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AQ Interactive

AQ Interactive Inc. was a and publisher that operated from 2005 to 2011 as a within the AQI Group. The company's name derives from "Artistic Quality," reflecting its focus on creative game production. It was established on October 1, 2005, through the restructuring of Inc., which had been founded in 2000 and transitioned into a holding entity overseeing multiple subsidiaries. Headquartered in , AQ Interactive owned key development studios including Co., Ltd., (formerly Scarab), and the development division of Inc., which was fully absorbed into the parent company in July 2010. It also briefly held Microcabin and maintained a U.S. , XSEED JKS, Inc., operating under the publishing brand. During its tenure, AQ Interactive published and co-developed a range of titles across platforms like Xbox 360, Wii, PlayStation 3, and Nintendo DS, emphasizing action, adventure, and fighting genres. Notable releases include Bullet Witch (2006, Xbox 360), an action shooter developed by Cavia; The Last Story (2011, Wii), a critically acclaimed RPG from Mistwalker and AQ Interactive; and No More Heroes: Heroes' Paradise (2010, PS3), an enhanced port of the Grasshopper Manufacture title. Other significant games encompass Tetris: The Grand Master Ace (2005, Xbox 360) and Arcana Heart 2 (2009, PlayStation 2). By March 2010, the company employed 393 staff across its operations. AQ Interactive ceased independent operations on October 1, 2011, when it merged with and Liveware to form Marvelous AQL Inc., integrating its studios and intellectual properties into the larger entity. This merger marked the end of AQ Interactive as a standalone publisher, though its legacy persists through titles re-released or continued under Marvelous.

History

Founding and restructuring

AQ Interactive was established on October 1, 2005, through the renaming and restructuring of Inc., a studio founded on March 1, 2000. The name "" stands for "Artistic Quality," signifying the company's commitment to producing and games with elevated creative and aesthetic standards. In the restructuring, the original Inc. transitioned from a pure development operation into a under the new name AQ Interactive Inc., taking on responsibilities for , management, and oversight of . Simultaneously, the development team was spun off into a separate entity re-established as Inc., which served as AQ Interactive's primary development . This shift allowed AQ Interactive to focus on broader corporate strategy while leveraging specialized development talent. The company was headquartered in , , with an initial capital of ¥689.4 million following a capital increase in September 2005, further increased to ¥1,097.4 million in January 2006. Early operations centered on building a portfolio of high-quality game titles, with announcements highlighting plans to manage multiple studios and expand publishing efforts across various consoles, including the newly launched Xbox 360.

Acquisitions and expansion

Prior to its formal restructuring in 2005, Cavia Inc. pursued aggressive expansion through the acquisition of established development studios to bolster its internal capabilities for production. In March 2005, Cavia made Scarab Studio, Inc. a wholly owned and renamed it feelplus Inc., targeting action and development expertise. Shortly thereafter, in June 2005, Cavia acquired Co., Ltd. via share exchange, integrating it as a 100% focused on Wii-centric titles. These moves established a robust development pipeline leading into the company's restructuring into AQ Interactive Inc. in October 2005, which also involved spinning off its development division into Inc. The company also went public, listing on the JASDAQ exchange in February 2007 and transferring to the Second Section in March 2008. To strengthen its international presence, AQ Interactive acquired XSEED JKS, Inc. in May 2007 through a stock swap agreement signed on April 24, with share transfer completed by June; this brought the U.S.-based publisher under the brand for localized titles. In May 2008, the company acquired Microcabin Corp. as a consolidated , adding simulation and capabilities, though 85% of its shares were sold in January 2011 to Fields Corporation due to challenging market conditions, excluding it from consolidation. Further diversification came in November 2009 with the full acquisition of LINKTHINK, Inc., enabling entry into mobile and social gaming sectors. AQ Interactive also ventured into arcade gaming through a 2007 joint development partnership with Takara Tomy (under license) for Pokémon Battrio, launched in July as a cel-shaded arcade title that became a key amusement business asset. These expansions supported broader portfolio growth across platforms, with the company's workforce reaching 393 employees by March 2010, reflecting integrated operations from the acquired entities.

