With the recent hubbub NISA’s staff making statements about localisation in a stream and then giving respond statement, maybe it’d be time to open an issue about translation again. NISA doesn’t have a clean track record with their game releases, not by far. From game breaking bugs because of newly inserted text to removed audio all the way to completely inaccurate translations and renaming characters for the sake of memes and jokes, NISA’s translations are pretty much the Funimation of game world. Despite the translators mentioning that they need to localise the jokes to make sense in the culture they are translating them into, they seem to miss the point that NISA’s published games have very much targeted audience and a certain niche that isn’t culturally ignorant. These people don’t consider one bit that the English translation they’re doing will be used globally, not just in the US.
Of course they don’t consider this an issue. No English translator I’ve seen to date outside some small independent fan-translators do. NISA’s staff thinking that they need to localise the work they’re given to translate to be along the lines of the culture the game is being published in is laughable not only because that means they’re taking the original work and modifying its meaning and intention, but also that this culturalisation in the end means end-users have to think the games’ text from the point of view of American culture as these people see it. What passes fitting in the US or has cultural significance most often makes jack shit sense in the rest of the world. The British may speak the same language, but the culture is very much a different beast, and it only grows the more different a language goes. It’s distrusting the audience and considering them low-intelligence if you think you have to take special measures to make game’s localisation culturally fitting. If you’re going to that length, you might as well start calling rice balls jelly doughnuts.
Pokémon cartoon is an example where things were taken the whole way through and not half-assing it. Localising everything about a cartoon isn’t exactly uncommon, especially considering the target audience is children. Further down the line, other countries used the English translation as the basis for their translation, some opting to change English names to local ones. The 4KIDS version of the show was censored for sure, removing instances of violence, profanities removed, Japanese text removed and replaced (something the Japanese show runners became aware down the line and begun using in-world script) as well as banned episodes. 4KIDS localisations can be understood as their shows were for children, and children get special treatment in what they should consume. Certainly this went overboard in some cases, but again, children. Unlike with the games NISA is localising, which are aimed towards a more adult audience, despite some titles having lower age rating.
The audience that consumers games that NISA localises and publishes wants as close and accurate translations as possible without losing well scripted and idiomatic English. The same applies of Visual Novel fans, where the translation is even more important. Some video game fans seemingly take low-tier translations willy nilly, like how Bandai Namco’s Asian English translations begun with absolutely terrible quality, and how most translated Japanese mobile games use terminology that makes no sense. Games as a standard have always had terrible translations, and NISA isn’t helping any with their takes.
However, understanding English doesn’t mean you understand the culture or its stances. In some cases, Americanisation, ends up being offensive to other cultures that end up having that same translation. Are these countries expected to understand this because the translators decided the Japanese original wasn’t fitting their culture? Should these countries then take the translation and make a new one to fit their own nation’s culture? That happens rather often, if we’re completely fair, but it doesn’t fix the underlying issue with the English translation still. This is surprisingly evident in Quiz games or games with quiz minigames that don’t get re-localised from their US translation. Too many times you come across quizzes that are very America-centric and pick up cultural motifs from there, disregarding most of the world. Mega Man Legends 2‘s quiz minigame is surprisingly good example of properly localised minigame, as it recognised the global release and has more questions about global history than anything specific to the Americas.
This might not be a major issue in the end, but something I can’t see any American translator thinking about. When talking about localising text culturally, nobody has raised this global issue. We don’t have global culture. Even on the Internet, despite the unspoken etiquette there tends to be, it’s site-by-site what sort of culture of action there is. Other websites allow whatever to go free, while others require strict rules of behaviour and action. Even such small things as discussion groups via Skype or Discord have their own cultures, but none of these have one, all-encompassing culture.
With this, it could be argued that leaving the text to be more culturally related to Japan in tone, be it more sexualised for example, would be optimal way to go. It would sidestep most of criticism NISA and other similarly translating companies get, but also would trust that the main audience, which in NISA’s case are people who are already relatively well acquainted with Japanese culture via other forms of media, but also would offer cultural enrichment for the rest of the mainstream consumers who might end up buying their games by happenstance. There should be nothing wrong in being exposed to other cultures and how they function and what their values are. Text might offend, but it doesn’t hurt. It makes business sense to localise and lessen any chances of people being offended, that makes more sales. It rarely hoes hand-in-hand with whatever artistic merit one might want to coin to translations. It’s not like translations should be treated as objective texts to translate rather than a platform to rewrite and insert translator’s own thoughts and ideas over the original author, but that’s exactly what localisation ends up doing. Translators often stand next to a slippery slope, looking down and wonder how small step it takes to become Funimation.
I have to admit that I’ve slowed down when it comes to games. I’ve begun to prefer more and more games that don’t waste my time and allow quickly to start the game and quit even faster. Things like like making sure if I want to save after confirming Save. For example, every time I want to quit Earth Defence Force 4.1, the game has to make certain that if I want to quit, and then opens a new message telling me that game is about to quit itself. This is a topic unto itself and I’ll have to get back to it later, as holy shit modern games are huge time wasters in this manner. It’s like with that one Senran Kagura on PSVita few years back, where half of the game was sitting in loading screens and menus. Except, y’know, this is the game telling me to confirm things I’ve already told it to do. Sometimes twice.
