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Monolith Soft

Monolith Software Inc.,[b] trading as Monolith Soft, is a Japanese video game development studio originally owned by Namco (later Bandai Namco) until being bought out by Nintendo in 2007. The company was founded in 1999 by Tetsuya Takahashi with the support and cooperation of Masaya Nakamura, the founder of Namco. Their first project was the Xenosaga series, a spiritual successor to the Square-developed Xenogears. Multiple Square staff would join Takahashi at Monolith Soft including Hirohide Sugiura and Yasuyuki Honne.

Monolith Software Inc.
Headquarters in Nakameguro GT Tower's 12th floor in Meguro, Tokyo, Japan
Monolith Soft
Native name
株式会社モノリスソフト
Kabushiki gaisha Monorisu Sofuto
Type
IndustryVideo games
GenreVideo game developer
Founded1 October 1999; 23 years ago (1999-10-01) in Tokyo, Japan
Founders
Headquarters
Meguro, Tokyo
,
Japan
Number of locations
4 studios[a] (2020)
Key people
  • Representative Director
  • Hirohide Sugiura
  • Directors
  • Tetsuya Takahashi
  • Tadashi Nomura
  • Tomohiro Yahara
  • Yasuyuki Honne
ProductsGames
Brands
¥491 million (2020)
Number of employees
275 (2021)
Parent
Websitewww.monolithsoft.co.jp
Footnotes / references
[1][2]

In addition to the Xenosaga series, Monolith Soft worked on other projects including Baten Kaitos and Namco × Capcom, the precursor to their later Project X Zone series, along with assisting on projects from other developers. While several of its games have released on the PlayStation 2, the majority of its games have released on Nintendo platforms. As of 2019, Monolith Soft operates four studios. Its main studio is in Meguro, Tokyo that produces the company's original video game properties; the secondary Nakameguro GS and Osaki Studio similarly based in Tokyo, and a studio in Kyoto with mainly artists as its employees, which acts as an assisting developer for both Monolith Soft and for some Nintendo games.

The design approaches of Monolith Soft have shifted over its lifetime, with early games such as Xenosaga and Baten Kaitos being distinguished by a narrative-heavy approach, while later games have focused more on gameplay. The company's stated goals are to create projects with wide creative freedom and to allow younger developers to contribute to these projects. The company is also notable for its focus on promoting a comfortable working environment with little to no overtime in contrast to the majority of other Japanese game developers, alongside collaborating with other studios and companies.

History

Origins

Monolith Soft was founded by Tetsuya Takahashi, a developer who had previously worked at Nihon Falcom and later at Square, in which the latter was merged into Enix in 2003 to form Square Enix.[3][4] While at Square, he and his wife Kaori Tanaka (also known as Soraya Saga) would contribute to the development of multiple games including entries in the Final Fantasy series.[5][6] Following their work on Final Fantasy VI, Takahashi and Tanaka created a proposal for Final Fantasy VII; while deemed too dark for the Final Fantasy series, they were allowed to develop it as their own project titled Xenogears.[7] Takahashi's ambition and drive prompted Final Fantasy creator Hironobu Sakaguchi, then Executive Vice President at Square, to appoint him as director.[5][8] Takahashi also wrote the script with Tanaka.[6][7] Following the release of Xenogears, Takahashi became dissatisfied with Square's business approach at the time, which prioritized their major intellectual properties including Final Fantasy. This left Takahashi with no funding or creative room to develop further independent projects or continue his planned Xenogears series.[9][10][11]

In 1999, Takahashi talked with Hirohide Sugiura, who had likewise worked at Square and was beginning to feel frustrated due to a lack of creative freedom. After discussing the matter, the two decided to create their own company and pursue projects they wanted to create. When planning their new company, Takahashi and Sugiura decided that they needed a publisher with substantial market presence to help them rather than being an independent studio. Takahashi and Sugiura approached multiple companies for support, but most of the companies they contacted outright rejected their offer as they believed that Monolith Soft should be an independent company. However, Namco were interested in investing into Monolith Soft as a dedicated subsidiary, whilst handling logistics and marketing so that the core staff could focus on game development.[9] An important supporter of Monolith Soft was Namco's founder Masaya Nakamura, who shared many of Takahashi and Sugiura's goals and ideals.[12] Monolith Soft is noted as being one of a group of video game companies—alongside Sacnoth, Love-de-Lic and Mistwalker—founded by Square staff who had worked on notable games produced during the 1990s.[13] The company was officially founded on 1 October 1999 by Takahashi, Sugiura, and Yasuyuki Honne, who had worked at Square on both the Chrono series and with Takahashi on Xenogears.[3][9][11] The company's offices were originally based in Yokohama.[14]

2000s

Namco era

Monolith Soft's first project was Xenosaga Episode I, a role-playing game (RPG) for the PlayStation 2. Xenosaga was a spiritual successor to Xenogears; development began in 2000 when enough staff had been gathered, lasting approximately two years.[10][15][16] As with Xenogears, the game was scripted by Takahashi and Tanaka, who planned out the Xenosaga series as a hexalogy.[11][17] In 2001, Namco producer Shinji Noguchi and Monolith Soft's Tadashi Nomura conceived a new IP for the GameCube unconnected to Xenosaga. Titled Baten Kaitos: Eternal Wings and the Lost Ocean, development began six months after the concept was formed, with Honne acting as director.[18][19][20] The game development staff of the company was now divided between the Xenosaga series and Baten Kaitos, the latter a project driven by the younger developers at Monolith Soft.[21] Baten Kaitos was co-developed with tri-Crescendo, which came about due to both submitting designs to Namco, which suggested they work together on the project.[20][22] In 2003, Honne was approached by then-CEO of Nintendo Satoru Iwata about developing a new entry in the Mother series for GameCube. Honne created a pitch themed around a "felt-style recreation of 80s America", but the idea was firmly rejected by series creator Shigesato Itoi.[23]

Following the release of the first Xenosaga game, Takahashi and Sugiura reassessed the internal structure of Monolith Soft, determining that the current lead developers were too old, clashing with their intended goals for the company to foster young talent. With this mindset, Takahashi stepped down from his lead role in the Xenosaga series. He continued to work for the company in a supervisory role by providing the series' scenario drafts, while younger staff continued the series development. This move also allowed Takahashi a greater degree of creative freedom in a number of projects as opposed to being tied to a single series.[24] In May 2002, Monolith Soft moved from Yokohama to their current offices in Meguro, Tokyo.[3][14][25] The next entry in the Xenosaga series, Xenosaga Episode II, began development under a new team following the release of Episode I. While developing Episode II, the staff shifted their focus from the main series to help tell the story through multiple media.[21][22] Among these additional projects was Xenosaga: Pied Piper, a spin-off title for mobile devices co-developed with Tom Create and Namco Mobile.[21][26][27] Pied Piper was Tanaka's last work on the Xenosaga series.[17] Beginning in 2003, Monolith Soft also developed Namco × Capcom, a PlayStation 2 crossover game featuring characters from various Namco and Capcom video games. The idea was proposed by Monolith Soft, with development lasting two years.[28][29]