Consolidation and merger

In 2010, AQ Interactive initiated a major consolidation of its development subsidiaries to streamline operations and form a unified internal development arm. In July 2010, Inc. was fully absorbed into the parent company, marking the end of its independent operations following the release of its final title, . This was followed in August 2010 by the operational merger of and development teams into AQ Interactive, with their individual websites redirected to a new consolidated AQI Development page. The legal absorption-type merger of these entities was approved by AQ Interactive's board on April 28, 2011, and completed in August 2011. These moves occurred amid financial challenges for AQ Interactive, including declining revenues driven by subsidiary performance issues and broader market shifts away from the console gaming sector that had been central to the company's portfolio. Artoon, for instance, faced operational difficulties that contributed to its integration, though it avoided formal bankruptcy proceedings. The restructuring aimed to reduce overhead and refocus resources, but ongoing industry pressures, such as the transition to new platforms and reduced sales for Wii and PlayStation titles, exacerbated the company's position. On October 1, 2011, AQ Interactive merged with Inc. and Liveware Inc. to form Marvelous AQL Inc. (renamed Marvelous Inc. in 2014), with as the surviving entity. AQ Interactive was officially dissolved on October 5, 2011, ending its independent existence. Approximately 393 employees transitioned to the new company, based on AQ Interactive's headcount as of March 2010, preserving much of its talent pool. Key ongoing projects, such as —co-developed with and released in on January 27, 2011—were completed under AQ Interactive's oversight prior to the merger. In the post-merger landscape, AQ Interactive's U.S. publishing arm, , was rebranded as Marvelous USA in 2013 while retaining its operational independence and brand identity for localized titles. The remaining assets, including development pipelines and intellectual properties from the absorbed studios, were fully integrated into Marvelous Inc.'s publishing and internal development divisions, bolstering the surviving company's portfolio in RPGs and action games.

Subsidiaries

Development subsidiaries

AQ Interactive's development subsidiaries were primarily Japan-based studios focused on creating original titles and supporting the parent company's publishing efforts across various platforms. These entities handled the bulk of in-house game production, specializing in genres such as action-adventure, RPGs, and shooters, before being integrated into AQ Interactive's core operations in 2011. Artoon Co., Ltd., established in 1999, became a of AQ Interactive in June 2005 through a share exchange that made it a wholly owned entity. The studio specialized in action-adventure and games, contributing notable titles for platforms like the , including developments that emphasized innovative gameplay mechanics in 3D environments. Artoon was absorbed into AQ Interactive in August 2011, after which its team and projects were reorganized under the parent company's development division. Cavia Inc. was formed in October 2005 as the spun-off development division from the original team during AQ Interactive's restructuring from its predecessor . It concentrated on action RPGs and third-person shooters, producing high-profile works such as the series and contributions to the franchise, often featuring narrative-driven and intense systems. Cavia was fully absorbed into AQ Interactive in August 2011, marking the end of its independent operations and transferring its ongoing projects to the parent entity. feelplus Inc., originally founded as Scarab Studio in 1992, was acquired and made a 100% by AQ Interactive in March 2005, at which point it was renamed. The studio focused on development and sequel productions, notably handling the creation of for the , which showcased advanced storytelling and turn-based battle systems in collaboration with external partners like . Like its sister studios, feelplus was merged into AQ Interactive in August 2011, consolidating its approximately 50 staff members into the broader development team. Collectively, these subsidiaries formed the backbone of AQ Interactive's creative output, employing around 300 developers at their peak in 2010 and delivering core development for many of the company's published titles across consoles like , , and systems. Post-merger, their talents were redistributed to streamline project handovers and enhance efficiency within AQ Interactive's unified development structure ahead of the 2011 merger with .

