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— CH. 1 · INTRODUCTION —

Namco × Capcom

8 min listen · Ch. 1 of 8
8 sections
  • Namco x Capcom arrived in Japanese game shops on the 26th of May 2005, carrying inside it nearly one hundred characters drawn from two of the largest video game publishers in the world. The idea was ambitious enough that, at the time, large rival companies simply did not do this sort of thing. Capcom's agreement to participate broke an accepted norm in the industry. But the game that resulted from this collaboration would never officially leave Japan, would receive reviews ranging from enthusiasm to disappointment, and would quietly seed the ground for a whole lineage of crossover titles that followed it. How did a 50th anniversary internal project become an unlikely bridge between rival universes? And what does it reveal about the people who made it?

  • Monolith Soft was, in 2003, a subsidiary of Namco staffed largely by former Square employees who had built their reputations on the Xenosaga series and Baten Kaitos: Eternal Wings and the Lost Ocean. When they proposed a crossover game, the original idea was an internal affair, a celebration of Namco's own character roster for the company's 50th anniversary. That roster grew to around one hundred characters. The team wanted to go further still. To make something "more exciting", Namco reached out to Capcom, its major rival. Capcom said yes, making Namco x Capcom only Capcom's second major collaboration with another publisher, after the SNK vs. Capcom series. The producer was Kouji Ishitani, who had served as an assistant director on Xenosaga Episode I and Baten Kaitos.

  • Soichiro Morizumi directed and wrote the game, coming to Monolith Soft from Banpresto, where he had worked on the Super Robot Wars franchise. Namco x Capcom was his first project at the studio, and he later remembered it fondly despite finding the process exhausting. The central theme he wove through the story was "Love", a theme he would return to in later work. Shinichiro Okamoto, one of the executive producers, described the project as difficult and credited the rest of the staff with getting it across the finish line. Three artists shaped the game's visual identity. Takuji Kawano, known for his work on the Soulcalibur series, redesigned the Namco and Capcom characters for the game. Kazue Saito, also a Super Robot Wars veteran, created the original characters as well as the sprite and battle cut-in graphics. Conversation portraits were handled by veteran artist Kazunori Haruyama. The main protagonist Reiji's physical build was drawn from the proportions of professional wrestlers. The opening animation came from Production I.G, a studio with a long history in anime and game productions.

  • The antagonist Saya was not the character Morizumi first imagined. His original conception was of someone "brutal and irritating", a straightforward villain to oppose the heroes Reiji and Xiaomu. What changed things was the voice actress Ai Orikasa. Her performance and the dynamics she created through Saya's interactions with Xiaomu pushed the character in a new direction. Saya became a woman with a big sister persona, someone whose menace came layered with unexpected warmth. The shift was significant enough to force multiple rewrites to the script. The narrative that emerged placed Saya at the center of the story's final act: she ultimately allows Reiji to kill her so that the dark deity 99, who has been using Saya as a vessel, can be destroyed permanently. That ending, and the celebratory party where Reiji and Xiaomu declare their love for each other, bore the fingerprints of Morizumi's theme of "Love" pressed into every corner of the plot.

  • Ability Points, called AP, governed almost every decision a player made in battle. Each character began a fight with a set pool of AP. Ten AP was the threshold for movement and action. Characters recovered AP by doing little or nothing during a turn. Movement range differed by character, with some units able to fly or pass over obstacles while others walked conventional paths. When two units actually clashed, the view shifted from the overhead grid to a horizontal perspective, and timed button presses triggered different attacks. A counter called "Branch" tracked how many attacks a unit could land before the exchange ended. Successful hits built toward a special meter. Multi-Assault attacks could be launched at the cost of 50 MP, targeting multiple enemies or concentrating heavy damage on one. Players defending against an attack could press directional buttons to reduce incoming damage and even recover AP. Direct counterattacks cost 30 points from the special meter. Between story chapters, a gambling minigame offered another way to earn currency for shops stocking healing items and character boosts.

  • Most of the soundtrack consists of arrangements of themes from the series represented in the game. The only credited arranger is Yasunori Mitsuda, who worked on tracks originally from Xenosaga Episode I. The opening and ending themes were a separate matter: they went to Yuzo Koshiro, and Namco x Capcom became the first project for which Koshiro wrote vocal themes. He came to the game because producer Kouji Ishitani was personally a fan of his work. The lyrics were written by Morizumi, and both songs were performed by the group Flair. A selected soundtrack album was packaged as a first-print bonus for early buyers. The full album, released by Capcom's music label Suleputer on the 31st of August 2005, included an extended version of the track "Brave New World" alongside karaoke versions of both vocal songs.