In 2006, Monolith Soft was involved in four released games; Dirge of Cerberus: Final Fantasy VII, Xenosaga I & II, Xenosaga Episode III and Baten Kaitos Origins.[30] Dirge of Cerberus, was primarily developed by SQUARE ENIX with Monolith Soft providing development support.[30][31] Xenosaga I & II was an expanded re-imagining of the first two games for the Nintendo DS, and is notable for being Monolith Soft's first title for handheld game consoles.[32][33] The game was co-developed by Tom Create in collaboration with multiple staff who had worked on the anime adaptation for the first Xenosaga.[27][32] Xenosaga Episode III began development in 2004. While Xenosaga was planned as a hexalogy, the new team decided to restructure the series as a trilogy. Episode III was the last planned entry in the series, with further games depending on its commercial success.[21][34] The mixed commercial and critical performance of the Xenosaga series left Monolith Soft's development staff in a state of low morale.[35] Baten Kaitos Origins, again co-developed with tri-Crescendo, was released late in the lifespan of the GameCube shortly before the release of Nintendo's new home console the Wii.[36] A Baten Kaitos game for the DS was also in development at Monolith Soft, but Namco, which by this point had merged with Bandai to become Namco Bandai, cancelled the project.[33][36] A third Baten Kaitos game was in early development for "a long time" according to Honne, but was cancelled due to unspecified circumstances. Future efforts with the series depended upon both fan demand and the cooperation of IP owners Namco.[37]

Nintendo era

According to Sugiura, Monolith Soft's relations with Namco had undergone a negative change after Nakamura retired as head of Namco in 2002, three years before the merger with Bandai.[12][38] The company underwent changes and Monolith Soft felt they were being given less creative freedom, and the newly-created Bandai Namco was less willing to take creative risks. The company then received consultation from Shinji Hatano, an executive director at Nintendo, who advised them to continue creating innovative projects. Spurred on by Hatano's supportive attitude, Monolith Soft decided to break away from Bandai Namco to become a Nintendo subsidiary; this provided Monolith Soft creative freedom in exchange for software development exclusivity for Nintendo platforms.[12] Nintendo's purchasing of the majority of Monolith Soft's shares from Bandai Namco Holdings was publicly announced in April 2007. Nintendo became the majority shareholder of Monolith Soft with 80% of shares, while Bandai Namco retained 16% and remained as a development partner. Namco Bandai stated that the exchange of Monolith Soft shares would strengthen their relationship with Nintendo.[39] The remaining shares were divided between Takahashi, Sugiura and Honne.[40] By the beginning of 2012, Namco Bandai had sold its remaining 400 shares in Monolith Soft to Nintendo.[40][41] Nintendo's acquisition of Monolith Soft contrasted against the company's previous publicized approach of not taking part in mergers and acquisitions of other studios and companies. In a statement on the matter, Iwata said that the deal was initiated due to the positive relations between Sugiura and Nintendo, and the two companies' parallel design and development philosophies.[42]

Monolith Soft's first releases following its acquisition by Nintendo were Soma Bringer and Super Robot Taisen OG Saga: Endless Frontier for the Nintendo DS and Disaster: Day of Crisis for the Wii, all released in 2008.[30] Soma Bringer was the company's first portable title to be developed entirely in-house, it was designed as an experience driven by gameplay rather than narrative. Multiple returning staff from the Xenosaga series including Takahashi and Tanaka contributed to the game.[6][43] Super Robot Taisen OG Saga: Endless Frontier, a crossover RPG, was co-developed with Banpresto and featured cameo appearances from Monolith Soft's Xenosaga series.[44][45] Disaster: Day of Crisis, Monolith Soft's first and to-date only non-RPG game, was intended as a showcase for the capabilities of the Wii. Due to quality concerns and Monolith Soft's unfamiliarity with the Wii hardware, it was delayed from its planned 2006 release by two years.[30][46][47] Monolith Soft was also chosen to develop Dragon Ball Z: Attack of the Saiyans due to their pedigree at developing RPGs.[48] During this period they assisted in the development of Super Smash Bros. Brawl.[30]

From mid 2006, Takahashi was working on a separate project; struck by an idea of rival civilizations emerging on the frozen bodies of two warring gods, he and Honne constructed a model of the two gods to better visualize the idea. After bringing their idea to Nintendo producer Hitoshi Yamagami, the team began development in 2007. Takahashi later stated that the game's development acted as a means of boosting company morale after the failure of the Xenosaga series. The director, Koh Kojima, started his directorial debut with this game, having previously written the scenario for Baten Kaitos Origins. This game also saw a shift away from the narrative-heavy approach of Monolith Soft''s earlier work, which Takahashi stated had been called out as old-fashioned.[25][35] In contrast to many earlier Monolith Soft projects, the game was designed with an international release in mind.[49] The intended scale of the game caused problems, and Takahashi reluctantly went to Yamagami with a list of proposals to cut down the game to a suitable size as he was accustomed to doing for previous projects. Yamagami rejected all of Takahashi's suggestions, instead persuading Nintendo to keep supporting the project and allow the team to complete their work as envisioned.[5] Originally titled Monado: Beginning of the World, Iwata had the title changed to honor Takahashi's previous work on Xenogears and the Xenosaga franchise. The new title was Xenoblade Chronicles.[50]

2010s

Xenoblade Chronicles released in 2010 in Japan, and after multiple delays, also released worldwide to unexpected critical and commercial success.[49] Also released that year was Super Robot Taisen OG Saga: Endless Frontier Exceed, a sequel to the original game co-developed with Banpresto that expanded upon the mechanics of the original and featured further Xenosaga cameos.[51][52][53] In 2011, Monolith Soft founded a new studio in Kyoto, closer to Nintendo's home base so the two companies could better interact with each other. Despite some initial reservations, the staff quickly settled into their new offices and the studio became a lauded place of work.[54][55] Rather than original projects, the Kyoto branch acts as a supplementary studio, providing support for Monolith Soft and on Nintendo's in-house projects. The Kyoto branch has provided support for The Legend of Zelda: Skyward Sword (2011), Animal Crossing: New Leaf (2012), Pikmin 3 (2013), The Legend of Zelda: A Link Between Worlds (2013), Splatoon, (2015), Animal Crossing: Happy Home Designer (2015), The Legend of Zelda: Breath of the Wild (2017), Splatoon 2 (2017), and Animal Crossing: New Horizons (2020).[30][55][56][57][58][59]

The next game released from Monolith Soft, again in collaboration with Banpresto, was Project X Zone for the Nintendo 3DS. A successor to Namco × Capcom, the game received development support from and featured characters from franchises owned by Namco Bandai, Capcom and Sega.[60][61][62] Following the release of Xenoblade Chronicles, Monolith Soft was also working on a follow-up titled Xenoblade Chronicles X for the Wii U. A spiritual successor to the first game, and the company's first high-definition video game title, Xenoblade Chronicles X shifted from a story-driven to an open world gameplay-driven structure.[57][63] The incorporation of an extensive multiplayer element resulted in its release being delayed and the narrative being substantially altered.[64][65] Monolith Soft also developed a sequel to Project X Zone, Project X Zone 2. In addition to changing the character roster selected from Sega, Capcom and Bandai Namco, the game introduced characters from the Nintendo franchise Fire Emblem in addition to characters from Xenoblade Chronicles.[66][67][68]

During the last development stages of Xenoblade Chronicles X, Monolith Soft began work on a new Xenoblade title for the Nintendo Switch. Titled Xenoblade Chronicles 2, the game returned to the story-driven structure of Xenoblade Chronicles while building upon the gameplay and technology of Xenoblade Chronicles X.[65][69][70] One of the game's story prototypes was later turned into an expansion titled Xenoblade Chronicles 2: Torna – The Golden Country, released in 2018.[71] In addition to this, Monolith Soft also began development of a fantasy action game, hiring new staff for the project.[72] The company opened new studios in Nakameguro and Iidabashi during 2017 and 2018.[73][74] The 1st Production team, known for their work on the Xenoblade Chronicles series, started hiring staff for development of a new RPG project in October 2018.[75][76] In March 2019, the 2nd Production team started hiring staff for a new project in The Legend of Zelda franchise.[77][78] Between 2018 and 2019, the Iidabashi studio closed.[73][79] In April 2019, in the wake of high revenue during the 2018–2019 fiscal period, the company opened a new studio in Ōsaki, Tokyo.[80]

Games

Lead development

This list is for games to which Monolith Soft contributed substantially, being either a major co-developer or the main developer.