Furthermore, this year was rather dry in terms of games of interest. Not many titles peaked my interest even on the retro front, so the list below is rather predictable. This has made me to decide ditching following most new game release news outside limited release titles, and concentrate on picking up some more expensive old games I’ve always wanted to play, but for whatever reason never did. Emulation, of course, is not really an option if you want to have the real thing in your hands.
The usual rules apply; any game from any year is applicable as long I’ve played it for the first time this year in physical form. This means if a game only has a digital release, it automatically gets disqualified. There is no top slot either, because that’s stupid. There is no One Best Game.
Mobile Suit Gundam Seed DESTINY GameBoy Advance, 2004
I feel that this CM has been stretched out of its proportions, it looks like it should be in 4:3 because how fat the Gundams are
The GameBoy Advance doesn’t have many good fighting games. Some Street Fighters, one Tekken, a downgraded port of Guilty Gear XX and few others. Derivatives and sequels of sorts. Mobile Suit Gundam Seed was a new entry to the console, despite being part of the whole long-running Gundam fighting game attempts dating at least to the 1993 Mobile Suit Gundam and 1994 Mobile Fighter G Gundam, both of which are largely trash. New Mobile ReportGundam Wing: Endless Duel from 1996 on the SNES really hit the mark, marrying Gundam with entertaining fighting game. Seed and Seed DESTINY on the GBA follow the example set by Endless Duel while adapting some of its elements for the smaller screen. This shouldn’t be surprise, as Natsume worked as the developer on these three titles. The first Seed game got localised in the US with the subtitle Battle Assault tagged to it in order to tie it to the previous Gundam Battle Assault titles despite having nothing to do with them. The sequel, which is the topic today, stayed in Japan. As a side trivia, Endless Duel uses a modified game engine from a previous Natsume fighting game; Power Rangers: The Fighting Edition,
The game everything you’d want from a fighting game; tight controls, easy-to-learn but hard-to-master mechanics, mechanics that are simple and only handful, yet they do great service to the game. It’s one of the best handheld fighting game experiences you can have because of this, not being bogged down by unnecessary mechanics just to add complexity for the sake of complexity and is simply joy to play.
The game’s a joy to see and listen to. GBA’s sound hardware wasn’t the best, but that shouldn’t really matter when tunes are somewhat catchy and properly hypes the player for needed matches. The game uses pre-rendered sprites, which works pretty damn fine on the system. All the 3D models had simple geometry and lots of smooth surfaces, and anything more would be a waste; it’d make the sprites far too clumsily detailed and be wasted. There are usual sprite trickery here and there you see on the GBA, but the overall package is just so satisfying and well made. Lots of unlockable units, few different modes thrown in and Link Cable VS mode really makes this a must-have title for the system. An absolute joy, and the last good Gundam fighting game we ever got. After this, it would be mediocre 3D action title after another and strategy games.
The game is criminally underrated, and worth checking out if you have a passing interest in Gundam and fighting games.
Phantom Breaker: Battlegrounds Overdrive PlayStation 4, 2015, Switch, 2017
There has been loads of sidescrolling beat-em-ups, or belt-scrolling action games recently. Fight’n Rage is perfect example of modern take on this classic genre, which also hits just the right spots in both nostalgia and evolution of the genre with ton of playable characters and movelists. However, Fight’n Rage doesn’t have a physical release, so it can’t get on the list. Phantom Breaker Battlegrounds Overdrive however fills that slot just as well, with high production values.
For a belt-scroller, Phantom Breaker Battlegrounds Overdrive is surprisingly lengthy. Seven stages doesn’t sound a lot, yet these stages are long and split into multiple parts. There is also lots of story bits for people who want that, which is very much tongue on cheek. The game is also longer for completionists, as there is a decent amount of characters, who also require to be played relatively extensively to unlock all of their Skill tree, not to mention unlockable characters. This goes down much faster after you’ve grabbed few friends and some extra controllers and have gay old time in multiplayer.
What else really needs to be said? It’s a great modern action game, though the pixelart style was already overused at the time of the game’s original release. Would’ve been nice to see smooth, high resolution SD sprites over what the game got, as used in the promotional materials and such, but can’t win always. It’s still a game nice to look at, with high amount of animation frames and stages having scenic changes often enough. Due to the SD-style, some of the attacks and moves feel rather limited in range at times, and there really isn’t much exaggeration to go around. Still, big colourful sprites makes most things clear, the different hit sparks and other effects sometimes obscure the action a bit too much. This has been a thing in multiple games I’ve played in these few years, where for whatever reason you can’t see the action and hits clearly and just have to trust that the enemy and player animations tell the tale that hit has been made. It would have been nice of all of the game was done in sprites, but some of the background elements use low-poly 3D assets that just don’t look too good.
Music’s nothing special per se, but fits the game just as well. Bit music as a throwback to the NES days, with more channels and such, the usual par for the course. Some of the tunes stand out far better than others, but that’s not said much. Optionally, you could get the FM sound pack, which harkens back to PC88 and X68k sound fonts. The two sound versions are like a night and day, and I can see some people outright disliking FM versions.
