the deal was initiated due to the positive relations between Sugiura and Nintendo, and the two companies' parallel design and development philosophies. Monolith Soft's first releases following its acquisition by Nintendo were Soma Bringer and Super Robot Taisen OG Saga: Endless Frontier for the Nintendo DS and Disaster: Day of Crisis for the Wii, all released in 2008. Soma Bringer was the company's first portable title to be developed entirely in-house, it was designed as an experience driven by gameplay rather than narrative. Multiple returning staff from the Xenosaga series including Takahashi and Tanaka contributed to the game. Super Robot Taisen OG Saga: Endless Frontier, a crossover RPG, was co-developed with Banpresto and featured cameo appearances from Monolith Soft's Xenosaga series. Disaster: Day of Crisis, Monolith Soft's first and to-date only non-RPG game, was intended as a showcase for the capabilities of the Wii. Due to quality concerns and Monolith Soft's unfamiliarity with the Wii hardware, it was delayed from its planned 2006 release by two years. Monolith Soft was also chosen to develop Dragon Ball Z: Attack of the Saiyans due to their pedigree at developing RPGs. During this period they assisted in the development of Super Smash Bros. Brawl. From mid 2006, Takahashi was working on a separate project; struck by an idea of rival civilizations emerging on the frozen bodies of two warring gods, he and Honne constructed a model of the two gods to better visualize the idea. After bringing their idea to Nintendo producer Hitoshi Yamagami, the team began development in 2007. Takahashi later stated that the game's development acted as a means of boosting company morale after the failure of the Xenosaga series. The director, Koh Kojima, started his directorial debut with this game, having previously written the scenario for Baten Kaitos Origins. This game also saw a shift away from the narrative-heavy approach of Monolith Soft''s earlier work, which Takahashi stated had been called out as old-fashioned. In contrast to many earlier Monolith Soft projects, the game was designed with an international release in mind. The intended scale of the game caused problems, and Takahashi reluctantly went to Yamagami with a list of proposals to cut down the game to a suitable size as he was accustomed to doing for previous projects. Yamagami rejected all of Takahashi's suggestions, instead persuading Nintendo to keep supporting the project and allow the team to complete their