List of games developed by Monolith Soft[81]
Year Title Platform Publisher Ref.
2002 Xenosaga Episode I PlayStation 2 Namco
2003 Baten Kaitos: Eternal Wings and the Lost Ocean[co 1] GameCube [20]
2004 Xenosaga Freaks PlayStation 2 [82]
Xenosaga Episode II
Xenosaga: Pied Piper[co 2][co 3] Mobile devices [26][27]
2005 Namco × Capcom PlayStation 2
2006 Baten Kaitos Origins[co 1] GameCube Nintendo [36]
Xenosaga I & II[co 3] Nintendo DS [27]
Xenosaga Episode III PlayStation 2 Namco Bandai Games
2008 Soma Bringer Nintendo DS
Super Robot Taisen OG Saga: Endless Frontier[co 4]
  • JP: Namco Bandai Games
[45]
Disaster: Day of Crisis Wii Nintendo
2009 Dragon Ball Z: Attack of the Saiyans Nintendo DS Namco Bandai Games
2010 Super Robot Taisen OG Saga: Endless Frontier Exceed[co 4]
Xenoblade Chronicles Wii Nintendo
2012 Project X Zone[co 4] Nintendo 3DS Namco Bandai Games [61]
2015 Xenoblade Chronicles X Wii U Nintendo
Project X Zone 2 Nintendo 3DS Bandai Namco Entertainment
2017 Xenoblade Chronicles 2 Nintendo Switch Nintendo
2018 Xenoblade Chronicles 2: Torna – The Golden Country [71]
2020 Xenoblade Chronicles: Definitive Edition
2022 Xenoblade Chronicles 3
2023 Baten Kaitos I & II HD Remaster Bandai Namco Entertainment

Support development

This list is for titles where a studio of Monolith Soft acted in a lesser supporting role to the main developer. Monolith Soft Tokyo, the development branch who lead development on their Xenoblade franchise and other of their franchises, is one of the companies responsible for support in game design for Breath of the Wild titles in The Legend of Zelda franchise, while the other games have Monolith Soft Kyoto, which is only a support studio, acting as one of the support studios for art and graphics.

Philosophy

From the company's inception, Takahashi and Sugiura wanted to give creative freedom to pursue projects outside genre standards, in addition to hiring young staff.[9][21] An early aim was to encourage younger developers to make their mark in the industry, which at the time was dominated by people in the late 30s and up. This outlook was the reason why younger staff were given charge of the Xenosaga series.[24] Kojima stated that younger developers were preferred as they could bring interesting ideas to a project.[84] According to Sugiura, a major element during the period in which Monolith Soft was under Namco was the focus on creativity. They wanted to balance this with the financial logistics of game design rather than having budgetary concerns stifle the creative flare of the staff.[21] When talking about their Wii U projects in 2012, Monolith Soft staff member Michihiko Inaba stated that the company wanted to show that Japan could keep up with the Western market in terms of ambitious games that pushed the industry forward, comparing Monolith Soft to Bethesda Softworks in this desire.[85]

Speaking about the move from Namco Bandai to Nintendo, Sugiura commented that it was a challenge to only be developing games for a single group of consoles. Nintendo endorsed the challenge to Monolith Soft with incentives such as making a particular game within given hardware specifications, providing the company time and resources to accomplish that. Another factor that changed within Monolith Soft's development process was Nintendo's increased quality control, which would moot any project that did not have the desired quality for their systems.[12] This sense of challenge was also echoed by Takahashi, who described both Xenoblade Chronicles and Xenoblade Chronicles X as being defined by self-imposed challenges to the development team when creating the environments on limited gaming hardware.[5] Monolith Soft's scope and goals are often attributed to Takahashi's drive and ambition.[5][35] While commonly associated with Japanese role-playing games (JRPGs), Monolith Soft focuses more on making role-playing games for a worldwide audience.[86]

Rather than a fixed development structure, Monolith Soft chooses to freely assign staff based on the direction a project takes, in addition to believing in collaborations with other companies on projects rather than developing entirely in-house.[3] According to a 2012 interview with Takahashi, a prerequisite for working at Monolith Soft is a deep passion for games in addition to general knowledge outside the field.[84] As opposed to many other Japanese and Western studios which have come under criticism for excessive overtime and poor working conditions, Monolith Soft strives for a friendly working environment and reasonable hours for its staff. Overtime is also negotiated with the management and receives payment, a rarity in Japanese business. Speaking in relation to this approach, Honne recited the company's motto; "Zero overtime and creative work allowed".[87] Despite the gaming industry's workforce being dominated by men, Monolith Soft has a notably high proportion of female developers working at the company, with around a quarter of its workforce in total.[3][87]

Notes

  1. ^ As of 2020, Monolith Soft has 4 studios in the following locations: two studios in Meguro, Tokyo, one studio in Shinagawa, and one studio in Shimogyō-ku, Kyoto.
  2. ^ Japanese: 株式会社モノリスソフト, Hepburn: Kabushiki gaisha Monorisu Sofuto
  1. ^ a b Co-developed with tri-Crescendo.
  2. ^ Co-developed with Namco Mobile.
  3. ^ a b Co-developed with Tom Create.
  4. ^ a b c Co-developed with Banpresto.
  5. ^ Development cooperation for Square Enix.
  6. ^ Development cooperation for Nintendo's ad-hoc development team for Super Smash Bros. Brawl.
  7. ^ a b c d e f Development cooperation for Nintendo Entertainment Analysis & Development.
  8. ^ a b c d e Development cooperation for Nintendo Entertainment Planning & Development.

