Akiba Lost TGS 2025 Interview: Reviving FMV with Mystery in Akihabara

Interview

Akiba Lost TGS 2025 Interview: Reviving FMV with Mystery in Akihabara

Akihabara has long been a backdrop for stories that blur the line between reality and fiction. With Akiba Lost, IzanagiGames and Nippon TV are pushing that boundary further, delivering a feature‑length ensemble drama through interactive gameplay. Inspired by a chilling unsolved case of six missing girls, the game combines over 20 hours of filmed footage with branching choices, inviting players to uncover the truth behind the mystery while shaping their own narrative path. In this interview, the team discusses how Akiba Lost aims to revitalise the FMV genre for a new generation. Present were Hiromitsu Kitayama (who plays the central character, Daiki Shinjo), Sayuri Matsumura (Aoi Shinjo, Daiki’s sister and a maid), Momoko Tanabe (Yukimi Kurahashi, a game streamer), Misato Ugaki (Moe Kurosu, a gourmet writer), Yui Oguri (Kokone Nagato, an underground idol), Azusa Ohara (Chihiro Jimbo, a shrine maiden), and East of Eden’s MINA (Wakana Yusa, a cosplayer), as well as the game’s director and creative lead, Shinsuke Umeda.

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Interviewer: Thank you for joining us today. First, could you introduce what kind of game you’re making and the development background?

Developer: Certainly. This project is being developed by IzanagiGames in collaboration with Nippon TV and their production company. It’s unique because it combines the format of a television drama with that of a video game, making for a fusion for media styles. In other words, it’s both a drama and a game at the same time, designed to merge the two experiences. Akiba Lost is the name of the game that the character inside the game is trying to create, and so you will be playing and seeing the events unfold until the game Akiba Lost is made. The world of the game follows Shinjō, portrayed by Kitayama. Shinjō is himself a game creator. Within the story, he is attempting to develop a new title called Akiba Lost. The narrative you play through is essentially the journey of Shinjō trying to complete this game.

At one point, Shinjō receives a mysterious phone call. The caller warns him: “Stop developing this game, or something terrible will happen.” That threat becomes the catalyst for the unfolding drama. As Shinjō continues, he encounters many characters tied to Akihabara’s culture. Shrine maidens from Kanda Myojin, for example, staff from maid cafés in Akihabara, and other figures who represent the district’s unique atmosphere. These characters are drawn into the events, and each becomes entangled in the mystery surrounding Akiba Lost. The central question is whether Shinjō will be able to finish the game despite these obstacles, or whether the threats and complications will prevent its completion. That tension drives the story forward and will be the main focus of this game.

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Interviewer: I want to know what’s the difference between acting for a game and acting for television?

Cast: The most unusual aspect and biggest difference was that both were filmed at the same time. We had one camera capturing video footage for the drama, and another capturing photo material for the game. That meant we had to perform in ways that worked for both mediums simultaneously. For the drama, the video camera recorded our performances in the traditional way. For the game, still photography and motion capture were used to translate our actions into interactive sequences. Sometimes we were asked to hold poses or limit our movement so the game engine could capture the right data. We were told not to move, yet also had to express emotions through poses! It was technically complex, because the drama required natural acting, while the game required precise positioning. Balancing those two demands was challenging.

After the drama footage was captured, the game side followed each character’s storyline individually. That meant we had to act multiple variations of scenes for branching paths, depending on what the player might choose, with a series of still shots being pieced together. It was complicated, but also exciting, because our performances had to cover branching paths – as the rules became complicated, and the narrative became complicated, so the performances had to match accordingly. Acting in this way was very difficult. For the game, we were often told not to move too much, and instead to express emotions through poses. That was a new experience compared to drama acting, where movement is more natural.

Cubed3’s Adam Riley: There are branching paths depending on what choices you make in the game?

Developer: Yes, absolutely. The narrative branches based on player decisions that affect different lines and paths. One character’s timeline might stop at a certain point based on a choice the player makes, for example. However, a choice made for another character’s actions can influence someone else and remove that obstacle to allow the story to continue. Sometimes a user-choice, potentially game ending problem, can be solved by the character directly involved, but other times it requires intervention from someone else. This interplay between characters creates a dynamic, multi‑layered narrative.

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Interviewer: How does it feel to be a virtual character other players can control?

