Fact-checked by Grok 2 weeks ago

Matrix Software

Matrix Software is a studio founded in July 1994 by Kosuke Ohori and former employees of and , headquartered in Kabukicho, , . Specializing in action-adventure and games, the company has developed or co-developed over 49 titles across various platforms, including , , and modern consoles. The studio gained early recognition with its debut project, Alundra (1997), an action-adventure game often compared to The Legend of Zelda for its puzzle-solving and exploration elements, published by Sony Computer Entertainment in Japan and Working Designs in North America. This was followed by Alundra 2: A New Legend Begins (1999), which shifted toward dungeon-crawling mechanics while retaining the series' narrative depth and challenging gameplay. In the 2000s, Matrix Software expanded into remaking classic role-playing games for Nintendo's handheld systems, including Final Fantasy III (2006) and Final Fantasy IV (2007) for the Nintendo DS, praised for their faithful adaptations and enhanced features like 3D graphics and voice acting. Later works demonstrate the company's versatility in collaborating with major publishers. It also handled ports and remasters, such as Final Fantasy V and VI for mobile and modern platforms, ensuring accessibility for new generations. More recently, the studio ventured into niche genres with the Omega Labyrinth series (2015–2019), a roguelike dungeon crawler with fan-service elements targeted at adult audiences, and Brigandine: The Legend of Runersia (2020), a grand strategy RPG for Nintendo Switch that revives a classic PlayStation franchise with updated visuals and tactical depth. Beyond development, Matrix Software has engaged in game preservation efforts through its subsidiary, the Game Culture Preservation Institute, established in 2016, which focuses on archiving and promoting game . Celebrating its 30th anniversary in 2024, the company continues to emphasize creative content production and collaboration in the evolving .

Overview

Founding and early operations

Matrix Software was founded in July 1994 in Tokyo, Japan, by Kosuke Ohori along with three colleagues who shared his passion for game development. Ohori, who had entered the industry as a high school student and gained experience as a game magazine editor, debugger, and planner at various studios, sought to create a space where game enthusiasts could produce titles that conveyed the emotional impact of gaming to future generations. The founders included former employees from Climax Entertainment and Telenet Japan, bringing expertise in action-adventure and RPG genres from projects like Landstalker. From its inception, the company maintained an exclusive focus on PlayStation development, capitalizing on the console's launch in late and the founders' familiarity with emerging hardware capabilities. Ohori himself contributed to early Sony Computer Entertainment in-house software efforts around the PlayStation's debut, which directly influenced the studio's direction toward CD-ROM-based titles with enhanced visuals and storytelling. This emphasis allowed Matrix Software to target a maturing interested in deeper experiences beyond traditional 2D arcade styles. The early internal structure consisted of a small team of four, prioritizing agile in-house development practices to navigate the shift from to graphics paradigms. Composed largely of veterans from prior action-RPG projects, the group developed custom tools and workflows to ensure precise and collision mechanics, avoiding the ambiguities of early polygonal rendering. A key internal milestone occurred during 1995–1996, when the team prototyped core action-RPG mechanics, including dream-world exploration and skill-based progression without experience points, laying the groundwork for their debut title. This period marked a transition toward major releases like .

Current status and scale

As of 2025, Matrix Software operates as an independent studio headquartered in Kabukicho, Shinjuku, , , with a domestic development office in Fukuoka and no international offices. The company employs 114 staff members (as of August 2025), primarily specializing in programming, art, and expertise to support multi-platform projects. Its focuses on for major publishers, encompassing console and mobile ports, remakes, and occasional original properties, while also extending to and pachislot machine content creation. Matrix Software sustains steady output in the industry, remaining an independent entity with no major acquisitions, mergers, or closures reported through 2025.

History

Inception and initial projects (1994–2000)