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External links

  • Official website (in Japanese)

monolith, soft, confused, with, monolith, productions, american, video, game, studio, ware, trading, japanese, video, game, development, studio, originally, owned, namco, later, bandai, namco, until, being, bought, nintendo, 2007, company, founded, 1999, tetsu. Not to be confused with Monolith Productions an American video game studio Monolith Software Inc b trading as Monolith Soft is a Japanese video game development studio originally owned by Namco later Bandai Namco until being bought out by Nintendo in 2007 The company was founded in 1999 by Tetsuya Takahashi with the support and cooperation of Masaya Nakamura the founder of Namco Their first project was the Xenosaga series a spiritual successor to the Square developed Xenogears Multiple Square staff would join Takahashi at Monolith Soft including Hirohide Sugiura and Yasuyuki Honne Monolith Software Inc Headquarters in Nakameguro GT Tower s 12th floor in Meguro Tokyo JapanTrade nameMonolith SoftNative name株式会社モノリスソフトRomanized nameKabushiki gaisha Monorisu SofutoTypeKabushiki gaishaSubsidiaryIndustryVideo gamesGenreVideo game developerFounded1 October 1999 23 years ago 1999 10 01 in Tokyo JapanFoundersHirohide SugiuraTetsuya TakahashiYasuyuki HonneHeadquartersMeguro Tokyo JapanNumber of locations4 studios a 2020 Key peopleRepresentative DirectorHirohide SugiuraDirectorsTetsuya TakahashiTadashi NomuraTomohiro YaharaYasuyuki HonneProductsGamesBrandsXenosaga seriesBaten Kaitos seriesXenoblade Chronicles seriesProject X Zone seriesNet income 491 million 2020 Number of employees275 2021 ParentNamco 1997 2006 Bandai Namco 2006 2007 Nintendo 96 67 since 2007 Websitewww wbr monolithsoft wbr co wbr jpFootnotes references 1 2 In addition to the Xenosaga series Monolith Soft worked on other projects including Baten Kaitos and Namco Capcom the precursor to their later Project X Zone series along with assisting on projects from other developers While several of its games have released on the PlayStation 2 the majority of its games have released on Nintendo platforms As of 2019 Monolith Soft operates four studios Its main studio is in Meguro Tokyo that produces the company s original video game properties the secondary Nakameguro GS and Osaki Studio similarly based in Tokyo and a studio in Kyoto with mainly artists as its employees which acts as an assisting developer for both Monolith Soft and for some Nintendo games The design approaches of Monolith Soft have shifted over its lifetime with early games such as Xenosaga and Baten Kaitos being distinguished by a narrative heavy approach while later games have focused more on gameplay The company s stated goals are to create projects with wide creative freedom and to allow younger developers to contribute to these projects The company is also notable for its focus on promoting a comfortable working environment with little to no overtime in contrast to the majority of other Japanese game developers alongside collaborating with other studios and companies Contents 1 History 1 1 Origins 1 2 2000s 1 2 1 Namco era 1 2 2 Nintendo era 1 3 2010s 2 Games 2 1 Lead development 2 2 Support development 3 Philosophy 4 Notes 5 References 6 External linksHistory EditOrigins Edit Monolith Soft was founded by Tetsuya Takahashi a developer who had previously worked at Nihon Falcom and later at Square in which the latter was merged into Enix in 2003 to form Square Enix 3 4 While at Square he and his wife Kaori Tanaka also known as Soraya Saga would contribute to the development of multiple games including entries in the Final Fantasy series 5 6 Following their work on Final Fantasy VI Takahashi and Tanaka created a proposal for Final Fantasy VII while deemed too dark for the Final Fantasy series they were allowed to develop it as their own project titled Xenogears 7 Takahashi s ambition and drive prompted Final Fantasy creator Hironobu Sakaguchi then Executive Vice President at Square to appoint him as director 5 8 Takahashi also wrote the script with Tanaka 6 7 Following the release of Xenogears Takahashi became dissatisfied with Square s business approach at the time which prioritized their major intellectual properties including Final Fantasy This left Takahashi with no funding or creative room to develop further independent projects or continue his planned Xenogears series 9 10 11 In 1999 Takahashi talked with Hirohide Sugiura who had likewise worked at Square and was beginning to feel frustrated due to a lack of creative freedom After discussing the matter the two decided to create their own company and pursue projects they wanted to create When planning their new company Takahashi and Sugiura decided that they needed a publisher with substantial market presence to help them rather than being an independent studio Takahashi and Sugiura approached multiple companies for support but most of the companies they contacted outright rejected their offer as they believed that Monolith Soft should be an independent company However Namco were interested in investing into Monolith Soft as a dedicated subsidiary whilst handling logistics and marketing so that the core staff could focus on game development 9 An important supporter of Monolith Soft was Namco s founder Masaya Nakamura who shared many of Takahashi and Sugiura s goals and ideals 12 Monolith Soft is noted as being one of a group of video game companies alongside Sacnoth Love de Lic and Mistwalker founded by Square staff who had worked on notable games produced during the 1990s 13 The company was officially founded on 1 October 1999 by Takahashi Sugiura and Yasuyuki Honne who had worked at Square on both the Chrono series and with Takahashi on Xenogears 3 9 11 The company s offices were originally based in Yokohama 14 2000s Edit Namco era Edit Monolith Soft s first project was Xenosaga Episode I a role playing game RPG for the PlayStation 2 Xenosaga was a spiritual successor to Xenogears development began in 2000 when enough staff had been gathered lasting approximately two years 10 15 16 As with Xenogears the game was scripted by Takahashi and Tanaka who planned out the Xenosaga series as a hexalogy 11 17 In 2001 Namco producer Shinji Noguchi and Monolith Soft s Tadashi Nomura conceived a new IP for the GameCube unconnected to Xenosaga Titled Baten Kaitos Eternal Wings and the Lost Ocean development began six months after the concept was formed with Honne acting as director 18 19 20 The game development staff of the company was now divided between the Xenosaga series and Baten Kaitos the latter a project driven by the younger developers at Monolith Soft 21 Baten Kaitos was co developed with tri Crescendo which came about due to both submitting designs to Namco which suggested they work together on the project 20 22 In 2003 Honne was approached by then CEO of Nintendo Satoru Iwata about developing a new entry in the Mother series for GameCube Honne created a pitch themed around a felt style recreation of 80s America but the idea was firmly rejected by series creator Shigesato Itoi 23 Following the release of the first Xenosaga game Takahashi and Sugiura reassessed the internal structure of Monolith Soft determining that the current lead developers were too old clashing with their intended goals for the company to foster young talent With this mindset Takahashi stepped down from his lead role in the Xenosaga series He continued to work for the company in a supervisory role