Anime
CyberConnect2 VP Discusses Self-Publishing, the .hack series, and the Status of Upcoming Games – All the News and Reviews from Anime Expo 2026

CyberConnect2 has mainly been known for creating licensed anime games such as Demon Slayer: The Hinokami Chronicles, the Naruto Ultimate Ninja series, and several Dragon Ball games, including Dragon Ball Z: Kakarot. However, the studio has been branching out to create new original IP, as well as dipping its toes into self-publishing.
CyberConnect2 recently wrapped up the Fuga: Melodies of Steel trilogy, in which the games were fully self-published. With the lessons the studio has learned, the team is now developing a new entry in the .hack series, .hack//Z.E.R.O. This is the very first game in the series that’s being self-published by CyberConnect2 with the blessing of Bandai Namco Entertainment.
During Anime Expo 2026, we got a chance to sit down with CyberConnect2 VP Taichirō Miyazaki to discuss the challenges of self-publishing, its upcoming slate of games, and what the future holds for franchises like .hack and Fuga: Melodies of Steel.
You’ve had an extensive relationship with Bandai Namco over the years. How did you convince them to let you publish .hack//Z.E.R.O.?
Taichirō Miyazaki: While we do own some of the rights to the .hack franchise, the majority of the rights lie with Bandai Namco Entertainment. However, we as developers have worked with Bandai Namco for many titles over many years, and during that period, the .hack series didn’t move forward much. However, as we approached our 30th anniversary, we wanted to take on new challenges. One of those challenges was self-publishing, and that took the form of Fuga: Melodies of Steel. After the challenge of self-publishing, what came naturally to us was to do something with .hack.
Obviously, it’s a series that is very near and dear to our hearts. So when it came time to discuss what we wanted to do with .hack to Bandai Namco Entertainment, they were very supportive and gave us a pat on the back as we went along with it. Of course, because rights were involved, there was a lot of technical talk and contracts were signed, but in the end, we were able to get their permission.

©.hack Conglomerate .hack™& ©Bandai Namco Entertainment Inc. ©CyberConnect2 Co., Ltd.
What are some of the different challenges you’ve experienced with self-publishing, rather than having someone like Bandai or Sega?
MIYAZAKI: Over the course of self-publishing, we felt gratitude towards our publishers for all the work they’ve done with us in the past that we were not fully aware of. Right now, we’re mostly working with Bandai Namco Entertainment and Aniplex. But when you work with the publisher, they do things like adjust release dates for each platform and adjust prices for each region for you.
There are rules and conventions that need to be observed across every different iteration, platform, and storefront. Checking these and making sure they’re all correct, in the right place, and following the rules involves a lot of moving parts. That is something that we didn’t understand, but having experienced these moving parts for ourselves, we really have newfound respect and gratitude for the publishers that we do work with on a daily basis.
You’re done with the Fuga trilogy. CyberConnect2 has two other games in development, as part of the C5 initiative from 2018 to create a new IP. The games are Cecile and Tokyo Ogre Gate. What are the statuses for both of them?
MIYAZAKI: When it comes to Cecile and Tokyo Ogre Gate, things are underway, but things don’t usually go the way you plan them. Cecile is currently under development. When it comes to Tokyo Ogre Gate, it was actually developed to a fairly decent point. However, after reviewing what was created, it felt a bit lacking in what made CyberConnect2 “work.” So this is going to be brought back to the drawing board and then reworked at a later time into something that’s more “us.”
If you follow perfumes, it’s similar to a brand’s DNA. You can feel the essence of the brand, and what happened with Tokyo Ogre Gate was that at a certain point in development, we looked back and realized that it lacked that “CyberConnect2 DNA.”
While you work on your original IP, and .hack//Z.E.R.O., will you continue to work on new licensed games?
MIYAZAKI: Yes. In-house, we usually have anywhere from eight to eleven titles in development.
A lot of the licensed games you’ve worked on are arena fighters and brawlers. You have the Demon Slayer: Hinokami Chronicles and the Naruto Ultimate Ninja Storm series, as well as the Jojo Bizarre Adventure games. You’ve probably developed some sort of expertise there. Have you ever thought about developing your own arena fighter as an original IP?