Matrix Software was established in July 1994 in Tokyo, , by a team of developers including Kosuke Ohori, who drew from their prior experience at and to form the new studio focused on action RPGs. The company's early efforts centered on leveraging the emerging platform, leading to an initial collaboration with Sony Computer Entertainment for exclusive development and publishing in . The studio's debut title, , began development shortly after founding and was released on April 11, 1997, for the in . This featured a top-down perspective with real-time combat, intricate puzzle-solving, and a emphasizing themes of dreams and loss, drawing inspiration from titles like The Legend of Zelda while introducing a skill-based progression system without traditional experience points. Critics and players praised for its challenging puzzle mechanics, which required precise platforming and environmental interaction, as well as its emotionally resonant story depth, including character-driven subplots and moral dilemmas. For Western markets, the game was localized and published by , which handled the English release on January 7, 1998, adapting the script to enhance humor and accessibility while preserving the original's difficulty. Building on the success of the first game, Matrix Software developed , released on November 18, 1999, in by Computer Entertainment. This sequel shifted toward greater emphasis on platforming elements, such as improved jumping mechanics and multi-layered environments, while retaining core influences like item collection and narrative progression. The transition to addressed hardware familiarity gained from the original, allowing for extended cutscenes—totaling about 100 minutes—and a lighter, more adventurous tone compared to the predecessor’s somber atmosphere. Despite these evolutions, the game maintained the series' focus on puzzle integration and exploration, though it faced technical hurdles like polygon rendering and camera controls during production. In , published the title on March 23, 2000, marking Matrix Software's continued reliance on international partners for global distribution. Throughout this period, the studio navigated the challenges of a nascent independent developer, prioritizing exclusivity through their partnership and undertaking minor porting work to solidify their entry into the console market.

Expansion and platform diversification (2001–2010)

Following the critical acclaim and commercial success of the series on , Matrix Software sought to diversify its portfolio beyond Sony-exclusive titles in the early . Beginning in 2001, the studio entered Japan's burgeoning mobile gaming market, developing casual RPGs and adaptations for platforms like and other carrier services, marking its first foray into non-console development. A pivotal expansion came through partnerships with major publishers, particularly and . In 2004, Matrix Software co-developed the PlayStation 2 remake of alongside , introducing full 3D character models, enhanced animations, and refined mechanics such as expanded monster recruitment systems while preserving the original's emotional narrative of family and destiny. This project solidified Matrix's expertise in updating classic RPGs for modern hardware and opened doors to Nintendo platforms. The studio's collaboration with intensified with a series of high-profile remakes, leveraging the handheld's dual-screen capabilities for innovative gameplay. For the 2006 , Matrix Software overhauled the original Famicom title with visuals, a faithful recreation of the job system allowing dynamic class changes, and traditional turn-based battles enhanced by touchscreen controls for inventory and spellcasting, enabling global release after nearly two decades of exclusivity. Building on this, the 2007 version featured real-time elements in augmented battles, , and multiplayer connectivity for item trading. These efforts highlighted Matrix's role in revitalizing legacy franchises for portable play, contributing to the DS's dominance. Other milestones included continued work with Chunsoft on spin-offs, expanding from the 1999 Torneko: The Last Hope with ports and adaptations that refined dungeon-crawling mechanics for broader audiences in the mid-2000s. This period of diversification positioned Matrix Software as a versatile partner for remakes and cross-platform projects, blending technical upgrades with core gameplay fidelity.

Modern era and remakes (2011–present)

In the modern era, Matrix Software has shifted its focus toward remakes, ports, and collaborative projects, leveraging its expertise in and adventure genres to support major publishers. A notable partnership with came in 2014 with : Hollow Fragment for , an action where Matrix Software contributed to development alongside other studios, adapting the popular series into an interactive virtual reality experience with exploration and combat mechanics. This collaboration highlighted the studio's ability to handle licensed IP in portable formats, building on prior multi-platform work like remakes. Expanding into card-based gaming, Matrix Software partnered with in 2021 for Yu-Gi-Oh! Rush Duel: Dawn of the !! on , introducing streamlined rules and real-time battles to attract new players while preserving the franchise's strategic depth. The studio also supported the series, developing entries like (2011) and 2 (2012) for mobile devices, which combined rhythm gameplay with arcade-style tracks from various artists. From 2023 to 2025, Matrix Software has maintained a stable output centered on remakes and support roles amid broader industry challenges like market consolidation, with no major original announcements but sustained operations backed by over 100 employees. The company celebrated its 30th anniversary in 2024. This period underscores the company's role as a reliable co-developer in Japan's gaming ecosystem, prioritizing quality updates over new ventures.