Publishing subsidiaries

AQ Interactive established its publishing operations through strategic acquisitions that targeted localization, international distribution, and niche genre expansion. In June 2007, the company acquired XSEED JKS, Inc., integrating it as a responsible for North American localization and publishing under the brand. This move enabled AQ Interactive to adapt and market Japanese titles for Western audiences, with XSEED handling key series such as the action RPG franchise, which saw multiple releases during this period. Post-acquisition, XSEED's operations focused on bridging cultural and linguistic gaps, supporting AQ Interactive's push into the U.S. market while maintaining creative fidelity to original content. Following the 2011 merger forming Marvelous AQL, XSEED JKS was renamed Marvelous USA, Inc., in May 2013, continuing its publishing role under the new entity. Another publishing subsidiary was Microcabin Corporation, fully acquired in May 2008 to enhance Interactive's portfolio in and software. Microcabin specialized in PC-based simulations and console ports of niche titles, aligning with Interactive's goal to diversify beyond core development into targeted publishing segments. The subsidiary's integration was short-lived, as Interactive sold 85% of its shares in January 2011, removing Microcabin from consolidation amid broader corporate restructuring. Overall, AQ Interactive's publishing model prioritized global reach via subsidiaries like XSEED, emphasizing marketing for licensed Japanese content, resource allocation for localization efforts, and revenue generation from international adaptations rather than domestic-only releases. This approach supported cross-subsidiary collaboration, with publishing units aiding distribution of titles developed elsewhere within the group.

Published games

Arcade games

AQ Interactive published a limited number of arcade titles during its operations, focusing on interactive and collectible experiences tailored for coin-operated machines. These games emphasized multiplayer engagement and specialized , such as touch screens or readers, to differentiate from home console offerings. One of the company's notable arcade releases was Pokémon Battrio, launched in 2007 and developed by Marvelous Interactive in collaboration with Takara Tomy. This -battling game allowed players to collect and battle Pokémon using physical tags inserted into cabinets equipped with readers and button controls, marking it as the only Pokémon title published by AQ Interactive. Through a partnership with , the game facilitated versus battles between up to three Pokémon per player, emphasizing strategic tag collection and real-time combat on dedicated . In 2009, AQ Interactive published Higurashi no Naku Koro ni Jong, a mahjong variant developed internally by the company, featuring characters from the visual novel series. The game adapted traditional riichi rules into an format with thematic and artwork, running on standard mahjong arcade cabinets with digital tiles and multiplayer support for up to four players. It served as a niche crossover title, blending puzzle strategy with narrative elements from the source material. AQ Interactive also ventured into casual arcade experiences with minor releases like Touch the Numbers in 2009, a touch-based number sequencing game originally adapted from a . This redemption-style title utilized large touch-screen cabinets for quick-play sessions, where players traced numerical paths to earn tickets, highlighting the company's interest in accessible, hardware-specific mechanics. Similar niche titles, such as variants under the Cubemall brand, further explored interactive prize-dispensing formats on custom setups during the late .

PlayStation 2 games

AQ Interactive published several titles for the console during the mid-to-late , primarily targeting the market with a mix of adventure, action, and fighting games. These releases reflected the company's focus on localizing and distributing niche content, including adaptations of popular and ports of fighters. The company's PS2 portfolio began with LoveCom: Punch de Konto*, an adventure game developed by Cavia Inc. and released on July 13, 2006, in . Based on Aya Nakahara's Lovely Complex, the title features visual novel-style gameplay with branching storylines and multiple endings centered on high school romance. Following this, AQ Interactive handled the Japanese release of Driver: Parallel Lines on October 12, 2006. Developed by , this action-driving game spans two timelines (1978 and 2006) in a narrative-driven open-world environment, emphasizing car chases, missions, and a crime thriller plot. The PS2 version was distributed through AQ's subsidiary . In the fighting genre, AQ Interactive brought the arcade hit to home consoles, releasing it on October 11, 2007, in . Developed by (with contributions from Yuki Enterprise), the game features an all-female roster of 11 characters who summon elemental "Arcana" spirits for combo-based battles, including story mode, versus play, and training options. It sold approximately 40,000 units in . The lineup concluded with Suggoi! Arcana Heart 2 on April 9, 2009, also developed by in collaboration with Ecole Software. This sequel expands the original with 23 playable characters, new Arcana mechanics for enhanced combos and assists, and modes like and time attack, maintaining the series' focus on fast-paced, anime-inspired fighting.)
TitleDeveloperRelease Date (Japan)Genre
Love*Com: Punch de Konto Inc.July 13, 2006Adventure
Driver: Parallel LinesReflections InteractiveOctober 12, 2006Action-Driving
/ Yuki EnterpriseOctober 11, 2007Fighting
Suggoi! Arcana Heart 2 / Ecole SoftwareApril 9, 2009Fighting

PlayStation 3 games

AQ Interactive did not publish any games for the .

