Level-5 has never really hidden its use of generative AI, CEO Akihiro Hino has talked about it openly before. But the studio's recent Vision 2026 II Showcase featured so much visibly AI-made content that it triggered a real backlash, and Hino's response is a genuinely useful case study in how a studio can apologize and hold its ground in the same breath.
What Hino Actually Said
Posting on social media after the showcase, Hino explained that AI was used in the event's own footage specifically to make the presentation more spectacular, framing it as an experiment with the latest AI technology. He apologized directly for making people uncomfortable, then immediately drew a firm line about where AI actually sits in Level-5's process: scenarios, character designs, and basic settings are all created by human hands, and the AI's role is mainly digitizing that human creative work, turning original artwork into polygons, rather than generating new ideas from scratch. He was explicit that no simplistic AI-generated output ends up in released games, and that Level-5 will keep using GenAI going forward specifically to free up creator time for the actual essence of creation.
Why the Apology Didn't Land the Way He Probably Hoped
The reaction was swift and largely negative, both in the West and, notably, among Japanese fans as well. Samuel Deats, director of the Castlevania Netflix series, made a pointed argument that even human-supervised AI use still relies on training data scraped from other artists without permission, meaning using it still displaces the artists whose work trained it in the first place. Other commenters zeroed in on Hino's own wording, specifically his use of qualifiers like "mainly" and "and such" when describing what AI touches, arguing that language leaves enormous room for AI involvement well beyond simple polygon conversion.
There's a specific detail worth flagging for accuracy here too. Coverage of this story, including some of our own past framing on this beat, has repeated the idea that Japan views generative AI less negatively than Western audiences. A commenter on the original piece pushed back on that directly, citing Japan's Ministry of Internal Affairs and Communications, which reportedly found only 26.8 percent of surveyed Japanese respondents use generative AI, against 68.8 percent in the US and 81.2 percent in China. That's a meaningfully different picture than the "Japan is more AI-tolerant" narrative usually gets credit for, and it's a good reminder to treat that kind of claim skeptically without a citation behind it.
The Part of His Statement That's Actually the Real News
Buried past the apology is a bigger structural detail: Level-5 is aiming to shrink its major titles' development cycle from five years down to two, and Hino frames AI efficiency as central to making that possible. That's a genuinely significant claim independent of the showcase controversy itself, and it's the detail worth watching longest term. A studio explicitly building its production timeline around AI-driven efficiency gains is a different, more consequential commitment than using AI to spice up a single presentation reel.
Why This Fits a Pattern We've Covered Before
This lands in familiar territory next to Cygames' own apology fumble over its AI subsidiary announcement and Vapor World's cutscene backlash. In all three cases, the actual AI use in the shipped or shipping product was narrower than the backlash implied, yet the controversy still dominated the conversation around otherwise well-regarded work. Hino's response differs in one respect worth crediting: rather than issuing a vague, walked-back statement the way Cygames did, he gave a specific, falsifiable account of where AI is and isn't used in Level-5's actual games. Whether players believe that account is a separate question, but it's a more substantive response than a lot of the apologies we've covered on this beat.
Sourcing note: this piece draws on Hino's original social media statement as reported by Nintendo Life, cross-referenced against public reaction documented in the same outlet's coverage, including community fact-checking on Japan's actual AI usage statistics.
Does specificity in an apology like this change how you judge it, or does any AI use in a presentation undermine the message regardless of wording? Let us know your thoughts in the comments. And if you've got a game you'd like us to review, send it over to editor@gamevibe.io.


Hino’s response is interesting because he apologized for the presentation’s AI use without pretending Level-5 plans to abandon the technology. Being specific about using it to enhance showcase footage, rather than quietly hiding it, makes the studio’s position much easier to evaluate.
Hino’s clarification that generative AI was used specifically for the showcase footage—not necessarily the games themselves—adds important nuance to the backlash. Apologizing for how it was presented while still defending continued experimentation is a more honest position than pretending the technology will disappear.
Hino’s clarification that AI was used specifically for the showcase footage—not necessarily the game itself—adds an important distinction to the controversy. Apologizing for the presentation while still defending continued AI use is an unusual but revealing stance for a major studio CEO.
Hino’s response is an interesting middle ground: apologizing for how the AI use was presented while still defending its practical role in showcase footage. Being upfront about where generative AI fits into the workflow will likely matter more to players than pretending it wasn’t used at all.
Hino’s response is an interesting middle ground: he apologized for the presentation’s AI use while making clear that Level-5 isn’t abandoning the technology. The distinction between AI-generated showcase footage and the actual game-development process seems important, but clearer disclosure upfront would likely have prevented much of the backlash.
Hino’s response is interesting because he apologized for the presentation’s AI use without pretending Level-5 plans to abandon the technology. Drawing a line between AI-generated showcase footage and the actual game development process seems like the kind of transparency audiences need.
Hino’s response is interesting because he apologized for the presentation while still defending AI’s practical use in showcase footage. That distinction suggests the bigger issue may be transparency and execution, not simply whether AI is used at all.
Hino’s response is an interesting middle ground: he apologized for how the AI use came across while still defending it as a practical tool for showcase footage. The real test will be whether Level-5 clearly labels AI-assisted material and keeps it from replacing the creative work players actually care about.
Hino’s clarification that AI was used specifically for the showcase footage—not necessarily the game itself—adds an important distinction to the backlash. Apologizing for the presentation while still defending continued experimentation feels more honest than pretending the technology will disappear.
Hino’s response is interesting because he apologized for the presentation’s AI use without pretending the studio plans to abandon the technology. Being specific that it was used for showcase footage at least gives players a clearer basis for judging how AI fits into Level-5’s actual game development.
Hino’s distinction between using AI for showcase footage and the game itself is an important one, but the backlash shows why that line needs to be explained before release rather than after. Apologizing while confirming Level-5 won’t stop experimenting makes this feel more like a transparency issue than a simple yes-or-no debate over AI.
Hino’s response is interesting because it separates using generative AI for showcase footage from replacing the creative work of the development team. The apology acknowledges the audience’s concerns, but the decision to keep using AI shows that studios still need to be much clearer about where and why it appears.