
Mega Man ZX Producer
Dead Rising
Mega Man Star Force Executive producer
Executive producer, original story
2007 Executive producer
Kabu Trader Shun
Mega Man ZX Advent Producer
Executive producer
Mega Man Star Force 2
We Love Golf!
2008Street Fighter IV
Mega Man 9Producer, character designer
Mega Man Star Force 3 Executive producer
2009Resident Evil 5
Bionic Commando
2010Mega Man 10 Producer
Super Street Fighter IV Executive producer
Lost Planet 2
Dead Rising 2
2011
Hyperdimension Neptunia Mk2 Production support
2012Hyperdimension Neptunia Victory
Mugen SoulsProducer, character designer
J.J. Rockets Project lead
2013Soul Sacrifice Concept
Bugs vs. Tanks![58] Game designer
2014Soul Sacrifice Delta Concept
Azure Striker Gunvolt Executive producer, action supervisor
2015Mighty GunvoltExecutive producer
2016Mighty No. 9 Concept
ReCore Concept, executive producer, producer
Azure Striker Gunvolt 2Executive producer, action supervisor
2019Dragon & Colonies Producer[59]
2022Azure Striker Gunvolt 3Executive producer, action supervisor
2024Producer

Canceled games

Film

YearTitleRole
2000Biohazard 4D-Executer Executive Supervisor
2010Zombrex: Dead Rising Sun Director[60]

References

  1. Web site: MegaMan Network . Capcom . 2004 . Interview with Keiji Inafune . https://web.archive.org/web/20060512200335/http://megaman.retrofaction.com/articles/interviews/interview002.php . 2006-05-12 . May 4, 2006.
  2. Web site: MegaMan Neoseeker . Capcom . 2005 . Interview with Keiji Inafune 2 . May 4, 2006 . dead . https://web.archive.org/web/20060324120142/http://megaman.neoseeker.com/archive.php?storyid=1249 . March 24, 2006 .
  3. Web site: Gamespy . Capcom . 2005 . Interview with Keiji Inafune 3 . May 8, 2006 . dead . https://web.archive.org/web/20060503035544/http://archive.gamespy.com/interviews/january04/onimusha3/ . May 3, 2006 .
  4. Web site: Xbox 360 official magazine site . Capcom . 2005 . Interview with Keiji Inafune 4 . May 8, 2006.