PlayStation Portable games

AQ Interactive published a limited number of titles for the (), focusing primarily on Japanese-market releases in genres such as , visual novels, and board games. These games were typically developed by external studios and targeted niche audiences, reflecting the company's strategy to expand into portable gaming during the mid-to-late 2000s. All known releases were exclusive to , with no international versions confirmed. The first title from AQ Interactive was Jitsuroku Oniyome Nikki, released on February 23, 2006. Developed internally or in close collaboration, this action-simulation game revolves around themes of married life with supernatural elements, presented in a diary-style format. It received modest attention for its unique premise but remained a Japan-only release. In 2007, AQ Interactive released Anata o Yurusanai (translated as "I Won't Forgive You"), a sound novel adventure game developed by Zener Works. Launched on November 15, this emphasizes interactive storytelling with audio-driven narratives, exploring themes of revenge and mystery. The title was praised for its atmospheric and branching paths, though it stayed confined to the Japanese market. AQ Interactive's final PSP release was Higurashi no Naku Koro ni Jan, a mahjong adaptation of the popular visual novel series, developed by SIMS and published on November 12, 2009. This miscellaneous board/ features characters from the franchise in a competitive setting, including arcade-style modes and story integrations. It appealed to fans of the source material and mahjong enthusiasts, marking AQ Interactive's last confirmed effort before the company's merger in 2011. Additionally, AQ Interactive announced but ultimately canceled CR Hana no Keiji Zan, a pachinko simulation game slated for PSP release around 2009. The project was abandoned amid shifting priorities toward other platforms, as reported in late 2009. No further details on development progress were disclosed.
TitleRelease DateDeveloperGenre
Jitsuroku Oniyome NikkiFebruary 23, 2006 (Japan)AQ InteractiveAction/Simulation
Anata o YurusanaiNovember 15, 2007 (Japan)Zener WorksAdventure/Visual Novel
Higurashi no Naku Koro ni JanNovember 12, 2009 (Japan)SIMSMiscellaneous/Mahjong

Wii games

AQ Interactive's development efforts for the Nintendo were primarily handled by its subsidiaries and , which integrated their expertise in action and rhythm genres with the console's motion controls following the company's formation in and subsequent consolidations. These internal projects emphasized family-friendly and immersive experiences, often tying into popular or themes, and contributed to AQ's portfolio before its 2011 merger. Artoon, acquired by AQ Interactive in 2005, led the development of The World of Golden Eggs: Nori Nori Rhythm-kei, a rhythm action game released exclusively in on June 26, 2008. The title, based on the comedic short series Golden Eggs, features over 50 mini-games where players use the to perform actions like shaking eggs or conducting orchestras, promoting accessible, motion-based party play for up to four participants. Artoon's role focused on adapting the source material's quirky humor into interactive segments, marking one of the studio's early efforts under AQ oversight. feelplus, another key subsidiary consolidated under AQ in 2005, developed , a first-person simulator launched in on July 30, 2009. Directed by filmmaker , the game recreates the haunted Saeki house from the film franchise, with players using the Remote's pointer for navigation and motion gestures to interact with objects or evade supernatural threats in short, replayable scenarios. feelplus handled the atmospheric design and integration to heighten tension, positioning it as a niche haunted house experience rather than traditional combat-focused horror. AQ Interactive also published The Last Story, an action RPG developed by and released in on January 27, 2011. Directed by , the game features real-time combat with AI-controlled party members, a focus on cooperative tactics, and a fantasy following a mercenary group. It received critical acclaim for its story and visuals, selling over 390,000 units worldwide.

