Origins of .hack series

 

.hack multimedia project franchise

.hack (Japanese: ドットハック, Hepburn: Dotto Hakku) is a Japanese multimedia franchise that encompasses two projects: Project .hack and .hack Conglomerate. They were primarily created and developed by CyberConnect2, and published by Bandai Namco Entertainment.

The series features an alternative history setting in the rise of new millennium regarding the technology rise of a new version of internet following a major global computer network disaster in the year 2005, and the mysterious events regarding the wildly popular fictional Massively multiplayer online role-playing game THE WORLD. The series mainly comprises anime and video game titles which have been subsequently adapted into manga, novels, and other related media.

.hack//franchise become a major big heart of the main community who began interest with the setting and experience like an MMORPG bringing a new widely expression and heartfelt to the franchise while adding conflicts, suspense, and action, also bring theme story about many aspect like Social ProblemPsychologicalTechnology, Human natureLife journey & struggle, InteractionOnline network, and many things, but the most importantly is how they tell the story that they really want to tell as it's own.

The iconic music and soundtracks being composed by Chikayo Fukuda and LieN the music vocalist bringing the story, character, animation, drama, and expression felt more alive with melody of the music along with many theme songs music for each games, anime, and movie.

As for why .hack series deserve for the second chance, first I will explain the history of .hack franchise and how the series were created by team efforts between CyberConnect 2 and Bandai Namco Entertainment.

History

During the late 1990's, having expectations for a new project Fuyuki Nishizawa (西澤冬樹) from Bandai contacting the company Cyber Connect Co. Ltd led by its previous president Shinjiro Sugitani (杉谷伸二郎) and their team, seeking to get into developing software for the PlayStation 2 with a new game. 

Hiroshi Matsuyama, creator and director of .hack franchise & CEO of CyberConnect 2

"Great Thief Forteprotze (大泥棒フォルテプロッツェ)" as described by Hiroshi Matsuyama (松山洋) involved a large city in London where the people living there were controlled by AI and involved the concept of a main character who wanting to "have a life, a habit, and to live a life", chooses to become a thief out of amorous. However Bandai not believing that the project would become a big hit and that the city was lacking life, the story was redone as "Moon Crow (ムーンクロウ -月鴉-)". 

As a concept Moon Crow was described a world view with more life but a story needing more for the player to relate to. This is also where the main character's name first becomes Kite, the same name as the protagonist of the first .hack series.


Early Concept poster titled Treasure Hacker

Later on with online games at the time becoming more popular such as those on the Dreamcast and PlayStation 2 such as Phantasy Star Online, Fantasy, Ultima Online Lineage, Ragnarok Online, and Diablo, Hiroshi Matsuyama armed with the idea of having the protagonist serve as medium for the player themselves, and having the characters they meet in the game also appear as someone also alive, the concept later evolved into a game about having "another life experience" and became an RPG based on online games, made for people who are interested in medium but didn't have the environment to play them it, while simultaneously also aimed at players who have MMORPG'S and would think "oh there is such a thing" Treasure Hacker was born at an end of the year event in 1999, with concept art by WAKA (Takayuki Isobe - 磯部孝幸), technical specifications shown sometime around March 1999 and additional work from Hiroto Niizato (新里 裕人) who'd came up with the theme about hackers sometime prior to its development as Treasure Hackers. 

The story involved an adventure in the game to solve an incident in real time with the online game The World.

Following this meeting with Bandai later on received new Company Director Shin Unozawa (鵜之澤) and began aiming to create titles based on pre-existing content and feeling that they were still seen as a new game maker and halted most of their original titles except those at CyberConnect 2. 


Daisuke Uchiyama, Bandai Namco's .hack Producer

As a whole with the additional blessings of the previous Company Director Bandai was still very interested but wanting the idea to become more successful, Bandai asked Cyber Connect 2 to consider reworking the project where it was later re-proposed back to the company, along with help from Bandai Producer Daisuke Uchiyama (内山大輔), who helped managed the project across multiple mediums as the multimedia Project .hack.

[All information about History of .hack project sections are referenced from Prototype of .hack from .hack wikia, credited to Treasurer Hacker and Kukkai for filling all information on .hack wikia]

[Taken Article from History of .hack//Franchise and Why it deserve a second chance. Make sure you read it]

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