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Dear @Konami, the #BloodyRoar community is still alive! 🐺 From longtime fans to fighting game competitors and new audiences, we’re ready to support a remaster, classic collection or brand-new entry.
2027 marks 30 years of Bloody Roar. #BringBackBloodyRoar
@JeriTheOG , let’s try to show to konami that not only there’s a compétitive community, but also more casual fans that want the return of this serie !
French_Lethal_Protector retweeted
I see.
I can understand how you feel.
From this point on, I’m not going to give you my personal opinion. Instead, I’ll talk about this from a general perspective, based on my experience working at a major game company.
If the company that owns the rights to that IP analyzes the business potential and concludes that it could generate profits commensurate with the company’s size, then a remake, sequel, or reboot is certainly possible. The phrase “commensurate with the company’s size” is actually a pretty important keyword here, so I can’t leave that part out.
Timing is another factor, of course.
For example, as Producer Ono has mentioned in interviews in the past, there was a 10-year gap between SF3 and SF4.
During that period, people were saying things like “the fighting game boom is over.” But in reality, namco had been consistently releasing fighting games for both arcades and home consoles throughout that entire period, and was essentially enjoying a complete monopoly on the market.
The scale of that market was actually quite substantial, averaging around 5 to 6 million units in home console sales. And in the arcade business, the revenue generated in the year a game was released was equivalent to the revenue generated during the first two years of its home console release.
Ono-san thoroughly researched those figures and apparently used that data as one of his convincing arguments to get the SF4 project approved.
In other words, finding the right moment when you can identify both a business opportunity and a realistic chance of success in a particular genre is extremely important. So it’s possible that the rights holder is simply waiting for that moment.
What’s interesting about timing is that it’s not just about the competitive landscape or the overall state of the genre. Sometimes, the longer an IP has been dormant, the more excitement its eventual revival can generate. (Although I have no idea whether Bloody Roar would fall into that category.)
Another factor is whether someone will emerge within the organization that owns the IP who has the confidence to BET on that IP, the authority to make it happen, and the willingness to take that risk.
The reality is that even when market conditions and business circumstances are favorable, an organization ultimately needs someone to take the lead.
And unless that leader has genuine passion or affection for the IP, the project isn’t going to get off the ground in the first place. (Or, in the worst case, even if they have absolutely no passion or affection for it, there at least needs to be a very strong business case with a high probability of success.)
When you look at it this way, getting all of these circumstances and conditions to align might sound relatively simple, but in reality, it’s quite difficult, especially when you factor in timing.
On the other hand, there have also been cases in the past where things were actually moving behind the scenes while everyone had pretty much given up hope.
A recent example would be DOA.
After DOA6 was released in 2019, there was a long period during which DOA fans were lamenting the fact that there had been no announcements of new games or even updates.
But behind the scenes, Producer Hayashi was actually carefully watching for the right timing and developing his strategy.
How can I say that with such confidence?
Well, that’s because Hayashi himself was regularly coming to me directly for advice, so I knew what was going on.
He would ask me about the market conditions for 3D fighting games, the state of the community (I was still on the front lines at the time, attending FGC events and observing the community firsthand), and what factors he should be taking into account if he were to start planning something new.
He was surprisingly passionate and thorough in the way he sought advice, and he was genuinely serious about bringing DOA back.
And as a result, we saw the announcement this year, didn’t we?
The same thing happened with VF, didn’t it?
Everyone had pretty much lost hope, but that despair eventually turned into hope.
As for Bloody Roar, I genuinely don’t know anything about it.
That’s why all I can offer is this kind of general perspective. But if you’re going to make your voice heard, I’d recommend making sure that your message reaches the company that actually owns the rights to the IP.
I’ve personally witnessed several cases where feedback like that became the catalyst for a producer to start seriously considering an idea, which eventually led to an actual game being made.
Or maybe one of the fans could even get a job at that company!
In any case, telling me what you want from Bloody Roar isn’t going to change anything.