  • By late June, the game had sold nearly 117,000 units. By the end of the year, total sales reached 131,600, placing it among Japan's top 100 best-selling games. Famitsu praised the use of kyogen comedy routines in the dialogue but found some characters underdeveloped, and reviewers disagreed on whether the combination battles were rewarding. Hardcore Gaming 101 called it "all about fan service", praising character interactions while judging the gameplay itself very shallow. Siliconera reached a similar verdict on the gameplay but affirmed that fans of both publishers would find value in the crossover elements. Hirohiko Niizumi of GameSpot argued that deep familiarity with the represented series was almost a prerequisite for enjoyment. Anoop Gantayat, writing for IGN, called the story structure "pretty plain" and was disappointed by the shallow RPG mechanics. The game was announced in January 2005 at 70 percent completion; at that same announcement, Mega Man producer Keiji Inafune publicly praised the initiative behind the project. International release never came, with the sheer volume of text and the limited global recognition of many characters given as the reasons. A fan translation group called TransGen, ten developers and thirty beta testers strong, took the project on themselves and released their completed translation in 2008 after two years of work.

  • The collaboration between Namco and Capcom did not end with Namco x Capcom. The two companies went on to work together on Street Fighter X Tekken and the Mobile Suit Gundam VS series. The original development team crossed over to a partnership with Banpresto and produced the 2008 Nintendo DS game Super Robot Taisen OG Saga: Endless Frontier, followed by its DS sequel Endless Frontier Exceed in 2010. The clearest successor to Namco x Capcom arrived in 2012, when Monolith Soft and Banpresto co-developed Project X Zone for the Nintendo 3DS. That game brought in characters from Sega franchises alongside returning ones from Namco and Capcom, carrying the same basic gameplay and narrative structure that Namco x Capcom had established. Project X Zone 2, released in 2015 and developed solely by Monolith Soft, extended the collaboration further still to include Nintendo franchises.

Common questions

What is Namco x Capcom and when was it released?

Namco x Capcom is a tactical role-playing video game developed by Monolith Soft and published by Namco for the PlayStation 2. It was released in Japan on the 26th of May 2005 and was never officially released outside Japan.

Why was Namco x Capcom never released outside Japan?

The game was not released internationally because of its large amount of text and the limited worldwide recognition of many of the characters it featured. A fan translation group called TransGen completed an unofficial translation in 2008 after two years of work.

Who developed and directed Namco x Capcom?

Namco x Capcom was developed by Monolith Soft, a Namco subsidiary, and directed and written by Soichiro Morizumi, a former Banpresto employee known for his work on the Super Robot Wars franchise. The producer was Kouji Ishitani, who had previously served as an assistant director on Xenosaga Episode I.

Who composed the music for Namco x Capcom?

The opening and ending themes were composed by Yuzo Koshiro, marking the first time he wrote vocal themes. The soundtrack also features arrangements of series themes, with Yasunori Mitsuda credited as the only arranger, working on his Xenosaga Episode I tracks. Both vocal songs were performed by Flair, with lyrics written by director Soichiro Morizumi.

How many copies did Namco x Capcom sell in Japan?

Namco x Capcom sold nearly 117,000 units within weeks of its release, reaching total sales of 131,600 by the end of the year. This placed it among the top 100 best-selling games in Japan for that year.

What games followed Namco x Capcom as successors?

The Namco x Capcom team collaborated with Banpresto on Super Robot Taisen OG Saga: Endless Frontier for the Nintendo DS in 2008 and its sequel Endless Frontier Exceed in 2010. Monolith Soft and Banpresto then co-developed Project X Zone for the Nintendo 3DS in 2012, and Project X Zone 2 followed in 2015, developed solely by Monolith Soft with additional Nintendo franchise characters.

All sources

36 references cited across the entry

  1. 2Namco X Capcom PlaytestGantayat, Anoop — 27 May 2005
  2. 3Namco x Capcom Import ImpressionsNiizumi, Hirohiko — 27 May 2005
  3. 5Namco x Capcom Press Conference ReportChris Winkler — RPGFan — 25 January 2005
  4. 7Famitsu26 May 2015
  5. 8Gpara.com25 December 2006
  6. 9Gpara.com15 January 2007
  7. 10Gpara.com22 January 2007
  8. 11Famitsu18 January 2008
  9. 12Morizumi, SoichiroTwitter — 14 January 2018
  10. 13Morizumi, SoichiroTwitter — 7 November 2017
  11. 14Interview with Yuzo KoshiroSquare Enix Music Online — 2011
  12. 15Yuzo Koshiro InterviewKikizo — VideoGamesDaily.com — 14 October 2005
  13. 16Game Watch Impress30 March 2005
  14. 18Monolith Soft Announces Namco Vs. CapcomWinkler, Chris — RPGFan — 26 January 2005
  15. 19Game Watch Impress7 March 2005
  16. 22Famitsu23 June 2005
  17. 25Namco X Capcom - Playstation 2 (2005)Hardcoregaming 101 — 2006
  18. 26Review: Namco X CapcomSiliconera — 2005
  19. 27Game Watch Impress26 July 2010
  20. 29Famitsu11 January 2008
  21. 30Famitsu9 October 2009
  22. 33Nintendo2012
  23. 34Famitsu20 April 2014
  24. 36Project X Zone 2 adds Fire Emblem, Xenosaga, and Xenoblade charactersRomano, Sal — Gematsu — 9 September 2015