Nintendo DS games

AQ Interactive published several titles for the , leveraging the console's dual-screen and touch capabilities to deliver innovative gameplay experiences in genres ranging from music synthesis to action RPGs. These games often emphasized interactive elements unique to the DS hardware, such as stylus-based controls for rhythm mechanics or real-time tactical combat across both screens. The publisher's DS portfolio primarily targeted the market, with select titles localized for and through partners like and Ignition Entertainment. Key releases include:
TitleRelease YearDeveloperGenreDescription
Boing! Docomodake DS2007 (Japan)SuzakPuzzleA touch-based puzzle game featuring the mushroom-like Docomodake character, where players stretch and boing the mascot across levels using the stylus to solve environmental challenges.
KORG DS-10 Synthesizer2008 (Japan, North America)CaviaMusic SimulationAn emulation of the classic Korg MS-10 synthesizer, allowing users to create music with dual oscillators, drum machines, and a KAOSS pad interface split across the DS's screens for real-time composition and performance.
Blue Dragon Plus2008 (Japan), 2009 (North America)feelplus, Brownie BrownTactical RPGA sequel to the Xbox 360 title, this real-time tactics game follows Shu and companions in a 30+ hour campaign, utilizing the DS touch screen for commanding up to 16 units in legion-based battles against hordes of enemies.
Away: Shuffle Dungeon2008 (Japan, North America)Artoon, MistwalkerAction RPGPlayers control Sword in dynamically shuffling 2D dungeons to rescue villagers, incorporating DS touch controls for combat and puzzle-solving in a story-driven adventure with monster-collecting mechanics.
The World of Golden Eggs: Nori Nori Uta Dekichatte Kei2009 (Japan)ArtoonRhythmA music creation and rhythm game based on the Golden Eggs anime series, where players compose and perform songs using touch inputs to guide egg characters in catchy, interactive tunes.
The ☆ Kayou Generation2009 (Japan)ArtoonRhythmA karaoke-style rhythm game featuring classic Japanese enka and kayōkyoku songs, with touch-screen scoring and performance modes that celebrate the "Kayou Generation" of music icons.
KORG DS-10 PLUS2009 (Japan), 2010 (North America)V2 Interactive (enhanced)Music SimulationAn expanded version of the original DS-10, adding 12 synths, 6 drum kits, and DSi camera integration for visual effects, enhancing the dual-screen music production toolkit.
These titles showcased AQ Interactive's focus on creative, hardware-specific applications, though commercial performance was modest, with most selling under 50,000 units globally based on available .

Nintendo 3DS games

AQ Interactive's publishing efforts for the were concentrated on one title released in 2011, marking the company's final project prior to its merger with and Liveware, effective October 5, 2011. The game showcased the studio's ability to leverage the 3DS's stereoscopic and motion controls, reflecting internal development resources amid the impending corporate transition. Cubic Ninja, launched on April 7, 2011, in by AQ Interactive and June 24, 2011, internationally by , is an action-puzzle platformer developed internally by the company, emphasizing innovative use of hardware. Controlling , a cube-shaped ninja, players navigate over 100 levels filled with traps, enemies, and boss battles to rescue a princess, unlocking seven specialized ninja variants and abilities like shrinking or shielding through collected scrolls. Core gameplay relies on the gyroscope for tilt-based movement, allowing intuitive navigation without button inputs, though a Circle Pad alternative is available; the stereoscopic 3D is disabled during tilting to prevent disorientation. Additional modes include a level editor with sharing for custom stages, time attack challenges, and survival trials, further integrating the 3DS's capabilities for .

