cutting physical media cuts costs only for the company. they get to save on production, design, shipping and still charge the same thing with nothing being passed on to the consumer
A Statement from VGP Regarding Grand Theft Auto VI
As gamers and retailers, we recognize that Grand Theft Auto VI is poised to be one of the biggest entertainment launches in history. The excitement surrounding this release is unprecedented, and we understand why so many customers are eagerly anticipating its arrival.
For nearly 40 years, VGP has been committed to supporting physical media and preserving the value of physical game ownership. As part of that commitment, our company policy is that we do not carry physical products for video game consoles that contain only a digital download code.
Based on the information currently available, the physical release of Grand Theft Auto VI for the PlayStation 5 and Xbox Series X is expected to be a code-in-box product. As a result, VGP will not be offering it for sale under our current company policy.
We want to be clear that this decision is not a reflection of the game itself. We have tremendous respect for Rockstar Games and the incredible achievement that Grand Theft Auto VI represents.
Should Rockstar one day release a physical edition containing a disc in the box, we would be pleased to carry and support that version for our customers.
Thank you for your continued support of physical gaming and for helping us champion game preservation and ownership for nearly four decades.
— The VGP Team
Folks,
Obviously some people are disappointed that we don't ship No Rest for the Wicked in October day and date on Xbox and Switch 2 as well.
Since the rumor mill is already going wild on us having accepted some exclusivity deal or something... Folks, chill, none of that is the case.
We've spent months assessing what it takes to ship Wicked at the quality level we expect on each platform. PC, Steam Deck and PS5 are where we're confident we can deliver the experience we want for our October launch.
On Xbox Series S and Switch 2, more hardcore optimizations are required mainly due to the smaller memory budget there. Wicked is constantly simulating and streaming a living, breathing world in the background, loading and unloading huge amounts of data as you play. Every megabyte matters.
We're not in the business of shipping shoddy ports. We were always insanely proud of being able to ship BOTH Ori games on Switch at 60fps, no compromises. But that took time - and the same thing is true here.
Our goal is simple: Wherever you play Wicked, it should feel amazing. We know what's required to get there, and we're continuing that work.
No Rest for the Wicked is coming to all current platforms. We just want to make sure that when it arrives, it's the best version it can possibly be 👍
I’d like to share that I’ll be leaving Bandai Namco at the end of 2025.
With the TEKKEN series reaching its 30th anniversary—an important milestone for a project I’ve devoted much of my life to—I felt this was the most fitting moment to bring one chapter to a close.
My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas.
I still remember carrying arcade cabinets by myself, encouraging people to “Please try TEKKEN,” and directly facing the players right in front of me.
The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator.
Even as the times changed, those experiences have remained at the center of my identity.
And even after the tournament scene grew much larger, many of you continued to treat me like an old friend—challenging me at venues, inviting me out for drinks at bars.
Those memories are also deeply precious to me.
In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect.
Those accumulated events made me reflect on the “time I have left as a creator.”
During that period, I sought advice from Ken Kutaragi—whom I respect as though he were another father—and received invaluable encouragement and guidance.
His words quietly supported me in making this decision.
Over the past four to five years, I’ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day.
Looking back, I was fortunate to work on an extraordinary variety of projects—VR titles (such as Summer Lesson), Pokkén Tournament, the SoulCalibur series, and many others, both inside and outside the company.
Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me.
To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude.
I’ll share more about my next steps at a later date.
Thank you very much for everything.
【Postscript】
Although I will be leaving the company at the end of 2025, Bandai Namco has asked me to appear at the TWT Finals at the end of January 2026, so I expect to attend as a guest.
For 30 years I kept saying, “I’ll do it someday,” and never once performed as a DJ at a tournament event.
So instead, I will be releasing—for the first and last time—a 60-minute TEKKEN DJ-style nonstop mix (DJ mix), personally edited by myself, together with this announcement.
Listening to it brings back many memories.
Thank you again, sincerely, for all these years.
‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud https://t.co/PUFOWt3R6M
December 8, 2025 - The Final Day of TEKKEN’s 30th Anniversary -
Katsuhiro Harada
[日本語版 (Japanese version)]
このたび、2025年末をもちまして、私はバンダイナムコを退職することにいたしました。
長く携わってきた『鉄拳』シリーズが30周年という大きな節目を迎え、ひとつの区切りとして最もふさわしい時期であると考えたためです。
私の原点は、日本のゲームセンターや、海外コミュニティの小さな講堂やコミュニティセンターで、まだ小規模なトーナメントをサポートしていた時代にあります。
アーケード筐体を���ら運び込み、「鉄拳もぜひ遊んでみてほしい」と声をかけながら、目の前の参加者と向き合った日々。
あの場で交わした言葉や空気が、私という開発者の核を形作りました。
時代が変化しても、あの経験が自分の中心にあります。
そしてトーナメントシーンが大きく成長した後も、皆さんは旧知の友人のように私に声をかけ、会場で対戦したり、バーで『一緒に飲もう』と誘ってくれました。
それらもまた、大切な思い出です。
ここ数年間、私生活においては友人達との死別があり、仕事においては、私が尊敬する多くの先輩方の引退や逝去に触れてきました。
そうした出来事の積み重ねが、私に『開発者として���された時間』について考える契機を与えました。
その過程で、私がもう一人の父親のように敬愛する久夛良木健さんにも相談し、貴重な助言と励ましのお言葉をいただきました。
この言葉もまた、今回の決断を静かに後押しするものとなりました。
そして、この4〜5年をかけて私の担ってきたすべての業務やストーリーや世界観、そして責務をチームに段階的に引き継ぎ、今日に至ります。
振り返れば、VR作品(サマーレッスンなど)や『ポッ拳』、ソウルキャリバーシリーズをはじめ、自社他社問わず数多くのプロジェクトに携わる機会に恵まれました。
いずれのプロジェクトも新しい発見と学びに満ち、かけがえのない経験となりました。
これまで支えてくださった皆様、世界中のコミュニティの皆様、そして長年ともに歩んできた仲間たちに深く感謝申し上げます。
次の歩みについては、改めて皆様にお伝えいたします。
これからも、どうぞよろしくお願いいたします。
+あとがき
2025年末をもって退職致しますが、2026年1月末のTWT FINALには顔を出してほしいと会社からお願いされていることもあり、FINALにはゲストとして顔を出すと思います。
これまで30年間『いつかやるよ』と言い続けてやってこなかったトーナメントイベントでのDJですが、その代わりとして“最初で最後のDJ風60分ノンストップ鉄拳ミックス(私による初編集DJ mix)”も、今回のポストに合わせて公開します。
‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud https://t.co/PUFOWt3R6M
様々な思い出が蘇ります。改めて皆さんありがとうございました。
2025年12月8日 - 鉄拳30周年最終日 -
Katsuhiro Harada
Four days until release! Hollow Knight: Silksong will be available on 4th September.
Release times:
7AM PT | 10AM ET | 4PM CEST | 11PM JST
Game price:
USD $19.99 | EUR €19.99 | JPY ¥2300