MIYAZAKI: When it comes to all of the series you’ve mentioned, rather than seeing them as fighting games, our intention for them has always been to be character-focused action games. When it comes to games like JoJo’s Bizarre Adventure All-Star Battle Royal, it started as an action game, and over the years, through patches, it stood on its own as a fighting game. However, at its core, it was developed as a pure action game. In the context of these action games, an original action game is one of the things we continue to challenge ourselves with, specifically in the form of Cecile and Tokyo Ogre Gate.
With .hack//Z.E.R.O. in production, are we ever going to see a remaster of the first four games as you did for .hack//G.U. Last Recode? You have .hack//Infection, Mutation, Outbreak, and Quarantine.
MIYAZAKI: When it comes to this particular part of the .hack franchise, this is entirely Bandai Namco’s realm, so we can’t really comment on that. We encourage our fans to reach out to Bandai Namco through their official channels and let them know how you feel. With enough fans asking for it, maybe it’ll be a reality someday.

©CyberConnect2 Co., Ltd.
Now that you’re done with Fuga, are there any chances we could see rereleases of other games in the Little Tail Bronx series like Tail Concerto or Solatorobo: Red the Hunter? They’re stuck on older platforms.
MIYAZAKI: While we did make these games, and we would love for more people to get the chance to play them, unfortunately, the rights belong to Bandai Namco Entertainment. Again, reach out to them via their contact us forms if you’re passionate about it.
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Anime
Disgaea Mayhem Game Review – Game Review
Disgaea Mayhem manages to bring the Disgaea formula into the action RPG format successfully, but by the slimmest margin and missing many of the key features that make Disgaea soar.
For background’s sake, I’m a long-time Disgaea enjoyer. Not to age myself too much, but I bought a physical copy of the first Disgaea on PS2 from my local Circuit City (which was the style at the time) and fell in love with the series immediately. The irreverent humor, the colorful characters, the depth of systems, outrageous level design – it was beautiful. I would sink countless hours into the first game, and then hoover up any new release from NIS, whether it was from the mainline series or its various offshoots like Phantom Brave and Soul Nomad. I adore these games, and I will admit up front my bias that I want NIS to succeed and continue to bring its unique titles out for future generations.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
Which is to say that I was initially quite curious about Disgaea Mayhem. The NIS team venturing into novel territory and developing an action RPG holds promise to me. Technically, they have succeeded! For a first foray into the space, it feels… fine. It’s fine.
All of the essentials are here. You have light and heavy attacks, guarding, running, jumping, a selection of skills limited by cooldowns, the whole nine yards. Your hero can equip any gear feasible within the standard Disgaea confines (1 weapon + 3 others of any description), with each weapon type having its own unique attack ranges, cooldown abilities, and so on. Typical Disgaea structure where each chapter has a series of isolated episodes, with each one being a field or level that you clear before moving on. Toss in a few cutscenes between chapters, lather, rinse, repeat.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
There are a few interesting wrinkles in the mix, to be sure. Outside of the obligatory block/guard button you can hold, there is the defensive mechanic of Countering. Essentially, if you use one of your cooldown-based abilities at precisely the moment an enemy attacks you, you negate the attack’s damage completely, and your attack goes through. It’s a very simple take on the ” best defense is a good offense ” idiom that fits nicely into Disgaea‘s over-the-top ethos. It also nicely weaves in the traditional counter system from the mainline titles in a novel way, as those were built for turn-based combat. This goes for average enemies and bosses alike, allowing you to be aggressive from the jump and steamroll opposition once you learn their attack telegraphs.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
Amongst the more pedestrian cooldown skills are Ultimates. These are what they sound like: gigantic attacks on substantial cooldowns that involve a big, showy cutscene. N.A. jumps in the air, you place the AOE on whatever zip code you want deleted, and proceed to hit every enemy in that region with an unskippable cutscene to the tune of four quadrillion damage.
