


In the 1990s, there was a period when FMV games ruled the new-release sections, with numerous prominent titles utilizing the technology in various ways. However, it appears that Izanagi Games is reviving this concept at the Tokyo Game Show 2025 with *AKIBA LOST*. The game promises an ambitious live-action experience that seeks to rejuvenate the full-motion video format with contemporary technology and storytelling.
Scheduled for a 2026 release on PlayStation 5, Nintendo Switch, Switch 2, and PC via Steam, the project collaborates the publisher with Nippon Television and the drama production firm AX-ON, potentially marking one of gaming’s most intricate FMV endeavors in years. While at TGS, I had the opportunity to participate in a round table interview to learn more about *AKIBA LOST*.
The game features Hiromitsu Kitayama in the role of Daiki Shinjo, a former acclaimed game designer striving to regain his former glory. *AKIBA LOST* revolves around an unresolved enigma referred to as “Akiba’s Spirited Away,” which involves the mysterious disappearance of six girls in Akihabara 13 years prior. When Shinjo reveals a game inspired by the incident at an annual gaming exhibition, the vanishings occur anew. Players alternate between Shinjo and six women representing diverse aspects of Akihabara’s subculture: a maid, an underground idol, a food journalist, a shrine maiden, a cosplayer, and a game streamer.
The vastness of production distinguishes *AKIBA LOST* from standard full-motion video games. Director and producer Shinsuke Umeda disclosed at the Tokyo Game Show that the team has recorded approximately 100,000 still images and over 20 hours of filmed content. This seems to be an extensive undertaking, particularly considering the slate of renowned actors dedicated to breathing life into the game’s universe. The team is partnering with Nippon Television, which provides them with a distinct development workflow compared to regular adventure games.
Listening to (田辺桃子 / [Momoko Tanabe](https://www.imdb.com/name/nm4009605/)), it sounds like a highly intricate process, yet one that aspires to present a genuinely unique experience. “In the game scenes, we were advised not to move much. We needed to convey emotion through static poses, similar to still images.”
This endeavor merges various elements, and from how director Shinsuke Umeda addressed player choices, *AKIBA LOST* will present numerous paths for tackling challenges and shaping the narrative. “There’s a chance that some decisions made with one character will impact their timeline,” he noted. “However, there’s also the potential that a choice made with another character could influence someone else. Thus, you might end up altering a timeline because of a decision that wasn’t even that character’s doing.”
Full-motion video games enjoyed a fleeting golden age in the 1990s when CD-ROM technology enabled live-action footage. Games like *[Night Trap](https://www.cgmagonline.com/news/night-trap-receive-25th-anniversary-edition/)* and *[The 7th Guest](https://www.cgmagonline.com/review/game/7th-guest-vr-meta-quest-3/)* challenged the norm but often struggled with cumbersome interfaces and limited interactivity. Modern endeavors have been scarce, with Izanagi Games’ own *Death Come True* from 2020 standing out as a noteworthy exception.
*AKIBA LOST* adopts a novel approach. The game employs a “zapping” mechanism that enables players to seamlessly switch between characters, experiencing events from various viewpoints. A 360-degree camera perspective allows players to look around each scene from the character’s viewpoint. This creates what director Takumi Umeda labeled a “multi-angle ensemble suspense game,” where the decision made by one character can send ripples through the entire narrative.
Nevertheless, *AKIBA LOST* seeks to offer something exceptional and potentially remarkable. Umeda seems to be drawing inspiration from what he cherished about games in this vein, stating, “We aspire to incorporate technologies and systems that have never been showcased in an FMV before. I used to create games with [Kodaka-san](https://danganronpa.fandom.com/wiki/Kazutaka_Kodaka) from *[Danganronpa](https://www.cgmagonline.com/tag/danganronpa/)*. I aim to pursue something innovative within the realm of adventure games. Therefore, I’m looking to create a new FMV in this era.”
Observing the room filled with actors, all blending seamlessly, I would have presumed they had collaborated on numerous projects previously. However, after hearing Hiromitsu Kitayama discuss his experience on this project, that wasn’t true.
“In drama productions, it’s actually quite rare for everyone to already know one another,” Kitayama remarked.
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