Xbox 360 games

AQ Interactive published several titles for the console, primarily targeting the Japanese market but with some achieving Western releases through licensing partners. The company's output emphasized action-oriented games inspired by Western genres, alongside puzzle and traditional Japanese titles, reflecting its strategy to diversify its portfolio during the console's early years. Among the notable action titles was , a developed by and released in on July 27, 2006. Players control a witch named Alicia Claus who battles demonic forces using firearms and magic spells in a post-apocalyptic world, blending shooter mechanics with supernatural elements. The game was localized for by , launching on February 27, 2007, and later re-released digitally by . Another key release, , developed by , debuted in on January 25, 2007, as a where operative Lloyd Irving combats vampire-like Nightwalkers in a rain-soaked . It featured third-person shooting and evasion tactics, with multiplayer modes supporting up to eight players. The North American version was published by Game Studios on July 3, 2007, while a enhanced edition, , followed for via Ignition Entertainment. AQ Interactive also ventured into puzzle gaming with : The Grand Master Ace, developed by and released on November 10, 2005, as an enhanced port of the arcade classic featuring high-speed block-stacking challenges and online leaderboards tailored for Xbox Live. This title marked one of the earliest releases from the publisher. Additionally, Tsuushin Taisen : Touryuumon, a mahjong simulation developed by Yuki Enterprise, launched on January 26, 2006, supporting online competitive play and voice chat for up to four players, adapting the arcade hit for console with Xbox Live integration. It catered to fans of traditional tile-based strategy games. AQ Interactive published El Shaddai: Ascension of the Metatron in on April 28, 2011, developed by Ignition . This follows on a quest through heaven and earth, featuring platforming, combat, and shifting art styles inspired by ancient mythology. It was co-published internationally by .

Browser games

AQ Interactive ventured into browser-based gaming in 2009 as part of a strategic expansion into the online casual sector, partnering with Vector Inc. to handle distribution, promotion, and operations for their web titles. This move targeted social platforms like and , leveraging models with microtransactions to attract a broad audience ahead of the company's merger into Marvelous AQL in 2011. The company's flagship browser title was (ブラウザ三国志), a simulation strategy game developed by ONE-UP and released on July 15, 2009. Set in the Three Kingdoms era, players assume the role of feudal lords, recruiting historical generals, managing territories, and engaging in conquests through turn-based battles and siege mechanics. Accessible via PC browsers on platforms including and @games, it emphasized short "gap-time" sessions for territory expansion and alliance-building, with a three-month cycle culminating in control of key castles. By May 2011, the game had amassed 2.4 million registered users and 600,000 active players, establishing it as a breakout hit in Japan's browser game market. In 2010, AQ Interactive followed with Browser Pro Baseball (ブラウザプロ野球), a sports management simulation launched on April 12 via . Players collected cards featuring real (NPB) athletes from all 12 teams, building squads to compete in leagues, train players, and synthesize cards for upgrades, with official NPB approval ensuring authenticity. This title built on the casual appeal of its predecessor, focusing on accessible team-building and matchmaking to grow AQ Interactive's network content portfolio.

iPhone games

AQ Interactive ventured into the mobile gaming space with the publication of Glandarius Wing Strike, a vertical-scrolling game designed specifically for the and . Released on April 16, 2009, the title leveraged the device's for intuitive controls, allowing players to pilot a spacecraft through waves of enemies in a bid to save the world from invasion. Developed in-house by AQ Interactive, the game emphasized fast-paced action, power-ups, and boss battles, earning praise for its polished visuals and immersive audio that stood out in the early ecosystem. Priced at $4.99 on the , Glandarius Wing Strike represented AQ Interactive's adaptation of arcade-style to hardware, focusing on accessibility and replayability through multiple difficulty levels and high-score challenges. The game required OS 2.0 or later and occupied about 57.7 MB of storage, making it suitable for the era's devices. Reviews highlighted its effective use of tilt and touch mechanics to differentiate it from traditional console shooters, contributing to its appeal among early users seeking premium entertainment.

