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— CH. 1 · INTRODUCTION —

Yuke's

~5 min read · Ch. 1 of 6
6 sections
  • Yuke's Co. Ltd. began life in Osaka in 1993 with a name borrowed from a high school nickname. Founder Yukinori Taniguchi established the company on the 26th of February that year, and the name Yuke's was drawn directly from what classmates had called him as a teenager. For most of the next three decades, the studio would become inseparable from one of the most watched spectacles in entertainment: professional wrestling. The questions worth asking are how a small Japanese developer built that identity, why it ended so publicly, and what Yuke's chose to do next.

  • Yuke's launched into two very different games almost simultaneously. One was Hermie Hopperhead, a platform title. The other was Toukon Retsuden, a pro wrestling game developed in partnership with New Japan Pro-Wrestling. Toukon Retsuden became a best-seller in Japan, signalling immediately where the studio's commercial future might lie.

    Activision picked up North American publication rights for the game, but the localization did not go cleanly. Only the first title crossed the Pacific, arriving as Power Move Pro Wrestling with an entirely different roster of wrestlers. The rest of the series stayed in Japan, where Tomy served as publisher across multiple sequels.

    By November 1999, Yuke's had expanded its business model by founding Fine Co., Ltd., a wholly owned subsidiary. Fine Co. was built specifically to handle online systems and mobile game development, positioning Yuke's to operate across more than one corner of the market.

  • Starting in 2000, Yuke's began developing wrestling games for THQ and Jakks Pacific built around the World Wrestling Federation, which later became WWE. The path to that relationship ran through a competitor. It was Aki, a developer that had built its own wrestling game line, that recommended Yuke's to THQ. That referral set in motion a collaboration that would define Yuke's internationally for nearly two decades.

    The first title in that run was WWF SmackDown!, released in 2000 for PlayStation. The series grew across generations of consoles, eventually spanning PlayStation 2, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Nintendo platforms, and PC. Publishers shifted from THQ to 2K Sports after THQ's collapse, and the series was rebranded WWE 2K to reflect that change.

    In Japan, Yuke's operated under a separate arrangement. Rather than THQ and Jakks Pacific publishing those titles locally, Yuke's published seven WWF and WWE games in Japan itself, starting with WWF SmackDown! in 2000 and ending with WWE SmackDown! vs. Raw 2006 in 2005. Those releases carried the name Exciting Pro Wrestling, numbered zero through seven, and were sold exclusively on PlayStation consoles.

  • On the 18th of October 2006, WWE filed a lawsuit against THQ and Jakks Pacific over how WWE video games had been sold in Japan and other parts of Asia. The legal complaint centered on sub-licensing. WWE's position was that THQ and Jakks Pacific had passed their publication rights along to Yuke's for those Japanese releases, and that the original licensing agreements did not permit them to do so.

    THQ's response was to create a new division in Japan. When WWE SmackDown vs. Raw 2007 came out in 2006, it was released there directly by THQ and Jakks Pacific, cutting Yuke's out of the publishing role it had filled for years. That change satisfied WWE, and the lawsuit was dropped.

    The episode illustrated the complexity of Yuke's position in the wrestling game market. The studio was simultaneously a developer for its Western publishers and, in Japan, a publisher in its own right, a dual role that carried legal exposure its partners had not fully accounted for.

  • Between 2005 and 2012, Yuke's held a 54% ownership stake in New Japan Pro-Wrestling, the top professional wrestling promotion in Japan. That stake made Yuke's not just a contractor producing games about wrestling but a controlling shareholder in one of the sport's flagship organizations.

    Parallel to the wrestling work, Yuke's built a portfolio that ranged widely. The studio produced the UFC Undisputed series, bringing the same combat sports simulation expertise it had refined in wrestling to mixed martial arts. It developed Real Steel and Pacific Rim, games tied to film properties. It contributed to the Rumble Roses franchise published by Konami, the Earth Defense Force series for D3 Publisher, and titles featuring licensed properties from Bandai Namco and Ubisoft.

    That breadth showed a studio aware of the risks of dependence on any single franchise. Still, the wrestling work remained the studio's most visible output internationally, and its fate would be determined by decisions made far outside Osaka.

  • In August 2019, 2K Games announced it had moved WWE game development to Visual Concepts, a California-based studio. The announcement did not come without context. Earlier that same year, Yuke's had spoken publicly about its frustration with what it had been able to accomplish with recent WWE 2K titles. The studio had pointed specifically to its relationship with publisher 2K Sports as part of the problem.

    Producer Hiromi Furuta disclosed that Yuke's had assembled a new internal team with a distinct mission: build a rival wrestling intellectual property from scratch. The goal was described as reinvigorating the studio's staff after years of work within a franchise it no longer controlled.

    On the 10th of November 2020, All Elite Wrestling announced a console game developed by Yuke's. The project was led by Hideyuki "Geta" Iwashita, director of both Def Jam Vendetta and WWF No Mercy. That game became AEW Fight Forever, released through THQ Nordic. In August 2025, Yuke's expanded again by acquiring Aquaplus from Pole to Win, broadening its reach beyond the sports and action genres that had defined its first three decades.

Common questions

Who founded Yuke's and when was the company established?

Yukinori Taniguchi founded Yuke's Co. Ltd. on the 26th of February 1993. The company is based in Osaka, Japan, and its name was taken from Taniguchi's high school nickname.

What WWE games did Yuke's develop?

Yuke's developed the WWE video game series from 2000 through 2018, starting with WWF SmackDown! and continuing through the WWE 2K series published by 2K Sports. The studio developed titles across PlayStation, Xbox, Nintendo, and PC platforms over that period.

Why did Yuke's stop making WWE games?

In August 2019, publisher 2K Games moved WWE game development to Visual Concepts, a California-based studio. Yuke's had publicly expressed frustration with what it had achieved in recent WWE 2K titles and cited its relationship with 2K Sports as a contributing factor.

What was the Exciting Pro Wrestling controversy involving Yuke's?

WWE sued THQ and Jakks Pacific on the 18th of October 2006 over the sub-licensing of WWE game publication rights to Yuke's in Japan and parts of Asia, which the original agreements did not permit. THQ resolved the dispute by forming a new Japanese division and publishing WWE SmackDown vs. Raw 2007 in Japan directly, causing the lawsuit to be dismissed.

Did Yuke's ever own a professional wrestling promotion?

From 2005 to 2012, Yuke's owned 54% of New Japan Pro-Wrestling, the top professional wrestling promotion in Japan.

What game did Yuke's develop for All Elite Wrestling?

Yuke's developed AEW Fight Forever for All Elite Wrestling, announced on the 10th of November 2020. The game was directed by Hideyuki "Geta" Iwashita, who had previously directed Def Jam Vendetta and WWF No Mercy, and was published by THQ Nordic.