Inline

Notes and References

  1. Web site: IGN - 50. Keiji Inafune . IGN . en . 2023-11-14 . https://web.archive.org/web/20140420063050/http://www.ign.com/top/game-creators/50.html . 2014-04-20.
  2. Book: Mega Man: Official Complete Works . 6 . 23 December 2009 . Udon Entertainment Corp..
  3. Web site: Bitsummit. bitsummit.org. en-US. 2017-06-21. https://web.archive.org/web/20180612140537/http://bitsummit.org/2015/?page_id=3388. 2018-06-12. live.
  4. Web site: 活躍するセンパイたち 学校法人大阪デザイナー専門学校. www.odc.ac.jp. ja. 2017-06-30. https://web.archive.org/web/20170813110831/http://www.odc.ac.jp/subject/cg/obog.html. 2017-08-13. live.
  5. Web site: Feature: Inafune On Porn, Halo and Deadly Sacred Floats. 2009-03-18. 2017-07-11. dead. https://web.archive.org/web/20090318030752/http://kotaku.com/gaming/top/feature-inafune-on-porn-halo-and-deadly-sacred-floats-205466.php. 2009-03-18.
  6. Book: Retro gamer book of arcade classics.. White, Jon. 2016. 9781785464348. Second. 96. 960723936.
  7. News: Mega Man 9 - exclusive interview with the mind behind the machines . Elston . Brett . gamesradar . 2017-07-13 . live . https://web.archive.org/web/20170813143443/http://www.gamesradar.com/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/2/ . 2017-08-13 . en.
  8. News: Mega Man 9 - exclusive interview with the mind behind the machines. gamesradar. 2017-07-13. en. https://web.archive.org/web/20170813105002/http://www.gamesradar.com/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/. 2017-08-13. live.
  9. Web site: Keiji Inafune dropped mad Mega Man secrets on me. Destructoid. 6 September 2013. 2015-07-30. https://web.archive.org/web/20150723080333/http://www.destructoid.com/keiji-inafune-dropped-mad-mega-man-secrets-on-me-261362.phtml. 2015-07-23. live.
  10. Web site: TGS '07: Mega Man celebrates 20th anniversary . Hirohiko Niizumi . 23 September 2007 . . . 1 February 2011 . https://archive.today/20121216073332/http://www.gamespot.com/news/6179759.html . 2012-12-16 . live .
  11. Book: John, Szczepaniak. The untold history of Japanese game developers. 2014. SMG Szczepaniak. 9780992926021. First. United States. 927829691.
  12. Book: Mega Man: Official Complete Works. January 6, 2010. Udon Entertainment. 978-1-897376-79-9. 241.
  13. Power Profiles: Keiji Inafune . October 2007 . . . 220 . 79–81.
  14. Book: Mega Man: Official Complete Works. January 6, 2010. Udon Entertainment. 978-1-897376-79-9. 101-104.
  15. Book: Mega Man: Official Complete Works. January 6, 2010. Udon Entertainment. 978-1-897376-79-9. 126.
  16. Web site: Tokuro Fujiwara (Person). Giant Bomb. en. 2019-12-07.
  17. Book: 1998 . Rockman 10 Years History Book. Kodansha . 72.
  18. Web site: How Resident Evil 2 helped Keiji Inafune become the indie dev he is today. Engadget. 2017-08-15. https://web.archive.org/web/20170815181238/https://www.engadget.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/. 2017-08-15. live.
  19. Book: 978-1-897376-80-5 . January 6, 2010 . Mega Man X: Official Complete Works. . 48–55.
  20. Book: 978-1-897376-01-0. June 10, 2008. Mega Man Zero: Official Complete Works. Udon Entertainment. 168–74.
  21. Web site: VISION|comcept, Inc.. comcept.co.jp. en. 2018-07-15. https://web.archive.org/web/20171211061848/http://www.comcept.co.jp/en/vision/. 2017-12-11. live.
  22. Web site: 1UP Interviews Keiji Inafune: News from 1UP.com. 2016-03-05. 2017-08-21. https://web.archive.org/web/20160305000556/http://www.1up.com/news/1up-interviews-keiji-inafune. 2016-03-05.
  23. News: Why 'Bionic Commando' Is Finally Back In 2008 - And How The PSP Played Two Key Roles. MTV News. 2018-07-17. en. https://web.archive.org/web/20180717100033/http://www.mtv.com/news/2456412/why-bionic-commando-is-finally-back-in-2008-and-how-the-psp-played-two-key-roles/. 2018-07-17. dead.
  24. Capcom Producer Leaves Company For Talent Agency. Game Informer. 2018-07-17. en. https://web.archive.org/web/20180717100229/https://www.gameinformer.com/b/news/archive/2011/02/17/capcom-producer-leaving-company-for-talent-agency.aspx. 2018-07-17. dead.
  25. Web site: blackoak. shmuplations.com. shmuplations.com. en. 2017-07-11. https://web.archive.org/web/20170619132926/http://shmuplations.com/megaman9/. 2017-06-19. live.
  26. Web site: TGS 09: Keiji Inafune dumps on Tokyo Game Show 2009. Destructoid. 25 September 2009. en. 2017-08-11. https://web.archive.org/web/20170528204625/https://www.destructoid.com/tgs-09-keiji-inafune-dumps-on-tokyo-game-show-2009-149909.phtml. 2017-05-28. live.
  27. Web site: English Trailer for Dead Rising Based Movie: Zombrex: Dead Rising Sun. 2010-06-28. https://web.archive.org/web/20100923103210/http://www.dreadcentral.com/news/38249/english-trailer-dead-rising-based-movie-zombrex-dead-rising-sun. 2010-09-23. live.
  28. The Big Comeback. Bettenhausen. Shane. January 2008. Electronic Gaming Monthly. Ziff Davis. 224. 62–72.
  29. Web site: How Yoshinori Ono Brought Street Fighter Back from the Dead. Vice. en-us. 2017-08-13. https://web.archive.org/web/20170728192009/https://www.vice.com/en_ca/article/wd7m4b/meeting-yoshinori-ono-the-man-who-brought-street-fighter-back-from-the-dead-925. 2017-07-28. live.
  30. Web site: CAPCOM Platinum Titles. CAPCOM IR. en. 2017-08-13. https://archive.today/20170102231700/http://www.capcom.co.jp/ir/english/finance/million.html. 2017-01-02. live.