Advanced Busterhawk Gley Lancer Mega Drive, 1992, 2019, Nintendo Virtual Console, 2008
The fight for a spot to get a shooting game unto this list was harsh; it was either Darius Cozmic Collection or this. I didn’t manage to find time to play Battle Garegga.
Ultimately, despite being deeply flawed, Advanced Busterhawk Gley Lancer is just joy to play. Hard as balls, unforgiving at times, requires some very tight reflexes at times and learning some stage layouts, Gley Lancer is classic shooting gaming at its best. One of Masaya’s more neglected properties on their library of IPs, the re-release Columbus Circle put out this year should still be in circulation if you want to pick it up.
Console shooting games rarely emphasised scoring, though nowadays it feels like that’s all shooting games are for. Gley Lancer balanced things out much better, standing somewhere between R-Type‘s survivalist approach to Gradius‘ laxed pacing. If you’ve ever played Gradius V and are familiar how to lock support satellites in place, this is the game Konami picked it up. The satellites, or Options if you want to call them that, can shoot to different directions from your ship’s movements. With multiple weapon options, including the usual Auto-Targeting option, it adds slightly different layer to the play, which then requires changing the approach just enough.
Music’s rather solid, if you’re fan of FM music and Mega Drive sound overall. The first stage’s theme is a damn classic by its own rights, and few of the later stages are still awaiting remixes to find them. Graphics overall are nice, especially on the story sequences. Big, clear sprites like this were Masaya’s forte and go-to gimmick. Nine stages makes the game about medium in length, but due to some of the stages being rather empty Gley Lancer ends up draggin itself a bit. Not a whole lot, but just enough you to notice.
In the end, the PV shows what you get; that’s what you get; a solid shooting game. Sure, there are better ones out there, both on PC-Engine and Mega Drive, yet something about Gley Lancer hits the spot in a way most other shooting games don’t. There’s that kind of atmosphere, that kind of sound to the music and an era-specific look to the colourscape and design. Something just clicks the right way in Gley Lancer, and that makes it stand out from the rest of the bunch in a way e.g. later Gradius games just can’t make themselves stand out anymore. Maybe it’s because franchise fatigue or something else, but Gley Lancer has character to it.
Sadly, the player’s ship sprite looks very little anything like the ship on the cover.
The Ninja Warriors Once AgainSwitch, PlayStation 4, 2019
The thing about these Natsume’s retro remakes is that they’re not exactly needed, but the way they’re done is example how to do them. Sure, the base game is the same as it was on the Super Nintendo, but that’s the starting point. Revamped sprites, wide-screen support, local two-player mode, new game play elements, more playable characters and an extra mode all are welcome additions. You don’t need to reinvent the wheel again, just make it better, faster, stronger. The Ninja Warriors Once Again sets the bar for remakes like this rather high as all the areas the game aims to improve is spot on.
Controls are strict as usual, but there’s some every so slight to make them tight. The only reason you get hit is because you didn’t make a move at a proper time, the game’s design and controls are that accurate. No bullshit hitboxes like in Fromsoftware’s games.
The two new characters are the main attraction to the series veterans. Raiden being a hulking beast is very much to an extreme end from the rest of the cast, especially when the second addition, Yaksha, is small but requires very peculiar approach to her play. It’s a small miracle how different the whole cast of playable characters ends up feeling, with none of them replicating strengths or weaknesses. Despite the core game play staying the same, each of the characters skill sets impact how you approach to pretty much everything in the game, from base mooks to bosses. Well, except the final boss, which has always been a letdown.
This game, despite being a remake, is a standout solid title that does everything it promises on the box. It’s one of those games I’ve been coming back again and again since its release simply to enjoy how a game with limited but purposeful controls like this also allows stupid amount of technical execution.
Funny that, the Asian English release I bought had to be renamed as The Ninja Saviors: Return of the Warriors, probably because Ninjas can’t be warriors in China or Korea. I don’t know, but it’s stupid and renaming the game now implies machines made to assassinate and then nuke themselves are somehow saviours, when the game’s plot clearly implies the new regime that takes over the nation afterward are no better. I guess it’s a cycle, where you always get new robot assassins to kill the new totalitarian regime after another.
Alien CrushPC-Engine, 1988, Nintendo Virtual Console, 2006, PSN, 2010
While Peach Ball Senran Kagura is a very entertaining and fun pinball game, the lack of fields really brings it down. There’s not much to do in the game as it is, but that’s mostly because there has been genre defining pinball games in the Crush series. Alien Crush is the first in the series, succeeded and surpassed by Devil’s Crush, but still stands very well in direct comparison to modern video pinball as its field design and music is top notch. Despite technically having only one man field, the setup and moving back and forth its low and upper parts. It takes a while to get the groove on, but the moment the game’s pace clicks, you can easily rack up points in no time to finish the game. The ball physics are not perfect, but for 1989, Alien Crush nailed it the best. While there’s just one main table to play on, there are numerous one-screen sized secret tables that pose specific challenges. All of them are a welcome break from the main table and shake up the play a bit. While the later games would have more secrets to access, Alien Crush arguably has better balance, not elongating the main table beyond two screens and allows more focused scoring.