by providing the series scenario drafts while younger staff continued the series development This move also allowed Takahashi a greater degree of creative freedom in a number of projects as opposed to being tied to a single series 24 In May 2002 Monolith Soft moved from Yokohama to their current offices in Meguro Tokyo 3 14 25 The next entry in the Xenosaga series Xenosaga Episode II began development under a new team following the release of Episode I While developing Episode II the staff shifted their focus from the main series to help tell the story through multiple media 21 22 Among these additional projects was Xenosaga Pied Piper a spin off title for mobile devices co developed with Tom Create and Namco Mobile 21 26 27 Pied Piper was Tanaka s last work on the Xenosaga series 17 Beginning in 2003 Monolith Soft also developed Namco Capcom a PlayStation 2 crossover game featuring characters from various Namco and Capcom video games The idea was proposed by Monolith Soft with development lasting two years 28 29 In 2006 Monolith Soft was involved in four released games Dirge of Cerberus Final Fantasy VII Xenosaga I amp II Xenosaga Episode III and Baten Kaitos Origins 30 Dirge of Cerberus was primarily developed by SQUARE ENIX with Monolith Soft providing development support 30 31 Xenosaga I amp II was an expanded re imagining of the first two games for the Nintendo DS and is notable for being Monolith Soft s first title for handheld game consoles 32 33 The game was co developed by Tom Create in collaboration with multiple staff who had worked on the anime adaptation for the first Xenosaga 27 32 Xenosaga Episode III began development in 2004 While Xenosaga was planned as a hexalogy the new team decided to restructure the series as a trilogy Episode III was the last planned entry in the series with further games depending on its commercial success 21 34 The mixed commercial and critical performance of the Xenosaga series left Monolith Soft s development staff in a state of low morale 35 Baten Kaitos Origins again co developed with tri Crescendo was released late in the lifespan of the GameCube shortly before the release of Nintendo s new home console the Wii 36 A Baten Kaitos game for the DS was also in development at Monolith Soft but Namco which by this point had merged with Bandai to become Namco Bandai cancelled the project 33 36 A third Baten Kaitos game was in early development for a long time according to Honne but was cancelled due to unspecified circumstances Future efforts with the series depended upon both fan demand and the cooperation of IP owners Namco 37 Nintendo era Edit According to Sugiura Monolith Soft s relations with Namco had undergone a negative change after Nakamura retired as head of Namco in 2002 three years before the merger with Bandai 12 38 The company underwent changes and Monolith Soft felt they were being given less creative freedom and the newly created Bandai Namco was less willing to take creative risks The company then received consultation from Shinji Hatano an executive director at Nintendo who advised them to continue creating innovative projects Spurred on by Hatano s supportive attitude Monolith Soft decided to break away from Bandai Namco to become a Nintendo subsidiary this provided Monolith Soft creative freedom in exchange for software development exclusivity for Nintendo platforms 12 Nintendo s purchasing of the majority of Monolith Soft s shares from Bandai Namco Holdings was publicly announced in April 2007 Nintendo became the majority shareholder of Monolith Soft with 80 of shares while Bandai Namco retained 16 and remained as a development partner Namco Bandai stated that the exchange of Monolith Soft shares would strengthen their relationship with Nintendo 39 The remaining shares were divided between Takahashi Sugiura and Honne 40 By the beginning of 2012 Namco Bandai had sold its remaining 400 shares in Monolith Soft to Nintendo 40 41 Nintendo s acquisition of Monolith Soft contrasted against the company s previous publicized approach of not taking part in mergers and acquisitions of other studios and companies In a statement on the matter Iwata said that the deal was initiated due to the positive relations between Sugiura and Nintendo and the two companies parallel design and development philosophies 42 Monolith Soft s first releases following its acquisition by Nintendo were Soma Bringer and Super Robot Taisen OG Saga Endless Frontier for the Nintendo DS and Disaster Day of Crisis for the Wii all released in 2008 30 Soma Bringer was the company s first portable title to be developed entirely in house it was designed as an experience driven by gameplay rather than narrative Multiple returning staff from the Xenosaga series including Takahashi and Tanaka contributed to the game 6 43 Super Robot Taisen OG Saga Endless Frontier a crossover RPG was co developed with Banpresto and featured cameo appearances from Monolith Soft s Xenosaga series 44 45 Disaster Day of Crisis Monolith Soft s first and to date only non RPG game was intended as a showcase for the capabilities of the Wii Due to quality concerns and Monolith Soft s unfamiliarity with the Wii hardware it was delayed from its planned 2006 release by two years 30 46 47 Monolith Soft was also chosen to develop Dragon Ball Z Attack of the Saiyans due to their pedigree at developing RPGs 48 During this period they assisted in the development of Super Smash Bros Brawl 30 From mid 2006 Takahashi was working on a separate project struck by an idea of rival civilizations emerging on the frozen bodies of two warring gods he and Honne constructed a model of the two gods to better visualize the idea After bringing their idea to Nintendo producer Hitoshi Yamagami the team began development in 2007 Takahashi later stated that the game s development acted as a means of boosting company morale after the failure of the Xenosaga series The director Koh Kojima started his directorial debut with this game having previously written the scenario for Baten Kaitos Origins This game also saw a shift away from the narrative heavy approach of Monolith Soft s earlier work which Takahashi stated had been called out as old fashioned 25 35 In contrast to many earlier Monolith Soft projects the game was designed with an international release in mind 49 The intended scale of the game caused problems and Takahashi reluctantly went to Yamagami with a list of proposals to cut down the game to a suitable size as he was accustomed to doing for previous projects Yamagami rejected all of Takahashi s suggestions instead persuading Nintendo to keep supporting the project and allow the team to complete their work as envisioned 5 Originally titled Monado Beginning of the World Iwata had the title changed to honor Takahashi s previous work on Xenogears and the Xenosaga franchise The new title was Xenoblade Chronicles 50 2010s Edit Xenoblade Chronicles released in 2010 in Japan and after multiple delays also released worldwide to unexpected critical and commercial success 49 Also released that year was Super Robot Taisen OG Saga Endless Frontier Exceed a sequel to the original game co developed with Banpresto that expanded upon the mechanics of the original and featured further Xenosaga cameos 51 52 53 In 2011 Monolith Soft founded a new studio in Kyoto closer to Nintendo s home base so the two companies could better interact with each other Despite some initial reservations the staff quickly settled into their new offices and the studio