Development portfolio

Original and independent titles

Matrix Software's original and independent titles showcase its expertise in crafting innovative mechanics and narratives across action-adventure, , and rhythm genres. The studio's debut major project, the series, established its reputation for blending puzzle-solving with immersive storytelling. , released in 1997 for the , features protagonist Alundra, a "dreamwalker" who enters villagers' nightmares to resolve psychological conflicts through environmental puzzles and real-time against mythical creatures. The game's core mechanics revolve around dream-world exploration, where players manipulate surreal landscapes to uncover hidden paths and solve riddles, often requiring creative use of tools like a or for both and traversal. This title drew inspiration from isometric action-adventure games but emphasized emotional depth in its narrative, with themes of loss and driving the plot across the village of Inoa. The sequel, : A New Legend Begins, released in 1999 for the , expanded on these foundations by introducing and elements alongside continued dream-based puzzles. Players navigate a coastal world, into submerged to battle sea monsters and assemble a vessel from scavenged parts, integrating naval combat with the series' signature top-down action. The narrative shifts to themes of and friendship, with puzzle designs that encourage experimentation, such as using wind spells to redirect projectiles or aligning mirrors for light-based solutions. Both entries in the series highlight Matrix Software's ability to create cohesive worlds where combat, platforming, and environmental interaction support a character-driven story, without reliance on external licenses. In the mid-2010s, Matrix Software ventured into niche territory with the series, beginning with in 2015 for and PlayStation 4. This dungeon-crawler tasks players with guiding a team of schoolgirls through procedurally generated labyrinths, collecting power-ups that temporarily enhance abilities, including a controversial "Omega Power" mechanic that alters character models for fan-service appeal. Core gameplay emphasizes strategic party management and turn-based combat against fantasy foes, with adding replayability for its target audience of enthusiasts. The series continued with Z in 2017, which refined the formula by introducing zone-based progression and multiplayer co-op elements, and culminated in Life in 2019 for , incorporating life-simulation features like character bonding outside dungeons. These titles demonstrate Matrix Software's adaptation of conventions to portable hardware, prioritizing quick sessions and visual flair for specialized markets. Matrix Software also contributed significantly to the Groove Coaster series, a franchise that originated as a title in 2011 but saw major expansions under the studio's lead from 2012 onward. employs a rollercoaster-themed interface where players tap, hold, and swipe along twisting tracks synchronized to electronic and tracks, fostering an arcade-style sense of momentum and precision. The 2012 entry, 2: Original Style, introduced customizable avatars and competitive leaderboards for and , enhancing social engagement through shared high scores. Subsequent iterations, including adaptations like 3 and console ports up to the present, refined touch-to-physical control transitions with booster pads that vibrate in , maintaining focus on seamless music across over 100 licensed songs per release. This ongoing series underscores Matrix Software's proficiency in accessible, high-energy gameplay that appeals to casual fans.

Collaborative and licensed works

Matrix Software has established a reputation for contract-based development on licensed properties, often collaborating with major publishers like and to create faithful adaptations and remakes that incorporate quality-of-life enhancements while preserving core elements. These partnerships typically involve Matrix handling porting, remastering, or full development under publisher oversight, emphasizing technical modernization and expanded accessibility across platforms. One of the studio's early high-profile collaborations was the PlayStation 2 remake of Dragon Quest V: Hand of the Heavenly Bride in 2004, co-developed with ArtePiazza for Enix/Square Enix. This version updated the Super Famicom original with enhanced 3D graphics, additional story content including new recruitable monsters, and improved battle systems to deepen the monster-taming mechanics central to the game's narrative of family and destiny. The project exemplified Matrix's approach to licensed RPGs by balancing reverence for Yuji Horii's design with contemporary features like widescreen support and refined user interfaces. In the Final Fantasy series, Matrix Software led the development of the Nintendo DS remakes of Final Fantasy III in 2006 and Final Fantasy IV in 2007, published by Square Enix. The Final Fantasy III 3D adaptation brought the originally Japan-exclusive NES job-system RPG to global audiences, introducing touchscreen controls for intuitive job switching, full-motion cutscenes, and an expanded onion knight job that tied into the remixed soundtrack by Nobuo Uematsu. The Final Fantasy IV remake featured updated 2D pixel art, cooperative multiplayer elements via DS download play, and enhanced voice acting, preserving the epic tale of Cecil's redemption while adding new difficulty modes and bestiary features. Both remakes highlighted Matrix's expertise in breathing new life into classic titles without altering their exploratory essence, with quality upgrades like stereoscopic visuals in later ports. Matrix Software also handled mobile ports for (2013) and (2014) for and , published by . These adaptations updated the Game Boy Advance versions with touch-optimized controls, widescreen support, and improved graphics, making the job system of V and the ensemble story of VI accessible on handheld devices while retaining the original soundtracks and gameplay depth. More recently, Matrix Software developed Yu-Gi-Oh! RUSH DUEL: Dawn of the Battle Royale!! in 2021 for Nintendo Switch, published by Konami. This card battle adaptation introduced streamlined Rush Duel rules with strategic depth, including online multiplayer battles and a story mode featuring protagonist Yuga Ohdo, while modernizing the UI for faster duels and deck-building accessibility. The game's emphasis on approachable yet competitive gameplay reflected Matrix's ongoing commitment to enhancing licensed franchises for contemporary audiences. In addition, Matrix Software developed : The Legend of Runersia in 2020 for (with a 2022 PC port), published by Happinet. This revived the 1998 franchise with updated visuals, deeper tactical battles involving rune knights and monster summons, and a of continental across , emphasizing base management and army deployment. In addition to console titles, Matrix has handled mobile ports for the series, including the and versions of Professor Layton and the Unwound Future in 2012, developed in collaboration with Level-5. These ports optimized puzzle-solving interfaces for touch controls, added HD visuals, and retained the blend of adventure and logic challenges that define the series. Such efforts demonstrate Matrix's versatility in cross-platform adaptations, ensuring core intellectual properties remain engaging across devices.