The Gieger-esque design is bit on the nose, and the game overall wouldn’t be too far off from easily being made into an Alien licensed pinball game. The little details make it live, pulsating and looking organic. Alien Crush takes advantage of it being a video game and doesn’t lock itself into what shouldn’t be possible on a real table. While music is sparse, both main tracks sound for the part. Though you can’t change tracks mid-game, they do get a bit grating after a while.
That said, it is a niche title, well forgotten at this point, but still available via some online services like PSN and used to be Nintendo’s Virtual Console. Goddamn the Virtual Console was a great thing, and Ninty just killed it. The Crush series pinball games are still top notch, and a very high bar to beat in terms of sheer distilled video pinball quality.
Honourable Mentions for those who didn’t make the cut
Darius Cozmic CollectionNintendo Switch, 2019
The definitive way to get into Darius as a franchise, though it lacks G Darius. The collection didn’t get into the Top 5 because A) there’s a retarded amount of different variations of this collection for no real reason outside sheer stupidity and B) the games themselves aren’t in the end up there. Some standard editions have less games, some other editions have more games, it’s all stupid. That said, the games run pretty much perfectly, but Darius is a franchise that rode on multiple screens gimmick and didn’t actually get all the competent until Darius Gaiden. All the previous games, while nice and all, don’t have the same impact on the small screen as they did in the arcades, and without a similar multi-screen setup where you could replicate that experience, playing these games on a console or PC is a waste. It’s nice to have stupidly rare games like Darius Alpha on the collection, but that doesn’t add much to the game itself. The collection and packaging itself, in the end, are more impressive than majority of the games on the collection. The aforementioned lack of G Darius makes this collection very much incomplete in terms of classic Darius, before the Burst era begun. Maybe they’ve lost the source code or can’t make a proper PlayStation emulator, who knows.
Peach Ball Senran KaguraSwitch, 2018, Steam, 2019
There’s exactly one reason why Peach Ball Senran Kagura didn’t take Alien Crush’s spot; lack of fields. I can understand and get why a pinball game from 1988 only have one main stage, but the lack of multiple stages in Peach Ball is a hard drop. Instead, you get three different daytime variations on two stages, which is really just an insult. Rather than basing the fields on something that would be familiar to the series’ fans, the two stages are a generic circus-carnival type of thing and Japanese themed field. While this makes both fields pretty solid, in their own terms, there’s surprisingly little to do, and despite the ball physics being pretty damn fine tuned, there’s just something little bit off that makes it all feel just tiny bit lacklustre. The emphasize of course is on unlockable clothes and balls, which all really amount to nothing. It would have been fun to see different balls having different physics, like a rubber ball being more bouncy compared to a metal ball. They don’t even make a different sound, it’s just a visual difference. I can appreciate the naughty bits just fine, with the whole flipping life and hometown up and down being a thing, but the lack of recognisable fields and cramming the two full of visual clutter ultimately made this a disappointment. I wish the game would’ve included a mode, where you could’ve turned the Switch on its side, but the stages are not even designed for that. There’s potential, so much of it, but it just can’t get there. The game lives and dies through short sessions, which in it serves perfectly.
Capcom Belt Action Collection Switch, PlayStation 4, Xbox One, Steam, 2018
What should I say about this collection? It’s good, it has great titles, it has Armored Warriors and Battle Circuit, two games that two games that were never ported home before, but Capcom should’ve thrown just a bit more cash at this collection in order to include Cadillacs and Dinosaurs, The Punisher and the eponymous Alien VS Predator. Where’s titles like Mighty Final Fight or the SNES sequels to the original Final Fight? No Tenchi wo Kurau/Dynasty Wars or any of the Capcom Dungeons and Dragons games either. What’s on the disc is great, but Capcom’s beat-em-up history is so much more. This collection comes out as halfassed and janky, not even having any of the home console games they released in the past. Apparently, it sold decently well, but I hope Capcom will put far more effort and resources in future compilations.
Why the Japanese title? Because that’s the label on my copy.
Wonder MomoArcade, 1987, PC-Engine 1989
Wonder Momo is a class example of pure core design of a game and never deviating from it. Almost every other official attempt to revive the franchise has failed, mostly because they were lacklustre and didn’t get that simplicity doesn’t mean simple in play and design. Wonder Momo straddles on the line of being just simple enough and being too simple with its stage setting and enemies, strict and limited controls. It’s very much like playing old Castelvania or that new The Ninja Warriors, where the game is fair but hard. It’s a damn classic, and it’s sad that official revivals never understood it enough to expand on it. However, this is where Toushiryoku Kenkyujo’s Wonder Pink doujinshi games come in. Sumomo Theater is effectively an upgraded version of Wonder Momo in every way and manner, with the two other expanding the system to multi-level side scrollers. Sumomo Theatre is a perfect example how integral it is to understand and acknowledge the core of the game you’re remaking.