Cast: It’s difficult to be in something that is not normally done. It’s a strange and fascinating feeling. Normally, in a drama, you know exactly how your character’s story will unfold. Here, you’re being “moved” by someone else’s choices. There are patterns to things that can happen, so it’s fun to see which person does what and how the character reacts accordingly. That’s definitely fun! At first, it was hard to imagine, but once we saw how different players approached the story, it became very enjoyable. It’s also unusual because you’re not used to being directed by invisible hands. It’s exciting to see which path players choose, though, and the subsequent reactions. We filmed multiple versions of scenes, so depending on the player, the character could go in very different directions. That unpredictability was enjoyable. The challenge was also rewarding. It forced us to think deeply about how our characters would react in different circumstances, and it gave us new insights into them.

Interviewer: Will players be able to see statistics about other players’ choices, like in Detroit: Become Human?

Developer: At present, no, not in this version. We don’t plan to implement that feature in this version. Personally, I don’t think knowing what percentage of players chose a certain option should affect your own play. But some people find it fun to compare, and even some of the cast said they’d be curious to see it. I find it kind of amusing, in the sense that I’m the type who doesn’t really care what others did because it doesn’t affect me. However, I really want to know why it affects you, or why you find that fun.

Interview (continued): I found it fun because I love to know what others have chosen. Sometimes I’ve chosen completely differently from others, and it’s fun to know. Would the cast members like to know?

Cast: Sometimes, it can be interesting to see if my own choice was different from the majority. Perhaps I’d like to pick the option almost no one else chose, just to see what happens with an unusual choice! But it’s better at times to just not know at all. Perhaps at the very end, though, with a final statistics after the credits.

Developer (continued): It’s an intriguing idea, and while it’s not part of this project, it’s something we may consider for future development. These are the sort of ideas and feedback we like to receive to help with future development.

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Cubed3’s Adam Riley: Have any of you worked together before?

Cast: For most of us, this was the first time collaborating. In drama productions, it’s common not to know everyone beforehand, but here the entire cast came together for the game and drama simultaneously. That unfamiliarity created a nervous energy, which actually helped the performances. As we hadn’t all worked together before, there was a natural tension. That suited the story, since the characters themselves are meeting under unusual circumstances. It gave our interactions a freshness that was effective. This entire cast is the first time working as a group.

Adam Riley (continued): I was thinking that sometimes you have a better relationship if you’ve worked with somebody on a different production so you feel closer – more chemistry. Also, what are some of the difficulties of working with people you’ve not met before?

Cast: Actually, even when filming a drama there will be times were you don’t actually work with everyone on the set. Sometimes you’ll work alone, other times you’ll work with just a few individuals, so this time it wasn’t too different in that sense for Akiba Lost. Since everyone is a pro here, it’s not been a problem at all! There are times where meeting people on set for the first time can be really fruitful. It can be a bit nerve-wracking when recording alone a lot of the time, though, especially with the story being complicated.

It means not having met the actor or actress and having to deal with the complicated storyline can be a challenge, but a fun one and an experience that can be transformed into something productive for the whole team. As the drama production side was involved, the casting was very deliberate. Each of us felt chosen for a reason, and that gave us confidence. It also meant we could bring our own backgrounds into the characters, making them more authentic.

Another cast member: I have to emphasise that the nervousness of working with new people actually had a positive effect. That tension gave our performances a freshness. It wasn’t just nerves, as it added realism to the relationships in the story.

Interviewer: How much of your life as a developer have you been able to put into this game?

Developer: I have put 100% in! This is related to other games in the past, as well, but especially for Akiba Lost! This is because the circumstances are really quite special with it being a game about a game creator making a game. As a game director, I felt there are some circumstances in the game that relate to my own personal situation, so it made me work harder. Plus, it’s our own studio, IzanagiGames, developing this, which means it must be 100%!

Interviewer: How did you select the cast for this game?

Developer: With relation to the first question, it wasn’t really us doing the casting. The team and I set the stage. They understood the world we wanted to build — Akihabara as the stage, a game creator at the centre, and six women connected to him, so the broadcaster made it possible. Then Nippon TV and the drama production side did the searching for cast members. They presented us with casting options, and when we saw the talent they had chosen, we felt it was perfect.

Normally, it’s very hard for a game company to secure top actors because we don’t have the same networks as television producers, so that was completely up to the other side of the partners for this project. In this case, though, Nippon TV’s drama production team took the lead, but overall it was a collaboration between our vision and their expertise, which resulted in a cast we were thrilled with! The game was written to cover each character’s perspective in detail. This meant the actors had to think carefully about how their characters would feel in different situations, which created tension but also led to deeper performances.

