CyberConnect2 On Reviving The Series And Its Modern JRPG Direction | #hacking | #cybersecurity | #infosec | #comptia | #pentest | #hacker


.hack//Z.E.R.O. marks the return of CyberConnect2’s long-running RPG series, arriving as part of the studio’s 30th anniversary and its shift toward self-publishing. The project is being developed internally, with Bandai Namco granting the team control over planning, development, and release. It also represents a new starting point for the franchise, with a story set in a near-future shaped by modern online culture and a greater focus on real-world narrative elements alongside the in-game MMO, The World.

At GDC 2026, we spoke with CyberConnect2 Executive Vice President Taichiro Miyazaki about how the project came together, including securing the license and pitching it as a self-published title. He also discussed how the team is approaching modern JRPG design and what players can expect from this new entry.

This interview was a lot of fun to be a part of. Being a .hack fan hasn’t been easy over the years, but we’re back, gamers.


 

Azario Lopez: Let’s start with .hack//Z.E.R.O. When did this project really begin? When did you learn it might actually happen, and what was the energy like at the studio once it became possible?

Taichiro Miyazaki: The negotiation for having the .hack license handed over to us was done with a Bandai Namco executive. These were one-on-one meetings that I handled myself.

The proposal was that CyberConnect2 will be reaching our 30th anniversary soon, and we would really like to see a rebirth of .hack. We asked if there was anything we could do about that.

Currently on the Bandai Namco Entertainment side, there is no producer for the .hack series. So we said that maybe the best thing would be for CyberConnect2 to self-publish the game and take responsibility for it ourselves.

The executive listened and said they could see how that might work. From the beginning, they were encouraging and said it sounded like a very fitting project for our 30th anniversary. Of course, there would need to be some conditions, since the bulk of the license still belongs to Bandai Namco Entertainment, but they were positive about the proposal.

I brought that response back to CyberConnect2 and announced it at a board of directors meeting. I said we still needed to work out the conditions, but it looked like the project could be greenlit. The energy in the room was very passionate. Everyone said, “Yes, let’s get this going.”


Azario Lopez: The JRPG landscape has changed quite a bit since the last .hack game. Aside from working on Fuga, how are you approaching the genre for this new title? Are you aiming to stay close to the classic feel, or adjust it to match modern RPG expectations?

Taichiro Miyazaki: We can’t share detailed information yet, but our goal is to meet player expectations and make sure people enjoy the experience.

Some players will be experiencing .hack for the first time, while others have been waiting years for its return. We want both groups to have a satisfying experience.

That means balancing the classic .hack feel with what players expect from modern RPGs. The bar is high, but our goal is to deliver something that satisfies both audiences.


Azario Lopez: How confident is the team that this will meet what fans have been waiting for?

Taichiro Miyazaki: Absolutely. Of course we are very confident that people will be happy with this new game.


Azario Lopez: Let’s talk about the subtitle, Z.E.R.O. Without getting into spoilers, is there a particular meaning behind it?

Taichiro Miyazaki: The meaning behind Z.E.R.O. will become clear over time as the mystery slowly unravels. There is unfortunately a lot that we cannot talk about right now, but please rest assured that more will become clear as we release information in the future.


Azario Lopez: After the reveal, what kind of feedback did you see from the community? Did it feel like confirmation you were on the right track, or did it add pressure to meet expectations?

Taichiro Miyazaki: Our main feeling right now is simply excitement about starting the project.

Right now we’re not feeling much pressure. I think the people who were most excited about the announcement were us at CyberConnect2.

Some staff joined CyberConnect2 because they were .hack fans and hoped to work on the series someday. Those team members are thrilled the project is happening, and many have volunteered to be part of the development team.

From here we will start forming that team and deciding who will work on the project.


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Azario Lopez: .hack has always explored the relationship between people and technology. With things like AI and VR becoming more prominent, how is that shaping the themes of this new game?

Taichiro Miyazaki: Yes, there will absolutely be themes involving modern technology.

We want new players to enjoy the game as well, so focusing only on older technology would not make sense. Instead, we’re looking at how modern technology has become part of everyday life.

.hack has always focused on the near future, so we’re balancing modern technology, possible future developments, and the series’ core themes.


Azario Lopez: Would you recommend players revisit some of the previous .hack games before this one releases?

Taichiro Miyazaki: Absolutely. I think replaying the older games will increase your enjoyment of the new title.

However, we are also making sure that new players can enjoy it as a standalone experience. Even if you are jumping into the series for the first time, it will still be enjoyable.

But if you do have knowledge of the previous games, you may notice certain connections that make the experience even more exciting.


Azario Lopez: CyberConnect2 has also started self-publishing some of its projects. After wrapping up the Fuga trilogy last year, what lessons did you learn from that experience that you’re applying to Cecilee?

Taichiro Miyazaki: It’s funny that you ask that, because I’m actually giving two sessions at GDC this year, and one of them focuses on self-publishing and the failures we experienced along the way.

The biggest lesson we learned is that it’s not enough to simply make the game. You also have to sell the game and deliver it properly.

As creators, we didn’t learn anything drastically new about making games themselves. We’re always refining our process and responding to feedback.

However, on the publishing side we learned just how much preparation is required to successfully bring a game to market.


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Azario Lopez: Has that affected the development timeline for Cecilee or your other projects?

Taichiro Miyazaki: According to our original plans, some things were supposed to move a little more smoothly than they have.

Because these are original projects, we want them to clearly reflect CyberConnect2’s style and deliver an experience unique to our studio.

It took time to determine the right direction, but that vision is now solidified. From here we’ll move forward at full speed and work toward our original schedule.


Azario Lopez: How important is that kind of creative flexibility for your teams?

Taichiro Miyazaki: Absolutely. Part of the reason we run initiatives like our C5 Project Initiative is to train new creators.

To some extent, we want them to encounter obstacles so they can learn from those experiences.

From a management perspective, that kind of winding development process can be part of the plan.


Azario Lopez: As a final question, when can we expect to hear more about .hack//Z.E.R.O., and is there anything you would like to say to fans?

Taichiro Miyazaki: It is difficult for us to say exactly when new information will be released. We want to share updates regularly so the title stays on people’s radar. So we won’t make you wait too long.

And finally, we want to say something directly to the fans.

When we premiered the anniversary trailer for .hack, we saw so many comments and reactions. We were the number one trending topic on X in Japan, and it made us incredibly happy.

Many people said they had been waiting for this moment. We also saw a lot of comments coming from the United States, which is a very important fan base for us.

We’ll do our best to deliver a game that meets those expectations, and we hope you continue supporting us.

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