was only working with development studios. He was later turned down again after founding Acquire as Sony were unwilling to work with new developers. Acquire took part in a "Digital Entertainment Program" audition organized by Sony Music Entertainment Japan to find up-and-coming development studios. They successfully pitched to Sony, who agreed to support production for a PlayStation title. After a troubled six-month period of testing and planning, they had a prototype build. Production proper on the game began in 1996, though Endo was concerned due to the rarity of games which allowed for free exploration of a 3D space. The producer was Sony Music Entertainment Japan's Masami Yamamoto, the game being his debut as a producer. The lead programmer was Daisuke Hisamatsu. A Nintendo 64 version was considered, but Acquire ultimately decided to focus on one platform for the best quality. The original pitch used a futuristic science fiction setting, with characters performed using motion capture and a ninja aesthetic set in a near-future New York City. During this early stage, the game drew inspiration from the movie adaptations of Judge Dredd and Batman. Acquire ultimately decided to abandon the futuristic setting in favour of feudal Japan. Endo explained the decision as being due to the team losing their vision for the game behind the science fiction setting. With the new direction, the team now drew inspiration from the movies of Japanese filmmaker Akira Kurosawa. Once the setting was decided, the game's title was chosen, as it was a regularly-used phrase in samurai movies meaning to attack one who does wrong. Japanese folklore also informed their depictions of the demonic enemies. The change in setting caused problems for the development team, and Endo ended up taking on multiple roles within the production alongside his role as director. He acted as planner, scenario writer, sound editor, and one of the game testers. There were no dedicated designers, with the production being a collaborative effort. The main artist and character designer was Koshi Nakanishi. The in-house artist team was led by Kensuke Yamamoto. During development, there was a constant worry that the game would not sell, with emotional conflicts between staff members going on throughout. A male and female protagonist was present in the first pitch, and remained intact at the team's insistence during other production troubles. The 3D map and camera systems of 1996's Tomb Raider inspired the team as it