Interviewer (continued): How about for the cast members — why did you decide to participate?

Cast:

  • One actor explained: “Japan has a very deep gaming culture, so I grew up with games like Pokémon, Zelda, and a variety of puzzle games. To be invited into a game world for the first time myself was a dream, so since it’s something I’ve grown up watching, it’s an honour to participate! It did feel exhilarating and new, like a once‑in‑a‑lifetime opportunity, and I was excited to accept. It’s also the sort of era now where you can take part in an actual game, rather than just playing it, so such a unique and new development is something to not miss out on!”
  • Another said: “I’ve worked in many areas of entertainment, like live broadcasting, modelling, variety shows, social media, but never in games. This was my first chance, and I knew if I didn’t take it, I might never have another. That made me super happy and very eager to join.”
  • Others echoed similar feelings: being part of a game was something new, something they had always admired from the outside. The chance to step inside was both thrilling and meaningful.

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Cubed3’s Adam Riley: I was thinking that there have been some popular anime and some video games where the characters are actually in a video game. After this, the sequel could be… so this is someone making a game, and then the sequel could be someone trapped in that game? (in reference to Log Horizon, Sword Art Online and .hack)

Developer: I completely understand what you’re saying and it’s a great idea! Even here, there are a lot of mind-bending things; for example, you are playing a game about a game creator who is creating a game, and the game is the same title as the game that you bought. That’s a very interesting observation! There are meta elements. In fact, Akiba Lost already has strong meta elements. That layering blurs the line between fiction and reality. The idea of being  able to escape from a game world — like Jumanji — is powerful.

While it isn’t the central theme here, it’s something we’ve thought about. It could be explored in future projects, because it resonates with the concept of games shaping reality. A lot of different things that can happen, so your idea is wonderful, and yes, why not as a sequel?!

Adam Riley (continued): Then you can have the cast back together!

Everyone: Thank you! *laughter*

Interviewer: Was it strange playing a role where things would happen that you like your character to do, or even where they would do things you wouldn’t like?

Cast: So, first, it was really fun, and I think exactly like you said. Normally you have a start point and an end that you go towards. According to the choices, you can go here or there, so it was almost like we were playing two different routes according to the choices and ending, so that was definitely intriguing. It’s not just one choice, there are multiple, so… it adds many roles! You can go there, and there, and there… it branches again and again!

Image for Akiba Lost TGS 2025 Interview: Reviving FMV with Mystery in Akihabara

Adam Riley: Were you able to bring any of your personalities into the characters? Were you able to give feedback on the script and make any changes?

Cast: Yes! I am a cosplayer who really likes the anime Magical Girl Oyashiro Rika in the game. My character in the game adores that series, but I also really love anime personally, so I definitely felt a strong personal connection as it’s so close to my own personality. That overlap made it easy to connect with her. I grew up watching a wide range of anime, so I felt I could bring that passion naturally into the role. There’s definitely some similarities! To answer the second part of your question: this time we are playing certain characters, and are 100% responsible for that character and that character only.

So each of us reads the script, comes, and are acting as that specific character. It means we’re so in tune with the character that there are certain times where we’ll all be like, “This character will not say this or do this.” So at that point, the production team is also like, “Yes, you are right!” and changes are made because they were so in the role.

Another cast member: I grew up watching and reading a wide range of anime, from Jump titles to food‑themed series, and brought that passion into the role. These overlaps between personal interests and character traits made the performances more authentic. There were times when we felt a character would never say or do something as written. We discussed these moments with the production team, and adjustments were made. As we were so in tune with our characters, the team trusted our instincts.

When I realised my character would never act in a certain way, I spoke up. The production agreed, and we changed it. That made the portrayal stronger.

Adam Riley (continued): Yes, because that’s what professional do. Once they’re in the character, they would be like, “No, they wouldn’t speak like that or act like this!”

Image for Akiba Lost TGS 2025 Interview: Reviving FMV with Mystery in Akihabara

Interviewer: The Full Motion Video (FMV) was a big thing back in the 1990s. Did you use any of those past games, or games that were really big with the PS1 and PS2 generations, or did you try something fresh and reinvent what the genre should look like?