Developed games

PlayStation 3 games

AQ Interactive's direct development efforts for the were limited, particularly following the 2010 consolidation of its subsidiaries—, , and —into a unified internal development team. This restructuring aimed to streamline operations ahead of the company's merger with in 2011, allowing for more integrated project handling. The most notable PS3 title attributed to AQ Interactive's internal team post-consolidation is No More Heroes: Red Zone Edition, released in on July 21, 2011. This enhanced port adapts the original 2007 game No More Heroes—originally developed by —for the PS3, incorporating high-definition visuals, support, and additional content drawn from its sequel, such as new boss encounters and a "risque" mode featuring alternate character outfits. The development timeline spanned from late 2010, leveraging the newly merged team's expertise in action-adventure adaptations to expand the game's replayability and appeal to a broader audience on Sony's HD platform. Prior to full consolidation, AQ Interactive's early internal contributions to PS3 projects were minimal, with most efforts focused on publishing roles for subsidiary-led titles. No major original PS3 developments emerged from this period under direct AQ credits, reflecting the company's primary emphasis on oversight and multi-platform publishing during the console's initial years.

Wii games

AQ Interactive's development efforts for the Nintendo Wii were primarily handled by its subsidiaries and , which integrated their expertise in and genres with the console's motion controls following the company's formation in and subsequent consolidations. These internal projects emphasized family-friendly and immersive experiences, often tying into popular media or themes, and contributed to AQ's portfolio before its merger with in 2011. Artoon, acquired by AQ Interactive in 2005, led the development of The World of Golden Eggs: Nori Nori Rhythm-kei, a rhythm action game released exclusively in on June 26, 2008. The title, based on the comedic short series Golden Eggs, features over 50 mini-games where players use the to perform actions like shaking eggs or conducting orchestras, promoting accessible, motion-based party play for up to four participants. Artoon's role focused on adapting the source material's quirky humor into interactive segments, marking one of the studio's early efforts under AQ oversight. feelplus, another key subsidiary consolidated under AQ in 2005, developed Ju-On: The Grudge, a first-person simulator launched in on July 30, 2009. Directed by filmmaker , the game recreates the haunted Saeki house from the film franchise, with players using the Remote's pointer for navigation and motion gestures to interact with objects or evade supernatural threats in short, replayable scenarios. feelplus handled the atmospheric design and integration to heighten tension, positioning it as a niche experience rather than traditional combat-focused . Artoon further contributed to Wii development with FlingSmash (known as Striking Bounce: Super Smash Ball Plus in ), released in on November 7, 2010, in on November 18, 2010, and in on November 19, 2010. This action-puzzle game requires the accessory for precise ball-flinging mechanics, where players guide a customizable orb through obstacle-filled stages to battle enemies and bosses in a pinball-like format. As one of 's final projects before AQ's dissolution, it showcased the subsidiary's innovation, though published directly by to broaden market reach.

Nintendo 3DS games

AQ Interactive's development efforts for the were concentrated on two titles released in 2011, marking the company's final projects prior to its merger with and Liveware, effective October 1, 2011. These games showcased the studio's ability to leverage the 3DS's stereoscopic and motion controls, reflecting internal development resources amid the impending corporate transition. Zoo Resort 3D, released on May 19, 2011, in by and later internationally by , is a management simulation led by an internal AQ Interactive team of 141 credited staff members. Players construct and operate a by acquiring over 100 realistically modeled , including extinct species like the dodo, hiring staff, and organizing performances to attract visitors and achieve expansion goals. The game utilizes the 3DS's stereoscopic 3D for immersive animal animations and lifelike sounds, while the built-in enables motion-sensing to direct the in-game camera and capture animal performances for a personal in-game , enhancing the simulation's interactive depth. Cubic Ninja, launched on April 7, 2011, in by AQ Interactive and June 24, 2011, internationally by , is an action-puzzle developed internally by the company, emphasizing innovative use of hardware. Controlling , a cube-shaped , players navigate over 100 levels filled with traps, enemies, and boss battles to rescue a princess, unlocking seven specialized ninja variants and abilities like shrinking or shielding through collected scrolls. Core relies on the for tilt-based movement, allowing intuitive navigation without button inputs, though a Circle Pad alternative is available; the stereoscopic 3D is disabled during tilting to prevent disorientation. Additional modes include a level editor with sharing for custom stages, time attack challenges, and survival trials, further integrating the 3DS's capabilities for .

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