became a lauded place of work 54 55 Rather than original projects the Kyoto branch acts as a supplementary studio providing support for Monolith Soft and on Nintendo s in house projects The Kyoto branch has provided support for The Legend of Zelda Skyward Sword 2011 Animal Crossing New Leaf 2012 Pikmin 3 2013 The Legend of Zelda A Link Between Worlds 2013 Splatoon 2015 Animal Crossing Happy Home Designer 2015 The Legend of Zelda Breath of the Wild 2017 Splatoon 2 2017 and Animal Crossing New Horizons 2020 30 55 56 57 58 59 The next game released from Monolith Soft again in collaboration with Banpresto was Project X Zone for the Nintendo 3DS A successor to Namco Capcom the game received development support from and featured characters from franchises owned by Namco Bandai Capcom and Sega 60 61 62 Following the release of Xenoblade Chronicles Monolith Soft was also working on a follow up titled Xenoblade Chronicles X for the Wii U A spiritual successor to the first game and the company s first high definition video game title Xenoblade Chronicles X shifted from a story driven to an open world gameplay driven structure 57 63 The incorporation of an extensive multiplayer element resulted in its release being delayed and the narrative being substantially altered 64 65 Monolith Soft also developed a sequel to Project X Zone Project X Zone 2 In addition to changing the character roster selected from Sega Capcom and Bandai Namco the game introduced characters from the Nintendo franchise Fire Emblem in addition to characters from Xenoblade Chronicles 66 67 68 During the last development stages of Xenoblade Chronicles X Monolith Soft began work on a new Xenoblade title for the Nintendo Switch Titled Xenoblade Chronicles 2 the game returned to the story driven structure of Xenoblade Chronicles while building upon the gameplay and technology of Xenoblade Chronicles X 65 69 70 One of the game s story prototypes was later turned into an expansion titled Xenoblade Chronicles 2 Torna The Golden Country released in 2018 71 In addition to this Monolith Soft also began development of a fantasy action game hiring new staff for the project 72 The company opened new studios in Nakameguro and Iidabashi during 2017 and 2018 73 74 The 1st Production team known for their work on the Xenoblade Chronicles series started hiring staff for development of a new RPG project in October 2018 75 76 In March 2019 the 2nd Production team started hiring staff for a new project in The Legend of Zelda franchise 77 78 Between 2018 and 2019 the Iidabashi studio closed 73 79 In April 2019 in the wake of high revenue during the 2018 2019 fiscal period the company opened a new studio in Ōsaki Tokyo 80 Games EditLead development Edit This list is for games to which Monolith Soft contributed substantially being either a major co developer or the main developer List of games developed by Monolith Soft 81 Year Title Platform Publisher Ref 2002 Xenosaga Episode I PlayStation 2 Namco2003 Baten Kaitos Eternal Wings and the Lost Ocean co 1 GameCube 20 2004 Xenosaga Freaks PlayStation 2 82 Xenosaga Episode II JP NA NamcoEU Sony Computer EntertainmentXenosaga Pied Piper co 2 co 3 Mobile devices JP Namco 26 27 2005 Namco Capcom PlayStation 22006 Baten Kaitos Origins co 1 GameCube Nintendo 36 Xenosaga I amp II co 3 Nintendo DS JP Namco 27 Xenosaga Episode III PlayStation 2 Namco Bandai Games2008 Soma Bringer Nintendo DS JP NintendoSuper Robot Taisen OG Saga Endless Frontier co 4 JP Namco Bandai Games 45 NA AtlusDisaster Day of Crisis Wii Nintendo2009 Dragon Ball Z Attack of the Saiyans Nintendo DS Namco Bandai Games2010 Super Robot Taisen OG Saga Endless Frontier Exceed co 4 JP Namco Bandai GamesXenoblade Chronicles Wii Nintendo2012 Project X Zone co 4 Nintendo 3DS Namco Bandai Games 61 2015 Xenoblade Chronicles X Wii U NintendoProject X Zone 2 Nintendo 3DS Bandai Namco Entertainment2017 Xenoblade Chronicles 2 Nintendo Switch Nintendo2018 Xenoblade Chronicles 2 Torna The Golden Country 71 2020 Xenoblade Chronicles Definitive Edition2022 Xenoblade Chronicles 32023 Baten Kaitos I amp II HD Remaster Bandai Namco EntertainmentSupport development Edit This list is for titles where a studio of Monolith Soft acted in a lesser supporting role to the main developer Monolith Soft Tokyo the development branch who lead development on their Xenoblade franchise and other of their franchises is one of the companies responsible for support in game design for Breath of the Wild titles in The Legend of Zelda franchise while the other games have Monolith Soft Kyoto which is only a support studio acting as one of the support studios for art and graphics List of games with assistance by Monolith Soft 81 Year Title Platform Publisher Ref 2006 Dirge of Cerberus Final Fantasy VII co 5 PlayStation 2 Square Enix 81 2008 Super Smash Bros Brawl co 6 Wii Nintendo2011 The Legend of Zelda Skyward Sword co 7 83 2012 Animal Crossing New Leaf co 7 Nintendo 3DS2013 Pikmin 3 co 7 Wii UThe Legend of Zelda A Link Between Worlds co 7 Nintendo 3DS2015 Splatoon co 7 Wii UAnimal Crossing Happy Home Designer co 7 Nintendo 3DS2017 The Legend of Zelda Breath of the Wild co 8 Nintendo SwitchWii USplatoon 2 co 8 Nintendo Switch2020 Animal Crossing New Horizons co 8 59 2022 Splatoon 3 co 8 2023 The Legend of Zelda Tears of the Kingdom co 8 Philosophy EditFrom the company s inception Takahashi and Sugiura wanted to give creative freedom to pursue projects outside genre standards in addition to hiring young staff 9 21 An early aim was to encourage younger developers to make their mark in the industry which at the time was dominated by people in the late 30s and up This outlook was the reason why younger staff were given charge of the Xenosaga series 24 Kojima stated that younger developers were preferred as they could bring interesting ideas to a project 84 According to Sugiura a major element during the period in which Monolith Soft was under Namco was the focus on creativity They wanted to balance this with the financial logistics of game design rather than having budgetary concerns stifle the creative flare of the staff 21 When talking about their Wii U projects in 2012 Monolith Soft staff member Michihiko Inaba stated that the company wanted to show that Japan could keep up with the Western market in terms of ambitious games that pushed the industry forward comparing Monolith Soft to Bethesda Softworks in this desire 85 Speaking about the move from Namco Bandai to Nintendo Sugiura commented that it was a challenge to only be developing games for a single group of consoles Nintendo endorsed the challenge to Monolith Soft with incentives such as making a particular game within given hardware specifications providing the company time and resources to accomplish that Another factor that changed within Monolith Soft s development process was Nintendo s increased quality control which would moot any project that did not have the desired quality for their systems 12 This sense of challenge was also echoed by Takahashi who described both Xenoblade Chronicles and Xenoblade Chronicles X as being defined by self imposed challenges to the development team when creating the environments on limited gaming hardware 5 Monolith Soft s scope and goals are often attributed to Takahashi s drive and ambition 5 35 While commonly associated with Japanese role playing games JRPGs Monolith Soft focuses more on making role playing games for a worldwide audience 86 Rather than a fixed development structure Monolith Soft