Additionally, you’ve got the buddy and Magichange system. As you head into battle, you can bring along a little monster companion gathered from the game’s bestiary (and customized to the nines as you would expect) and use it in the levels. They provide additional damage and draw some aggro while also allowing you to shift into a new weapon mode with its own set of cooldowns and big Ultimate attacks. It gives you another set of options to play with and another avenue for advancement and customization.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
For the out-of-combat considerations, I could just say “It’s Disgaea.” Those who know will understand, but I’ll elaborate if you’re new here. Disgaea Mayhem has a hub world with various vendors and activities to pursue. Shopping for more gear and consumables, levelling up customer rank to access better stuff. Hop into the Item World where you can delve into an instanced dungeon within each item in the game to battle through waves of enemies and level them up (yes, you heard right, every sword and cape and piece of gum has a dungeon within it that you teleport into to battle monsters and level up the item back in the “real world”). There’s the Dark Assembly where you can pass laws that increase your powerful item access, boost XP or monetary payout from levels, and more – and if you don’t like the look of how the assemblymen will vote, you can bribe them or pummel them into submission to get your way.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
Why, some would say it’s even more humane than most current political systems…
Those systems are tried and true Disgaea staples. The NIS team has been iterating on these ideas for over twenty years now, and they work just as brilliantly as they always have. There is no end to the joy of playing a goofball scenario, teleporting into the pocket dimension that exists within a pair of pants to battle hordes of demons and level up the stats of the pants, then bullying the political monsters at the assembly to do my bidding. I fell into the steady rhythm without missing a beat.
And there is a simple novelty in seeing these characters realized in a 3D battle space. Seeing a giant Prinny penguin leap through the air and circle strafing around it to do a big anime super move on its flank is fun. It’s fun! I like seeing my favorite tactical blorbos in this new way.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
But… there are a few catches. There always are.
First, let’s address some of the structural issues.
The game is just painfully short. I know that’s an odd thing to say for something that has theoretically infinite content, but it’s rather light on anything beyond the procedural generation and number-go-up mechanics. Main stories have never been the only draw for Disgaea, but I rolled credits on the finale in under six hours. That’s… nothing. Literally nothing for these games, which even at the short end usually take a few dozen hours to complete.
The characters are razor thin. N.A. is affable enough, and Tichelle is a cutie pie. But their entire dynamic is: Tichelle yells about flan, N.A. shrugs and goes “what have I gotten into?!” and we queue the laugh track. There aren’t even that many other characters to speak of in the tale, which means a lot is riding on these two, and they aren’t given much to work with. Sure, the series has always been zany and off-kilter, but at its best, it also had a lot of heart. Big rosters of interesting characters with enough charm and depth to make for memorable laughs and a few touching moments. Maybe it wasn’t Hemingway, but it wasn’t completely forgettable either.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
The combat is just okay. I was not expecting Devil May Cry or anything, but this was even simpler than a lot of musou/Warriors titles. The levels are just empty corridors where you walk up and smash a set number of enemies, the rest disappear in a poof, then you move on to the next zone and clear a set number of enemies all over again. At the end of the level, there’s a boss who is 95% of the time just an oversized version of another enemy model, they say a few lines of dialogue, then you bonk them, and that’s it. There are a handful of maps that have a minor jumping puzzle or environmental hazard to navigate, though those too are minor annoyances at best.
The nicest thing I can say about the visuals is that they are… acceptable. They make a bad first impression – particularly N.A.’s run and walk cycles, which look and feel incredibly stiff. But they do grow over time, and the actual cooldown-based attacks look really good. Still, the drab, repetitive battlefields and small handful of enemies do little to inspire (and often can’t be seen due to all the stuff happening on screen).
The real Achilles’ heel of this title is the lack of a true party dynamic. A major part of Disgaea has always been managing the absurd roster of characters. The real secret sauce all along was that Disgaea was about the battles, sure, but it was just as much about the back-end optimization. You were always looking for a new way to crack the game wide open, to get a particular skill set or ability baseline on a given character, to eke out another iota of power from gear, etc. Spread across the dozens of characters you would end up making, Disgaea was often more of an RPG party management sim that just happened to have a tactical layer bolted on. You were always thinking of new strategies, finding new activities, fiddling with gear across two dozen characters, and it was way more fun than it had any right to be.
Disgaea Mayhem has N.A. and only N.A. Sure, the monster buddy is there, but it’s more like having 1.5 characters rather than 2 on the field. It’s fun to watch big attacks and watch numbers go up, sure. Yet there’s something hollow about only doing that with one character, especially from a series that has excelled at this choose-your-own-sicko-mode level of complexity.