  31. News: Capcom's Keiji Inafune. Eurogamer.net. 2018-07-15. en. https://web.archive.org/web/20180715181218/https://www.eurogamer.net/articles/2010-09-03-capcoms-keiji-inafune-interview. 2018-07-15. live.
  32. News: Inafune to oversee Capcom's global R&D. Eurogamer.net. 2018-07-15. en. https://web.archive.org/web/20180715152054/https://www.eurogamer.net/articles/inafune-to-oversee-capcoms-global-r-and-d. 2018-07-15. live.
  33. News: Interview with Keiji Inafune of Capcom. Prima Games. 2018-07-15. en. https://web.archive.org/web/20180715151957/https://www.primagames.com/games/dead-rising-2/strategy/interview-keiji-inafune-capcom. 2018-07-15. live.
  34. News: Games fatigue at Tokyo show. Financial Times. 2 October 2009. en-GB. https://web.archive.org/web/20180722184842/https://www.ft.com/content/b16a6d7c-af74-11de-ba1c-00144feabdc0. 2018-07-22. live. 2018-07-22.
  35. Web site: Dōjin nation: inside Japan's indie gaming scene, part two. Ellison. Cara. 2014-10-02. The Guardian. en. 2018-07-22. https://web.archive.org/web/20180723003539/https://www.theguardian.com/technology/2014/oct/02/dojin-japan-indie-gaming-scene-part-two. 2018-07-23. live.
  36. News: To Regain Video Game Lead, Japan Looks to West. Tabuchi. Hiroko. Hiroko Tabuchi . The New York Times . 20 September 2010 . 2018-07-15. en. https://web.archive.org/web/20180715153820/https://www.nytimes.com/2010/09/20/technology/20game.html?_r=2. 2018-07-15. live.
  37. Q&A: Mega Man Creator Wants Japan to Admit Failure. WIRED. 2018-07-15. en-US. https://web.archive.org/web/20180715123237/https://www.wired.com/2012/04/keiji-inafune-qa/. 2018-07-15. live.
  38. News: Keiji Inafune: video gaming's harshest critic. Eurogamer.net. 2018-07-15. en. https://web.archive.org/web/20180715152031/https://www.eurogamer.net/articles/2015-07-03-keiji-inafune-video-gamings-harshest-critic. 2018-07-15. live.
  39. News: Mega Man creator laments. Eurogamer.net. 2018-07-15. en. https://web.archive.org/web/20180715152048/https://www.eurogamer.net/articles/2012-03-08-mega-man-creator-laments-tragic-state-of-japanese-games-industry. 2018-07-15. live.
  40. http://blog.daletto.net/inafunekeiji/archives/1247962.html 社長のblogは11/1をもって公開終了いたしました。ご愛顧ありがとうございました。 :
  41. News: Inafune Forms Two New Companies, Intercept And Comcept. Alexander. Leigh. 2018-07-15. en. https://web.archive.org/web/20180715181543/https://www.gamasutra.com/view/news/124214/Inafune_Forms_Two_New_Companies_Intercept_And_Comcept.php. 2018-07-15. live.
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  46. Web site: Kaio: King of Pirates, Keiji Inafune's 3DS Title, Has Been Cancelled. 2015-03-13. Siliconera. 2017-07-12. https://web.archive.org/web/20170612094707/http://www.siliconera.com/2015/03/13/kaio-king-pirates-keiji-inafunes-3ds-title-cancelled/. 2017-06-12. live.
  47. Web site: Sweet Fuse, The Otome Game With Keiji Inafune, Has A Release Date . Siliconera . 2013-07-25 . 2013-11-06 . https://web.archive.org/web/20131103042111/http://www.siliconera.com/2013/07/25/sweet-fuse-the-otome-game-with-keiji-inafune-has-a-release-date/ . 2013-11-03 . live .
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  49. Web site: Keiji Inafune's 'The Mighty No. 9' hits Kickstarter. Engadget. 2017-07-12. https://web.archive.org/web/20180112042437/https://www.engadget.com/2013/08/31/keiji-inafunes-the-mighty-no-9-hits-kickstarter/. 2018-01-12. live.
  50. News: Video Game Raised $148 Million From Fans. Now It's Raising Concerns.. The New York Times . 10 May 2017 . 2018-07-15. en. https://web.archive.org/web/20180715153842/https://www.nytimes.com/2017/05/10/technology/personaltech/video-game-raised-148-million-from-fans-now-its-raising-issues.html. 2018-07-15. live. Parker . Laura .
  51. Web site: Sonic sticks the boot in to Mighty No. 9 as Inafune admits: "I own all the problems". Yin-Poole. Wesley. 2016-06-22. Eurogamer. en-UK. 2016-12-14. https://web.archive.org/web/20161216120401/http://www.eurogamer.net/articles/2016-06-22-sonic-sticks-the-boot-into-mighty-no-9-as-inafune-admits-i-own-all-the-problems-that-came-with-this-game. 2016-12-16. live.
  52. Web site: Amid Mighty No. 9's launch troubles, a lesson for us all. Kyle. Orland. Ars Technica. June 22, 2016. June 26, 2016. https://web.archive.org/web/20180715152010/https://arstechnica.com/gaming/2016/06/what-can-we-learn-from-mighty-no-9s-troubled-launch/. 2018-07-15. live.
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  54. News: Inafune advising new $15M investment fund for indie game startups. Wawro. Alex. 2017-07-13. en. https://web.archive.org/web/20160601014430/http://www.gamasutra.com/view/news/222024/Inafune_advising_new_15M_investment_fund_for_indie_game_startups.php. 2016-06-01. live.
  55. Web site: More than just a $15m gaming fund, Inflexion Point Capital wants to help game studios focus on being creative. 2014-08-02. 2017-07-13. https://web.archive.org/web/20140802214445/http://www.gamesinasia.com/more-than-just-a-15m-gaming-fund-inflexion-point-capital-wants-to-help-game-studios-focus-on-being-creative/. 2014-08-02.
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  57. News: Mega Man’s Keiji Inafune is back with ‘Beastroid’, a range of NFTs - VG Chronicle. 2022-05-17. Video Games Chronicle.
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  59. Web site: Romano . Sal . Dragon & Colonies now available in Japan . Gematsu . 18 June 2019 . 18 July 2019.
  60. Book: Directory of world cinema Volume 11, Japan 2. 2012. Intellect. Berra, John.. 9781841505985. Bristol. 199. 860602860.