chooses to freely assign staff based on the direction a project takes in addition to believing in collaborations with other companies on projects rather than developing entirely in house 3 According to a 2012 interview with Takahashi a prerequisite for working at Monolith Soft is a deep passion for games in addition to general knowledge outside the field 84 As opposed to many other Japanese and Western studios which have come under criticism for excessive overtime and poor working conditions Monolith Soft strives for a friendly working environment and reasonable hours for its staff Overtime is also negotiated with the management and receives payment a rarity in Japanese business Speaking in relation to this approach Honne recited the company s motto Zero overtime and creative work allowed 87 Despite the gaming industry s workforce being dominated by men Monolith Soft has a notably high proportion of female developers working at the company with around a quarter of its workforce in total 3 87 Notes Edit As of 2020 Monolith Soft has 4 studios in the following locations two studios in Meguro Tokyo one studio in Shinagawa and one studio in Shimogyō ku Kyoto Japanese 株式会社モノリスソフト Hepburn Kabushiki gaisha Monorisu Sofuto a b Co developed with tri Crescendo Co developed with Namco Mobile a b Co developed with Tom Create a b c Co developed with Banpresto Development cooperation for Square Enix Development cooperation for Nintendo s ad hoc development team for Super Smash Bros Brawl a b c d e f Development cooperation for Nintendo Entertainment Analysis amp Development a b c d e Development cooperation for Nintendo Entertainment Planning amp Development References Edit 株式会社モノリスソフト 株式会社モノリスソフト in Japanese Retrieved 25 June 2020 モノリスソフト 20年3月期の最終利益は78 8 増の4 91億円 ゼノブレイド ディフィニティブ エディション を開発 GameBiz jp in Japanese 9 July 2020 Retrieved 12 August 2020 a b c d e Company モノリスソフトとは 株式会社モノリスソフト in Japanese Monolith Soft Archived from the original on 27 September 2018 Retrieved 27 September 2018 Game software firms Enix Square to merge on April 1 The Japan Times 27 November 2002 Archived from the original on 13 July 2017 Retrieved 11 March 2017 a b c d e Parkin Simon 29 November 2015 Takahashi s castle An RPG master s journey from Final Fantasy to Xenoblade Eurogamer Archived from the original on 17 January 2016 Retrieved 11 July 2017 a b c Yip Spencer 4 June 2010 Reflections With Soraya Saga Part 1 Siliconera Archived from the original on 12 March 2016 Retrieved 15 August 2016 a b Yip Spencer 11 June 2010 Soraya Saga On Xenogears And Xenosaga Siliconera Archived from the original on 22 December 2015 Retrieved 27 May 2011 Hironobu Sakaguchi Chairman and CEO Square USA Archived from the original on 11 May 2000 Retrieved 19 April 2013 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help a b c d ザ プレ特別インタビュー in Japanese Monolith Soft 20 December 1999 Archived from the original on 21 April 2001 Retrieved 21 January 2016 a b Sato Ike 8 November 2001 Xenosaga Interview GameSpot Archived from the original on 5 December 2015 Retrieved 31 August 2008 a b c Johansson Martin 2002 Xenosaga The Power of Will SUPER Play in Swedish April 2002 a b c d Sato 21 August 2017 Monolith Soft Executive Producer On Going From Namco To Nintendo Siliconera Archived from the original on 21 August 2017 Retrieved 28 September 2017 Ciolke Todd 6 February 2013 The X Button Squared Circle Anime News Network Archived from the original on 9 February 2013 Retrieved 28 September 2017 a b 会社情報 株式会社モノリスソフト in Japanese Monolith Soft Archived from the original on 11 July 2011 Retrieved 28 September 2017 Creator s Talk Tetsuya Takahashi in Japanese Sony 2002 Archived from the original on 5 February 2005 Retrieved 20 December 2015 インタビュー ゼノサーガ 電撃オンライン in Japanese Dengeki Online 2002 Archived from the original on 20 January 2016 Retrieved 20 January 2016 a b Xenosaga series loses key writer GameSpot 19 January 2005 Archived from the original on 29 November 2013 Retrieved 9 August 2017 Baten Kaitos Interview IGN 3 May 2004 Archived from the original on 7 May 2004 Retrieved 15 July 2010 Baten Kaitos Eternal Wings and the Lost Ocean Interview GC IGN 21 October 2004 Archived from the original on 13 December 2004 Retrieved 15 July 2010 a b c バテン カイトス 終わらない翼と失われた海 公式設定資料集 Baten Kaitos Eternal Wings and the Lost Ocean Setting Data Collection Ohzora Publishing 1 October 2004 ISBN 4 7767 9056 4 a b c d e f 週刊ゼノサーガ Weekly Xenosaga Episode II in Japanese SoftBank Creative 3 6 12 2004 a b モノリスの新作3タイトル発表 ゼノサーガエピソードII では I の謎が明らかに in Japanese Dengeki Online 21 July 2003 Archived from the original on 5 September 2017 Retrieved 12 September 2017 Wong Alistair 11 July 2019 Baten Kaitos Director Shows Off A Gamecube Mother Game That Never Was Siliconera Archived from the original on 11 July 2019 Retrieved 12 July 2019 a b Famitsu in Japanese No 6 June 2003 Enterbrain 23 May 2003 pp 34 35 a href Template Cite magazine html title Template Cite magazine cite magazine a Missing or empty title help a b Iwata Asks Xenoblade Chronicles for Wii Vol 3 The Development Process Nintendo UK 2011 Archived from the original on 8 December 2015 Retrieved 8 December 2015 a b ゼノサーガ エピソード2 善悪の彼岸 公式コンプリートガイド Xenosaga Episode II Jenseits von Gut und Bose Official Complete Guide Namco 27 July 2004 pp 358 363 ISBN 4 9023 7203 7 a b c d トムクリエイト 開発履歴 in Japanese Tom Create Archived from the original on 14 March 2007 Retrieved 10 August 2017 Winkler Chris 25 January 2005 Namco x Capcom Press Conference Report RPGFan Archived from the original on 6 February 2005 Retrieved 28 September 2017 Namco and Capcom announce crossover RPG GameSpot 28 January 2005 Archived from the original on 1 December 2013 Retrieved 28 September 2017 a b c d e f 開発実績 株式会社モノリスソフト in Japanese Monolith Soft Archived from the original on 27 September 2017 Retrieved 28 September 2017 Massimilla Bethany 19 May 2005 Dirge of Cerberus Final Fantasy VII E3 2005 Interview GameSpot Archived from the original on 8 July 2017 Retrieved 20 July 2010 a b ゼノサーガ エピソードI II 製品概要 バンダイナムコゲームス公式サイト in Japanese Xenosaga I amp II Website Archived from the original on 30 July 2016 Retrieved 13 August 2017 a b Winkler Chris 1 December 2004 Xenosaga Baten Kaitos DS Bound RPGFan Archived from the original on 5 May 2005 Retrieved 13 August 2017 Reader Q amp A Xenosaga Episode III IGN 10 August 2006 Archived from the original on 4 February 2016 Retrieved 22 January 2015 a b c Iwata Asks Xenoblade Chronicles 3D for New Nintendo 3DS Nintendo UK 2015 Archived from the original on 21 November 2015 Retrieved 8 December 2015 a b c Riley Adam 8 March 2006 C3 Exclusive Interview Monolith Soft on Nintendo Wii Support Baten Kaitos II amp More Cubed3 Archived from the original on 6 September 2006 Retrieved 28 September 2017 Ike Sato 24 September 2018 Baten Kaitos 3 Was Canceled But Monolith Soft Art Director Wants It Back For A New Development Siliconera Archived from the original on 24 September 2018 Retrieved 27 September 2018 Sobel Jonathan 30 January 2017 Masaya Nakamura Whose Company Created Pac Man Dies at 91 New York Times Archived from the original on 1 February 2017 Retrieved 30 January 2017 Sinclair Brandon 27 April 2007 Nintendo buys Monolith Soft GameSpot Archived from the original on 22 June 2014 Retrieved 28 September 2017 a b 会社情報 株式会社モノリスソフト 2011 in Japanese Monolith Soft Archived from the original on 27 September 2011 Retrieved 28 September 2017 会社情報 株式会社モノリスソフト 2012 in Japanese Monolith Soft Archived from the original on 2 January 2012 Retrieved 28 