References

  1. [1]
    Matrix Software - Gematsu
    Matrix Software is a video game developer headquartered in Kabukicho, Shinjuku, Tokyo, Japan. It is known for the Alundra and Omega Labyrinth series.
  2. [2]
    Matrix Software - MobyGames
    Matrix Software (社マトリックス) was established in July 1994 by former Climax and Telenet Japan members. Credited on 49 Games from 1997 to 2022.
  3. [3]
    Matrix Software | Ultimate Pop Culture Wiki | Fandom
    Matrix Software was founded in July 1994 by Kosuke Ohori and three friends who had each been involved in the video games industry for many years beforehand.
  4. [4]
    Alundra – 1997 Developer Interview - shmuplations.com
    Dec 13, 2021 · These two interviews from the late 90s discuss the genesis and development of Matrix Software's much-beloved Playstation action-RPG Alundra ...
  5. [5]
    Alundra 2 - RPGFan
    Alundra 2. Game Overview. Essentials. Genre(s). Action RPG. Platform(s). Sony PlayStation. Developer(s). Matrix Software ... Alundra 2 · Ken Chu, Sony PlayStation.<|control11|><|separator|>
  6. [6]
    Matrix Software | game developer - Gamepressure.com
    Most Popular Games Developed by Matrix Software · Alundra · Final Fantasy Dimensions II · Final Fantasy IV · Final Fantasy Dimensions · Alundra 2: A New Legend ...
  7. [7]
    Matrix Software | Nintendo | Fandom
    Matrix Software is a Japan-based video game company founded in 1994. Initially they focused exclusively on Sony's PlayStation and, later, PlayStation 2.
  8. [8]
    株式会社マトリックス
    ### Summary of Matrixsoft Co., Ltd.
  9. [9]
  10. [10]
    会社概要・アクセス - 会社案内 - 株式会社マトリックス
    会社概要 · 商号. 株式会社マトリックス(Matrix Corporation) · 設立. 1994年7月 · 所在地. 東京本社 〒160-0021 · 代表者. 大堀 康祐(代表取締役社長) · 資本金. 1,000万円.Missing: founding Kosuke Ohori<|control11|><|separator|>
  11. [11]
    代表挨拶 - 会社案内 - 株式会社マトリックス
    高校生の時にゲーム業界へ飛び込み、ゲーム雑誌の編集者、ゲームデバッガー、ゲームプランナーなど数々の職種を経験後、仲間3人と共に1994年にマトリックスを設立、代表 ...
  12. [12]
    新宿/未経験可】法務※一部総務業務あり 顧問弁護士へ相談 ... - doda
    PlayStation発売時、代表の大堀が株式会社ソニー・コンピュータエンターテインメント内製ラインのソフト開発を手伝ったのがきっかけで設立されました。その後、PlayStation ...
  13. [13]
    会社案内 - 株式会社マトリックス
    沿革 「自分たちのゲームを世に出したい」という思いから、代表の大堀が3人の仲間とともに設立したマトリックス。 家庭用ゲームソフト、アミューズメント(パチンコ・パチ ...
  14. [14]
    Matrix Software - Crunchbase Company Profile & Funding
    Matrix Software is a game development company. Founded. obfuscated. obfuscation. Private Tokyo, Tokyo, Japan 101-250 www.matrixsoft.co.jp/ · Online Games.Missing: developer - | Show results with:developer -
  15. [15]
    Alundra - VGMdb
    Aug 24, 2020 · Release Date: April 11, 1997 ; Release Type: Official Release ; Platform: Sony PlayStation ; Region: Japan ; Organizations: Matrix Software / 株式 ...
  16. [16]
    Alundra Review - RPGFan
    Jan 6, 2000 · In the game, Alundra must battle all sorts of monsters like slimes and zombies and solve many, and I mean many, deep and complex puzzles that ...
  17. [17]
    Alundra - VGMdb
    Aug 24, 2020 · Release Date: January 07, 1998 ; Release Type: Official Release ; Platform: Sony PlayStation ; Region: U.S. ; Organizations: Matrix Software / 株式 ...
  18. [18]
    Alundra 2: Mashinka no Nazo - VGMdb