Rumble Roses PlayStation 2, 2004
For numerous years now I’ve been trying to look for a wrestling game that would not suck. The few pro wrestling games that I’ve played have been absolute trash, while some others are more like fighting games in a ring, like Capcom’s Ring of Destruction: Slam Masters 2. Nothing wrong in that, I’d be down for a new Slam Masters game if Capcom were ever to make one, but somehow almost all 3D wrestling games end up playing janky and feel as smooth as trying force spaghetti through a motor. I really wanted to love this game, I really did. Joshiprowres is something I’ve always loved on the side, but it’s never been my main interest. Blizzard Yuki’s a personal favourite, dunno why. Maybe it’s thecomic. Playing Rumble Roses ultimately ended up feeling like so many other wrestling games; unfulfilling. The way these 3D wrestling games are designed and realised needs a total paradigm shift, something would move towards making the games play like silk rather than feeling like you’re scraping against the asphalt. Still, there’s a lot to like about the game, from somewhat nonsensical storylines to alternative versions of each character to nice designs overall. I’ll just have to keep looking for that one wrestling game that might sate this craving.
Nowadays it’s become somewhat hard to find new controllers for your old hardware. You mostly have options from third party producers, who may or may not have the best quality to offer. For example, you can find NES controllers that look just like the original, but then the buttons have a terrible feeling under the thumb, Start and Select are hard plastic instead of soft rubber and the contact rubbers underneath are mostly trash. It’s surprising how much a controller’s responsiveness and tactile feeling comes from how good the contact rubbers are, how well they spring up, what’s their depth and how much pressure they require to be pressed down. You can get proper molds from existing controllers just fine, or if a company still has the originals, they can use those. Nowadays it is easy to model the controller in a CAD program and mill it out, though even that costs some money. Still, faster than creating a whole new product design, and with something relatively simple like the NES controller, the costs probably are not all that high.
It’s a tall order to ask a modern replication of an older controller feel and function the same. Some materials may have been changed, some components may not even be in production anymore, things like that. However, that should be the minimum level a replication controller should be like, then have some additional bells and whistles like wireless functionality, RGB lights and the like. The Retrobit Saturn controller gets the Saturn experience almost right. It runs just short in few areas, and these areas are probably something they can’t help too much.
As a side note, the photos in this review will be updated at a later date for better ones. Embarrassingly I’ve misplaced my Nikon’s battery charger, and you’ll have to wait until I’ve found it, or my travel charger has arrived.
If you’re wondering why my copy is transparent blue, it was the cheapest option out there. At first it comes as a bit gaudy with the hard plastic casing and such, which just wants to be scratched and cracked. It’s still a neat case, easy way to keep track on your two dongles, one basic USB and for Saturn. It’d be a surprise if a controller like this would make the sync process somehow obtuse, but nothing special to mention here, except the small sync buttons on the dongles feel extremely cheap and something that could break.
Overall, the controller is seemingly the same size as the original Saturn S controller, the one that really matters. The first Saturn controller is a slight monstrosity with really uncomfortable looking D-Pad, but I’d like to get my hands on one still for reviewing purposes. Of course, the 3D Pad was a thing, but mostly good only for Nights. It feels like a Saturn controller, which always felt like built from cheap plastic, hollow and clattered when shaken. Retrobit has managed to replicate all these, thought the battery adds ever so slightly more weight. It’s weird to call this controller feeling like cheap shit, because that’s part of Sega’s original design and engineering. It just works as intended. Even the face buttons moving about and making that rattly noise is part of the design. It doesn’t feel expensive or deluxe grade, it feels like something that’s made to fulfill its task.
Even the info labels are at the same spot.
I have to confess something though; you haven’t been looking at pure Retrobit Saturn Controller here. Instead, you’ve been looking at a slight hybrid.
Whilst on the surface Retrobit’s controller looks like Sega’s original, the function is not there. The up diagonals are slightly too touchy and easy to push. C-Button, the most rightmost button on the lower row on the controller, got constantly stuck. There are three possibilities why this happens; the button itself is intended height, the contact rubber underneath allows the button to plunge too low, or the shells have just enough height difference that the button plunges too low. It may be a combination of these three. After quick measurements, the buttons themselves seem to be more or less accurate replications, so the problem must be on the rubbers, as tightening the screws at the back didn’t work.
This gave me an idea to try out; change D-Pad and rubbers from an old Saturn controller to this Retrobit one, as the shells are effectively the same with two extra slots. This, to my surprise, didn’t just fix the D-Pad problem I was having with the up-diagonals, but also tightened the button feeling, responsiveness and no buttons were getting stuck. It’s probable that some tolerances with the new parts are just slightly off, which is probably explained by them being manufactured nowadays. Something is a bit off, and throwing in older parts somehow fixes this. This isn’t an issue with using old parts per se, as I compared to a brand new Saturn S controller, which I really should’ve used in these photos and not the one I used as my daily driver with Saturn itself.
One of the reasons Saturn controller is well praised is because of its six-button setup and the D-Pad. The D-Pad in itself is the best one any of the major companies have produced to this day. This is a combination of three elements; Disc shaped top layer, the white cross-shape underneath and the cavities both parts sit in. With a good underlying rubber, this setup is simply accurate and easy to use. It has the benefits of a round D-Pad in that it is easy to roll your thumb around and its softer corners are godsend in longer gaming sessions, but at the same time the clear cross-shape beneath makes all the eight cardinal input directions stand out as individuals. The main difference between Sega’s and Retrobit’s design is that while Sega’s design holds itself together with sheer force of friction, which isn’t a whole lot but enough, Retrobit’s parts are lose enough to necessitate a screw. Well, this lead me to change the D-Pad as well. This leads me to wonder if the main reason the controller has some issues are tolerances, things are just that sub-millimeter amount too loose.