Developer: Yes, I am trying to reinvent the FMV genre for this new generation. That being said, Japanese FMV titles that were loved in the PS1 and PS2 times are some of my favourites. I personally grew up loving the genre, like Spike Chunsoft’s 428: Shibuya Scramble, Machi and classic sound novel games like Chunsoft’s Kamaitachi no Yoru (Banshee’s Last Cry), so you will see some similarities and influences between them and Akiba Lost since they had a huge impact on me and are now part of the inspiration.

However, there are some things that can only be done in this era now, so you will see that in the game., including pushing further by using new technology. I’ve also worked with Kadokawa on adventure games like Danganronpa and really like the action element, so you might notice some parts of that influencing Akiba Lost and other current games I’m making.

This project is meant to be a modern FMV adventure, not just a nostalgic throwback. It builds on the tradition but adds innovations to make it fresh for today’s players.

Interviewer (continued): You mentioned working with other developers before. Could you elaborate?

Developer (continued): Yes. In the past, I collaborated with Kazutaka Kodaka, the creator of Danganronpa, on adventure game projects, which influenced my approach to branching narratives and adventure game design. That experience shaped how I think about branching narratives and player choice. With Akiba Lost, I wanted to take those lessons and apply them to live‑action storytelling. While Akiba Lost is inspired by the FMV tradition, it’s also designed as a new kind of adventure game.

It combines the emotional depth of drama with the interactivity of modern game systems. My goal was to create something that feels fresh for this era, while still honouring the legacy of Japanese FMV. I must stress that Akiba Lost is not just a revival of FMV, as we all wanted to create a new FMV for this era. While inspired by the classics, this project uses modern some amazing new technology to push the format forward (like the 360° cameras and interactive systems that weren’t possible in earlier FMV titles).

Adam Riley: May I ask, do each of you have a favourite video game? (Sorry if it’s a stressful question!)

Cast:

  • One cast member said: “I’m answering first because the rest of the group is very knowledgeable about games! I’m not very experienced with games, but I enjoy Mario Kart (the recent one, as well!) and playing as Mario, but kind of stopped there with that, so I’ll refer to the others’ answers and take notes!!
  • Another mentioned: “Recently, I had a lot of fun with Hogwarts Legacy.”
  • One other said: “ToTK, The Legend of Zelda: Tears of the Kingdom
  • Another said: “I used to play Fortnite on PC. It was exciting to build and battle!”
  • Another shared: “I loved sound novel series like Spike Chunsoft’s Kamaitachi no Yoru (Banshee’s Last Cry) and Higurashi. They had a big impact on me.”
  • One other said: “Animal Crossing! Very peaceful, very relaxing.”
  • One more added: “I enjoy Super Smash Bros., and I always play as Link.”

Adam Riley (continued): I like rhythm games, like Taiko no Tatsujin and Rhythm Tengoku – very fun!

Image for Akiba Lost TGS 2025 Interview: Reviving FMV with Mystery in Akihabara

Interviewer: Finally, could you share a message for overseas fans who may be discovering Akiba Lost for the first time?

Kitayama (Lead Actor): Of course. Akiba Lost is set in Akihabara, its main stage, and it’s both a game and a drama that creates an unusual synergy. It’s a rare sort of game that comes with its own set of challenges. The characters you meet in the game all represent different aspects of Japanese culture, so not only will the people playing the game be able to learn more about these aspects of Japan, it will make them grow to love Japan more. Even though there’s 20 hours of game content, please play it all!

Developer (closing): This project was a bold experiment — merging live‑action drama with interactive game design. We poured ourselves into it, and we’re excited to share it with players worldwide.

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Cubed3 Summary

Akiba Lost stands as more than just a return to FMV — it’s a reinvention. By weaving together cinematic storytelling, branching interactivity, and a setting steeped in otaku culture, the project highlights how live‑action games can evolve beyond nostalgia into something bold and contemporary. The mystery at its heart reflects both the allure and unease of Akihabara, while the scale of production (with its ensemble cast and thousands of filmed assets) shows a commitment to pushing boundaries. For Cubed3 readers, it’s a reminder that innovation often comes from revisiting the past, and Akiba Lost may well prove that FMV can be as gripping today as it was in its heyday.

Akiba Lost

Developer: IzanagiGames

Publisher: IzanagiGames

Formats: Nintendo Switch, Nintendo Switch 2, PC, PlayStation 5

Genres: Adventure, FMV, Mystery

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