So if you want to create even the slightest opportunity for something to happen, you need to communicate your wishes directly to the company that owns the IP, and do so
“in a positive and friendly manner.”
(This is really important, by the way. If you start your request with something like “I know you guys probably won’t listen to anything we say anyway, but…” remember that the people receiving those messages are human beings too. A lot of people would simply get irritated by that kind of opening and end up disregarding the request entirely.)
I also wouldn’t recommend online petitions.
(Of course, it depends on the scale of what you’re asking for, but even if you manage to collect tens of thousands of signatures, they generally don’t carry much weight. Anonymous online petitions are so easy to participate in that they tend to lack not only credibility but also any real sense of significance or commitment.)
Instead, figuring out how to communicate your genuine passion and enthusiasm directly to the people who can actually make decisions would be far more effective.
Well, that’s about all I can tell you.
I realize this is all pretty general advice, and you might be thinking, “Yeah, I already know all that.”
French_Lethal_Protector retweeted
Bloody Roar Trademark Situation Explained.
youtu.be/GqMKCEQFRj0
BLOODY ROAR WILL COME BACK ! 30TH ANNIVERSARY COMING SOON
Konami officially owns the Bloody Roar IP as of October 15th, 2026. (Final Trademark Update).
youtu.be/8myMhY51Gbw
Je vois des gens se hyper sur le fait que « Konami possède Bloody Roar depuis le 15 Octobre ! », c’est juste une nouvelle histoire de renouvellement des droits pour la compagnie et encore une fois ça ne veut pas dire qu’il se passera forcément quelque chose 🥲
French_Lethal_Protector retweeted
Ça me tue comment ils commencent tous à Basic puis passent à On air des qu’ils évoluent un peu mdrrrr
French_Lethal_Protector retweeted
Yugo and Long character designs from Bloody Roar 3 by artist Naochika Morishita.
More art from the game: creativeuncut.com/art_bloody…
French_Lethal_Protector retweeted
Looking back on the early days of motion capture for Devil May Cry 3, I remember how much the physical work shaped the character. Dante’s moves had to feel stylish and precise at the same time. We spent long sessions in the volume figuring out how to translate those big actions into something that still read clearly on screen. Doing both the voice and the performance capture let me keep the energy consistent from the body to the delivery. It was hard work, but it taught me a lot about matching physical performance to character. Grateful for the teams that made those sessions possible and for the fans who connected with the result.
French_Lethal_Protector retweeted
It's real!!! Watch the new Metroid Ravenous Trailer here:
DROPS JANUARY 28, 2027!!!!!!!!!!!!
French_Lethal_Protector retweeted
Call me Adam the way I be coping
⬆⬆⬇⬇📢 LIVE WORLDWIDE 📺⬅➡⬅➡
Tune in to the official program "KONAMI PRESS START,"
streaming worldwide on September 3 at 8:00 AM PDT!
"KONAMI PRESS START" is a showcase featuring the latest news and updates from KONAMI games.
This edition will highlight upcoming titles including Castlevania: Belmont’s Curse, coming on October 15, and SILENT HILL: Townfall, arriving on September 24, alongside brand-new gameplay footage and video messages from the development teams.
Also, Exclusive footage will be revealed during the broadcast.
Join us for a presentation packed with the latest news and updates from KONAMI.
Watch here: youtu.be/us-U1NKynio
#KonamiPressStart
*There will be no announcements regarding a remake of SILENT HILL.
French_Lethal_Protector retweeted
Just look at how beautiful that dmc1 mod looks on Dante man. that is THE greatest dante fit of all time PERIOD. i don't want to hear it!!💯💯💯💯💯
French_Lethal_Protector retweeted
Can believe it’s been 25years! 🥳though my run started a little later! I’m eternally grateful to the franchise and the fans for keeping this legend alive all these years!











