The most major difference in the controller, outside it being wireless, is the shoulder buttons. They simply are different. Sega’s controller has a button that has a very short throw distance, it feels like it clicks down less than millimeter down. You can brush the button and it clicks instantly. It’s pretty damn great how it feels. It’s precise. Retrobit didn’t use the same part for whatever reason, be it that the part doesn’t exist anymore or they used a button that was more readily available. The difference isn’t just in the width of the button, but also that it requires more pressure to press down, its click is far mushier and has notably farther plunge. In comparison, Retrobit controller’s shoulder buttons feel less responsive. In action, like in Street Fighter Alpha 2, I did notice how some timings were off simply because my muscles memory. While this seems like a minor problem, it is a problem in a spot that lives and dies in millimeters. That sharp click is also much more pleasant to the ear.
I can’t help but to recommend the Retrobit Saturn controller. Overall, it is an almost exact replica of Sega’s famous Saturn S controller. The diagonals and C-Button sticking might be issues just with my copy, and I haven’t read anyone else having these issues. I find it stupid that changing the the D-Pad and the rubbers from an older controller makes Retrobit’s controller is almost a perfect replica outside those issues, with the shoulder buttons being the only true gripe. Even that is more an issue of getting used to, though that can be modded with desoldered buttons from the Sega controllers. Sure, it lacks the second stick, but that’s now what this controller was designed to have. It’s best for games that don’t need a stick and should be one of your top considerations for emulation and 2D gaming.
I scrapped the original post I made about The Game Awards 2019, because it was nonensical bullshit. Don’t expect this to be anything else, but after finishing it in a hurry, I came back in a hurry to write it all over again because I had one question that I didn’t answer to myself; What’s the point?
The point I see in these game awards if effectively a trifecta, three points that drive any sort of Category of the Year thing, especially in mass media entertainment thing like video and computer games. The first point is marketing. This might sound cynical, and it kinda is, but despite the Game Awards having 80 outlets and influencers pitching their token in, these games are have been selected by selected outlets around the world. This carries prestige and name recognition with it, and I doubt anyone really bats an eye at the whole thing. It sounds good enough with a global opinion being shared by so many different kind of people and cultures. You got to be one of the nominees, these people got to be on the advisory board, this company’s games got on the nominees list. Of course, after the fact the winners can flounder around with tacky stickers claiming to be the game of the year. Whatever it takes to drive a bit more sales. Sure, developers themselves can’t submit games, but that never prevented reveals and advertisement being inside the event itself. Then you have the fact that most game media doesn’t write to its target audience anymore, but to the industry. There is a skewed bias that goes unrecognised. How many of these have played any 2019 DLSite games, for example? Shit’s full of great indie titles.
Second is supposed prestige. Games have none. Despite however much current core users want to argue for games being art, the general opinion doesn’t really care or doesn’t think them as art like films are. Game award events like The Game Awards tries to mimic the Oscars in many ways and some have positioned it as such, but it simply lacks the same punch. There is no glamour in these events. People sleep in the audience. Nobody but the main hosts dresses smartly. The design-scape, colours, sounds, everything yells how mundane and everyday this really is. The Oscars are bullshit on their own right, but at least there is Hollywood glamour. There is decade long prestige there that gaming lacks. Both as a hobby and as a form of entertainment. The sheer difference in impact of the visuals is so striking, that whatever The Game Awards does, they make it look like a goddamn low-level rock festival rather than something that should uplift the medium in the eyes of the audience.
This is not to say game awards or the like can’t have prestige to it. You just don’t get it like this. Not outside the core audience itself, unlike the Oscars or whatever Book of the Year award your country has. If they would play games as part of the long-running game culture and position themselves as such and concentrate on elements that are unique to games themselves rather than Oscar mimicry, which really is point 2.5, you’d have something that would raise interest outside the core market. Instead of presenting the unique elements and genres of games, you get Content provider of the Year. A Youtuber, blogger, eSports coach or player should have jackshit to do with awards about games. Give awards to Best Team of Coders or something, but there’s zero percent chance any of these people even considered coding worth an award at any point.
To be honest, there really isn’t a third point in itself. Self-importance in itself shouldn’t be a point, but it ends up being one. At least the Oscars are driven by the Academy of Motion Picture Arts and Sciences. Despite them effectively being part of the Hollywood system, at least there is some kind of resemblance of jury who know the film industry and probably have worked there for some length of time. Games don’t have anything like this for whatever reason. Most likely because it is so new and there is no driving force that would put up at least a facade of some kind of organisation that would drive the culture and arts of electronic entertainment and games. The Game Awards is a spiritual successor to a TV-station’s awards event, which was to drive up viewership. It might want to argue that relegating its nominations process and everything around it to the gaming media makes it more objective, but it lacks the final step of taking into notion the sheer amount of consumer data they have in their use. The consumers can vote count 10% of the whole deal, which is effectively pissing into the ocean.
You can see the self-importance in the nonsensical nature of the categories. Instead of having categories specific for games, like best controls, best coding etc. you have stuff like Best Esports coach, something that has absolutely nothing to do with games themselves. Sure, it has something to do how well you play games, but that is beside the point of a game award gala. The Oscars don’t give awards to the best speech trainer or the like. You could have more categories for difference genres, more categories to promote the games as art more than what appears to be surface level jerking to what other event was the best. That’s what it all really end sup being.