    Mar 17, 2022 · Release Date: November 18, 1999 ; Release Type: Official Release ; Catalog: SCPS-10115 ; Barcode: 4948872101158 ; Platform: Sony PlayStation ...
  19. [19]
    Alundra 2: A New Legend Begins - VGMdb
    Mar 17, 2022 · Release Date: March 23, 2000 ; Release Type: Official Release ; Catalog: SLUS-01017 ; Barcode: 047875122000 ; Platform: Sony PlayStation ...
  20. [20]
    Matrix Software - Latest Updates - RPG Site
    Matrix Software is a Japanese video game development company located in Tokyo. Founded in July 1994 by former members of Climax Entertainment and Telenet ...
  21. [21]
    Dragon Quest V: Tenkuu no Hanayome for PlayStation 2 - GameFAQs
    Rating 84% (46) Dragon Quest V: Tenkuu no Hanayome is a Role-Playing game, developed by Matrix Software and published by Square Enix, which was released in Japan in 2004.
  22. [22]
  23. [23]
    World of Dragon Warrior: Torneko - The Last Hope - MobyGames
    Torneko: The Last Hope is the sequel to Torneko no Daibōken: Fushigi no Dungeon and like that game, stars Torneko (aka Taloon), the merchant from Dragon ...<|control11|><|separator|>
  24. [24]
  25. [25]
    Alundra (1997) - MobyGames
    Alundra is an action game with light RPG elements, somewhat similar to the Zelda series. It uses real-time combat and includes some platforming and ...
  26. [26]
    Omega Labyrinth (2015) - IGDB.com
    Nov 18, 2015 · Omega Labyrinth is an upcoming roguelike RPG developed by Matrix Software for the Playstation Vita. One of the systems in the game is the Omega Power.
  27. [27]
    Omega Labyrinth Life on Steam
    Dec 10, 2019 · Developer. Matrix ; Publisher. D3PUBLISHER ; Released. Dec 10, 2019 ; OS *: Windows 7 64bit, Windows 8.1 64bit Windows 10 64bit ; Processor: Intel ...
  28. [28]
    Groove Coaster 2: Original Style (2012) - MobyGames
    Aug 13, 2015 · Taito Corporation. Developers. Matrix Software · Taito Corporation. Moby Score. n/a. Players: (1); Collected By: 3 players. Genre: Action
  29. [29]
    Groove Coaster (Game) - Giant Bomb
    Jul 28, 2011 · Groove Coaster is a touch-based rhythm game developed by Matrix Software and released digitally by Taito for iOS devices on July 28, 2011. A ...
  30. [30]
    Groove Coaster details - Metacritic
    Rating 87% (21) Jul 28, 2011 · Platforms: iOS (iPhone/iPad) ; Developer: Matrix Software ; Publisher: Taito Corporation.
  31. [31]
    Dragon Quest V: Tenkuu no Hanayome - GameFAQs - GameSpot
    Rating 84% (46) Dragon Quest V: Tenkuu no Hanayome is a Role-Playing game, developed by Matrix Software and published by Square Enix, which was released in Japan in 2004.Missing: involvement | Show results with:involvement
  32. [32]
  33. [33]
    Final Fantasy III (2006) - MobyGames
    Credits (Nintendo DS version) ; Battle Supervisor. Kazuhiko Aoki ; Producer. Tomoya Asano ; Powered by. Matrix Software ; Main Planner. Hiroaki Yabuta ; Planners.
  34. [34]
    Final Fantasy III Developers Reflect On DS Remake For 35th ...
    Aug 5, 2025 · The team enlisted Matrix Software for development, while longtime collaborators Ryosuke Aiba and Akihiko Yoshida contributed art and character ...