September 2017 Financial Results Briefing for the 67th Fiscal Term Ended March 2007 Q amp A Nintendo March 2007 Archived from the original on 29 February 2008 Retrieved 28 September 2017 Creator s Voice 高橋 哲哉 x 光田 康典 in Japanese Nintendo 2008 Archived from the original on 25 February 2008 Retrieved 15 August 2016 フロンティア 集う in Japanese Bandai Namco Entertainment 14 March 2008 Archived from the original on 27 February 2016 Retrieved 24 September 2017 a b バンプレストとモノリスソフトが生み出す新たなRPG 無限のフロンティア スーパーロボット大戦OGサーガ 映像インタビューつき in Japanese Famitsu 11 January 2008 Archived from the original on 13 January 2008 Retrieved 28 September 2017 N O M 2008年10月号 No 123 DISASTER DAY OF CRISIS 開発スタッフインタビュー in Japanese Nintendo Official Magazine 2008 Archived from the original on 2 October 2008 Retrieved 28 September 2017 Interview Monolith amp Nintendo Talk Disaster Day of Crisis Wii Cubed3 27 November 2008 Archived from the original on 28 June 2017 Retrieved 28 September 2017 DBが最新デジタル技術で復活 DS ドラゴンボール改 サイヤ人来襲 プレイレポート in Japanese Inside Games 13 May 2009 Archived from the original on 28 August 2009 Retrieved 28 September 2017 a b Haywald Justin 10 April 2015 Xenoblade Chronicles X Will Have Different Play Feel Compared to First Xenoblade GameSpot Archived from the original on 7 September 2015 Retrieved 10 December 2015 Kohler Chris 29 January 2010 Nintendo To Publish The Last Story Mistwalker RPG Wired Archived from the original on 19 May 2015 Retrieved 29 January 2010 戦闘シーンの動画つきロングインタビュー 無限のフロンティアEXCEED スーパーロボット大戦OGサーガ in Japanese Famitsu 9 October 2009 Archived from the original on 10 October 2009 Retrieved 28 September 2017 動画つき 新キャラクター 序盤シナリオ紹介 無限のフロンティアEXCEED スーパーロボット大戦OGサーガ in Japanese Famitsu 10 February 2010 Archived from the original on 13 February 2010 Retrieved 24 September 2017 ゼノサーガシリーズからM O M O が参戦 無限のフロンティアEXCEED 最新情報 in Japanese 4Gamer net 22 January 2010 Archived from the original on 5 October 2014 Retrieved 24 September 2017 Romano Sal 11 July 2011 Monolith Soft forms Kyoto studio Gematsu Archived from the original on 11 July 2011 Retrieved 28 September 2017 a b Sato Ike 8 February 2013 Monolith Soft Discuss Their Closer Relationship With Nintendo Siliconera Archived from the original on 21 May 2013 Retrieved 28 September 2017 Barnett Patrick 22 May 2012 Monolith Soft s Involvement in Skyward Sword Detailed Nintendo World Report Archived from the original on 13 March 2017 Retrieved 15 July 2016 a b Hanson Ben 24 June 2015 Xenoblade s Director Talks Witcher 3 Zelda Wii U And His Favorite RPGs Game Informer Archived from the original on 27 June 2015 Retrieved 11 July 2017 Frank Allegra 20 June 2016 Nintendo s getting help from Monolith on Legend of Zelda Breath of the Wild Polygon Archived from the original on 21 June 2016 Retrieved 28 September 2017 a b Doolan Liam 4 April 2020 Xenoblade Studio Monolith Soft Actually Helped Out With Animal Crossing New Horizons Nintendo Life Retrieved 14 June 2020 Ein Interview und viele Screenhots zu Project X Zone in German JPGames de 13 April 2012 Archived from the original on 6 April 2017 Retrieved 24 September 2017 a b Schreier Jason 21 January 2013 That Crazy Sega Namco Capcom Crossover RPG Project X Zone Is Coming To America Kotaku Archived from the original on 23 January 2013 Retrieved 28 September 2017 社長が訊く ニンテンドー3DS ソフトメーカークリエーター 篇 第21回 PROJECT X ZONE in Japanese Nintendo 2012 Archived from the original on 12 December 2016 Retrieved 28 September 2017 社長が訊く XenobladeX ゼノブレイドクロス in Japanese Nintendo 28 April 2015 Archived from the original on 28 April 2015 Retrieved 18 January 2016 Official translation ゼノブレイドクロス ザ シークレットファイル アート オブ ミラ Xenoblade Cross The Secret File Art of Mira in Japanese ASCII Media Works 25 December 2015 ISBN 978 4 0486 5556 9 a b Peckham Matt 7 July 2017 Why Xenoblade Chronicles 2 Has a Character Designed by Tetsuya Nomura Time Archived from the original on 7 July 2017 Retrieved 11 July 2017 PROJECT X ZONE 2 BRAVE NEW WORLD プロジェクト クロスゾーン2 ブレイブニューワールド 開発者インタビュー in Japanese Famitsu 20 April 2014 Archived from the original on 28 September 2017 Retrieved 28 September 2017 Whitehead Thomas 12 February 2016 Interview Learning More About The Ultimate Crossover RPG Project X Zone 2 From Its Creators Nintendo Life Archived from the original on 13 February 2016 Retrieved 28 September 2017 Romano Sal 9 September 2015 Project X Zone 2 adds Fire Emblem Xenosaga and Xenoblade characters Gematsu Archived from the original on 8 December 2015 Retrieved 19 September 2015 Takahashi Tetsuya 2017 ゼノブレイド2 Message 高橋 哲哉 Xenoblade 2 Website Archived from the original on 15 June 2017 Retrieved 28 September 2017 Skrebels Joe 14 June 2017 E3 2017 Xenoblade Chronicles 2 Is More Than A Simple Sequel IGN Archived from the original on 14 June 2017 Retrieved 16 June 2017 a b Takahashi Tetsuya 21 June 2018 Torna The Golden Country Expansion Pass Content Detailed by Executive Director Takahashi Nintendo Archived from the original on 26 July 2018 Retrieved 31 July 2018 Romano Sal 20 August 2017 Monolith Soft hiring for ambitious new project different from its brand image Gematsu Archived from the original on 26 August 2017 Retrieved 28 September 2017 a b Honne Yasuyuki 6 June 2018 今月から 弊社 飯田橋スタジオ 稼働開始しました w モノリスソフト Twitter Archived from the original on 7 June 2018 Retrieved 7 June 2018 モノリスソフトとは 株式会社モノリスソフト 2017 in Japanese Monolith Soft Archived from the original on 26 September 2017 Retrieved 26 December 2017 Romano Sal 4 October 2018 Monolith Soft recruiting 1st Production development staff for new RPG project Gematsu Archived from the original on 17 January 2019 Retrieved 17 January 2019 新規RPGプロジェクト始動 株式会社モノリスソフト Monolith Soft 4 October 2018 Archived from the original on 7 January 2019 Retrieved 31 March 2019 Handrahan Matthew 28 March 2019 Monolith Soft is staffing for a new Legend of Zelda project Gamesindustry biz Archived from the original on 1 April 2019 Retrieved 31 March 2019 ゼルダの伝説 シリーズ開発スタッフ大募集 採用情報 株式会社モノリスソフト Monolith Soft 28 March 2019 Archived from the original on 29 March 2019 Retrieved 31 March 2019 モノリスソフトとは 株式会社モノリスソフト 2019 Monolith Soft Archived from the original on 20 October 2019 Retrieved 20 October 2019 Handrahan Matthew 10 July 2019 Monolith Soft opens new studio as profits boom GameIndustry biz Archived from the original on 10 July 2019 Retrieved 16 October 2019 a b c 株式会社モノリスソフト 株式会社モノリスソフト in Japanese Retrieved 31 May 2020 PS2 ゼノサーガ フリークス バンダイナムコゲームス公式サイト www bandainamcoent co jp Retrieved 14 April 2021 Monolith Soft s Involvement in Skyward Sword Detailed News Nintendo World Report Retrieved 14 June 2020 a b Sato Ike 21 December 2012 What Does It Take To Be Part Of Xenoblade Developer Monolith Soft Siliconera Archived from the original on 3 June 2017 Retrieved 28 September 2017 Sato Ike 14 December 2012 Xenoblade Developer Monolith Soft Want To Be Like Bethesda Softworks Siliconera Archived from the original on 16 December 2012 Retrieved 28 September 2017 Brown Peter 24 June 2015 Xenoblade Chronicles X Developers Weigh in on the Term JRPG GameSpot Archived from the original on 6 January 2016 Retrieved 11 July 2017 a b Sato Ike 5 July 2013 Monolith Soft s New Kyoto Studio Sounds Like A Great Place To Work Siliconera Archived from the original on 7 July 2013 Retrieved 28 September 2017 External links EditOfficial website in Japanese Portals Companies Japan Video games Retrieved from https en wikipedia org w index php title Monolith Soft amp oldid 1138300838, wikipedia, wiki, book, books, library,

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