© 2026 Nippon Ichi Software, Inc. ©2026 NIS America, Inc.
The lack of geo-squares and unique objectives is also quite telling. Disgaea was never a terribly challenging game, but story missions would often have unique conditions put in place by colored tiles that would alter things in ways mere numbers couldn’t account for. No matter how powerful your characters were, you couldn’t do much if the entire map was covered in an “Enemies are invulnerable” condition that could only be switched off if you ran the gauntlet and busted the pylon making the rule. Disgaea Mayhem lacks that entirely, opting for the same “Kill X enemies in this area” objective over and over again.
All of these caveats for a (at the time of writing) US$60 asking price are a bit steep. While that’s no longer full price in the current industry norms, it’s not a budget title either. Calling it a tech demo seems dismissive. But it’s hard not to think of Disgaea 6‘s rocky start for the 3D era of the company, which blazed a trail for Disgaea 7‘s far more fully featured arrival. Disgaea Mayhem is not a bad title, and it’s a game you could theoretically spend infinity hours in getting your attack skills to do damage totals only expressible in scientific notation. Yet it’s hard not to feel as though buying this is more about funding a promising sequel down the road than it is about enjoying Disgaea Mayhem on its own merits.
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Anime
Web Manga ‘Mii-chan to Yamada-san’ Gets Anime Adaptation in 2027
Production company Kodansha announced an anime adaptation of Nene Azuki‘s Mii-chan to Yamada-san (Mii-chan and Miss Yamada) web manga on Sunday and revealed an illustration (pictured) drawn by Azuki to commemorate the announcement. The anime is scheduled to premiere in 2027.
Azuki began serializing the drama manga on the Magazine pocket website in September 2024. Kodansha shipped the sixth volume on April 23 and will release the seventh and final volume on September 9.
Seven Seas Entertainment licensed the manga in English on January 28 and will publish the first volume on December 8.
Mii-chan to Yamada-san ranked fourth in the Male Readers’ Top 20 of the Kono Manga ga Sugoi! 2026 and was nominated in the General category of the 50th Kodansha Manga Awards.
Synopsis
In the heart of Shinjuku, there are a variety of host and hostess nightclubs open to customers seeking a night of indulgence with a gorgeous companion. Yamada is one of those companions. She balances university and work, but finds herself more interested in becoming a model hostess than a star pupil. The pay is too tempting to resist, which is why so many girls come and go in the industry. But in 2012, she meets someone completely different. Mii-chan is a petite young woman who seems to be rather useless at most things—barely able to read or write and, unfortunately, clumsy—earning her ridicule from staff and customers alike. However, her bright energy and endless motivation proves hard to ignore, and Yamada finds herself drawn in by Mii-chan’s charm.
A beautiful and tragic story about an unlikely friendship and the unfortunate end that separated them forever. (Source: Seven Seas Entertainment)
Announcement
Official X: @miichan__anime
Source: Comic Natalie
Mii-chan to Yamada-san on MAL
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Anime
Third Season of New ‘Ranma ½’ Anime Announces Additional Cast
The official website of the new Ranma ½ anime series revealed additional cast and a key visual (pictured) for its third season on Saturday. The anime series adapting Rumiko Takahashi‘s romantic comedy manga will premiere on Nippon Television at 12.55 a.m. on October 4.
Cast
Headmaster: Masako Nozawa (Sentai Daishikkaku)
Sentarou Daimounji: Jun Fukuyama (Grand Blue)
Tsubasa Kurenai: Minami Tanaka (Kill Ao)
Mayumi Tanaka (Dandadan)
Saori Hayami (Sakamoto Days)
Produced by MAPPA, the first season premiered in Fall 2024, followed by a second season in Fall 2025. Netflix streamed the anime worldwide with subtitles.
Rumiko serialized the manga in Weekly Shounen Sunday magazine in August 1987 and ended in February 1996. Shogakukan published the manga in 38 volumes from April 1988 to June 1996 and later released it in two new editions in 2002–2003 and 2016–2018.
VIZ Media licensed the manga in English and released 21 volumes from May 1993 to March 2003. In May 2003, the company began publishing a second edition and released the 36th and final volume in November 2006. VIZ Media also released a 2-in-1 omnibus edition between March 2014 and March 2017.
Source: Comic Natalie
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