Capcom’s yearly integrated report was out at the end of the quarterly year, so nab yourself a .pdf copy if you’d rather read it yourself. Otherwise, let’s see what this year’s report says and how the year has come to pass. Grab some snacks and a drink, this’ll be a doozy.
Right off the bat, the report states two thing; Monster Hunter World has been Capcom’s most successful game to date, though the state the number of shipped units rather than sold units. Shipped units just sounds better, as it always is a larger number. The claim for the game’s success is twofold; Globalisation and Digitalisation. The aim for Iceborne, the Ultimate or G expansion to the game, to push further sales. It should be noted that the two games are treated as two separate entities, as this sort of updated version of the base game has been the standard for Monster Hunter since the first game.
MHW made the series a global success. Despite 4U selling well on the 3DS, the truly wall-breaking moment was MHW. The game’s overseas sales ratio increased to 60% of total sales compared to previous 25%. Bulk of Iceborne’s sales are expected to be digital, and whatever data they gather from that will determine Capcom’s future plans. Considering how well the game has been doing on Steam alone, it’s probable that Capcom will push more of their games on digital frontier and cut down production of physical goods. This has been a trend for a while now, but this most likely will only matter for the Overseas markets, as Japanese markets still prefer physical goods over digital. If MHW was offered as a physical product for PCs without any ties to Steam, it’d sell just as well there.
The report starts properly after this, listing Capcom’s Capcom’s method of business and ideology. Capcom shows itself as Creator of entertainment culture that stimulate your senses. Bits like this should remind you that company indeed is Japanese. Their net sales for the end of the year, that is March 31st, was 82.9 billion yen. This is their main bread and butter, counting home video games, PC online, mobile titles and DLC. Their multimedia net sales, that is all the merch in books, toys etc, movies, their arcade games and Capcom’s own arcade centres, events and eSports, netted then 17.0 billion.
Here’s the kicker though; Capcom lists four of their major franchises next, the ones you should consider to be the essence of Capcom at this moment; Street Fighter, Resident Evil, Monster Hunter and Mega Man’s sales are listed, tho after the report Mega Man reached another million units sold. The sales numbers in respective order is, 42 million, 91 million, 54 million and 35 million, now 36. Fiscal year 2019’s biggest hits were, unsurprisingly, Devil May Cry 5 at 2.1 million units sold, REmake2 at 4.2 million and MHW at 4.5 .MHW is noted to be a catalog title, meaning it is a game that was published earlier and not during the fiscal year, showcasing that a game can continue to sell for a long damn time as long as it is available.
The core idea of Capcom’s Single Content, Multiple Usage is effectively effective franchising. It all starts with digital content and with a popular video game. The core of this digital content can be expanded to PC online gaming, via multiplayer modes or similar as well as create spinoff titles or additional tools, wallpapers or whatever other applications for mobile devices. The base concept of something like Resident Evil can be put into use in arcades by using the same world and characters in different pachislot games or similar arcade games. Other business section is major, as that mostly includes third and second parties using that core game to expand the amount of uses. Books, comics, character toys, events, tournaments, eSports, television shows and movies are all part of this extremely expansive Other Business section Capcom is not directly involved with in most cases. All this leads into creation of a new game, that will be used multiple times over. The importance is in having strong IPs that can be used multiple times, that the titles have global popularity to ensure that these franchised elements will sell (though if we’re completely honest, most of the franchised stuff Capcom puts out stays in Japan) and then you have the movies. It is probable that Capcom has the most games made movies out of. We can question their quality in many ways, but they still make money. Every time Street Fighter the Movie is shown on telly, Capcom gets about a million yen.
This method of using single content is nothing special in of itself, yet the whole movie business makes it a bit special. Konami, for example, has a very similar multimedia approach to their business, though they are rather separate in most cases. Konami can have a successful toy franchise going on, but no real game or other media of it. Capcom recognises their main point is the games, and they aim to make a mass-appealing game they can franchise further. This ideology probably permeates the game design at its core level, where designers at Capcom have to ask themselves How can this be used multiple times down the line? This also explains why certain IPs, despite being strong previously, have not appeared in any modern form outside ports, as they can’t be used multiple times nearly as easily.
This method of franchising is dependent on the core quality of the game, however. Capcom’s quality in games was all over the map during 00’s and early 10’s, but after some financial problems they’ve managed to level out with increasing sales. Their Operating Incopme is up 13.1% from last year, Margin is 1.1 point up, a slow but steady rise from 2016. Their net sales are 5.8% up, continuing the trend from 2015, where their sales dipped. It should be possible for Capcom to reach their 2014 level of sales during this next fiscal year. After the slump of net income from 2013, Capcom has been doing much better with 14.8% rise from last year, about triple the amount since 2014. Research and Development costs have gone down a bit, mostly thanks to establishing their new engines and streamlining development, but it is expected to rise next year. The balance of work in progress for games went down major 34%. This was gained by closing down overseas studios and release of games that requires lots of works, i.e. REmake2 and DMC5. This is interesting though; Capcom split its stocks 1:2 last fiscal year, meaning the payout was decreased, but dividends increased. They’ve been managing to pay out dividends 29 times in a row. More people may have access to stocks, but payout per stock is smaller. Might’ve been a good chance to jump into the bandwagon at that point. Return of Equity, a.k.a. the measure of how effectively management is using a company’s assets to create profits, is up one point. Should be noted that it barely beat 2009, meaning ever since 2010 Capcom was in a rut and had to fight hard to get back up.
With WHO recognising gaming disorder, something I’ve covered few times already (it has no basis), Capcom has Sustainable Development Goals, effectively meaning Capcom wants to showcase themselves as a company that balances their own economic growth with the sustainability of the society. In short, Capcom is supposedly trying to showcase themselves as a company that would not take advantage of people with gaming disorder. EGS, Environmental, Social and Governance form EGS material issues that come in four sections; Securing and Training human resources, Promoting diversity, Development of Solid Relationship with Society, and Enhancement of Corporate Governance. This needs a bit breaking down, as EGD and the four spots mingle slightly. All this is according to UN’s goals, which Capcom wants to go by. Furthermore, Capcom is to continue their 2011 program of supporting educational themes whenever a classroom requests such, meaning that Capcom has a program that would educate students about video games and career opportunities. However, this is largely Japan-only, though with Capcom wanting to globalise themselves further, they might want to tackle most major schools around the world in some manner, and maybe even send e-mails to smaller schools around the globe, offering some assistance in game studies.
Capcom is tackling Environmental issues with the usual fashion, like changing old light bulbs to LEDs to reduce carbon dioxide emissions and reducing paper resources by digitalisation. This has reduced costs, but also means that Capcom can showcase their push for further digital sales as part of ESG. Energy conservation will be their future goal.
For Social, Capcom is aiming to hire more non-Japanese employees and increase the number of women in management position, but an approach like this won’t serve well in of itself. All these people need to be competent in their work, as companies that will hire or kick up people into the higher up’s board for the sake of diversity does no good for the company itself. Whether or not this goal will be healthy on the long run will be seen. Forced diversity is not a solution, but that is the wind of the era. Capcom has been increasing the amount of women workers in their ranks, though in reality it shouldn’t matter what junk the employee has between their legs, just the quality of their work. It should be noted though that Capcom’s Relationship with Customers has a spot mentioning how they’ve monetised DLC without high-pressure microtransactions, something that a company like EA can’t say with all the lootboxes and whatnot. According to Capcom, games should be enjoyed for the entertainment value they provide with gameplay, not fir the thrills associated winning a lottery. Capcom intends to deliver core content for free for their games, with DLC being its own thing at a low cost. With their mobile games, they supposedly intent to continue have small as possible gacha elements. Localisation and culturalisation gets mentioned as well, and rather than talk about translation or localisation, Capcom wants to culturalise games so they’d be enjoyed in whatever locale. This sounds highly suspicious, but it also explain why mention of dragons got removed from Monster Hunter World in China.
Capcom is surprisingly effective when it comes to Relationship with the Regional Community, as they Capcom is involved with number of events in Japan, offering possibilities for cities and municipalities to make profit off of their own from these events and whatnot. This also doubles as an effect of Capcom getting their name out there to people who wouldn’t recognise it otherwise.
For Governance, Capcom has been increasing ratio of external directors and increased dialogue with the shareholders. Basically, Capcom wants to have more openness with their shareholders as well as be more transparent all around. Capcom even lists reasons why external directors have been selected, e.g. Masao Sato is expected to be able to contribute to the auditing and supervision of the Board of Directors via his experience and knowledge from serving the police administration. This is part of the whole “visible” governance, and we’re even given a third-party assessment of Capcom’s corporate governance. Capcom’s strength lies in capital efficiency and information disclosure, with Effectiveness being the lowest. This is pretty much as expected, as per the business culture Capcom resides in.
Rather surprisingly, Capcom has an increasing number of annual discussions regarding the market opinion. Whether or not these discussions with take true market opinion into count, or just what the gaming press wants the opinion to be, is wholly another question.
Regarding Capcom’s achievements for the year, there’s nothing much to cover. Their catalog titles i.e. older titles continued to sell decently, with MHW being still a top seller. Their two new releases, DMC5 and REmake2 sold extremely well, and apparently Capcom is satisfied with the sales of ports and such. As for arcades, Capcom apparently started an online crane game, and have been aiming to expand their target market towards middle-aged and the elderly. Plaza Capcom was opened in Hiroshima, which probably explain why they closed down one arcade and opened two new ones at different locations. Despite their five different Pachinko and Pachislot models sold reasonably, the changes they made in testing their equipment meant lower overall sales; 3,422 billion compared to last year’s 7,803 billion. Numerous events were held to maximise sales of games, as well as further use of eSports like Capcom Street FIghter League powered by Rage. Net sales increased and operating margin was 31.5%.
Capcom’s intention to build a strong business portfolio hasn’t changed any. Their aim, after all, is to make games they can make multiple uses out of. For the next year, Capcom seems to intent promoting their mobile games more and explore possibilities more, which is why we’re getting Rockman X DiVE rather than a home game release. Standard consumer releases are abound from major IPs. We already know REmake3 has been in the works for some time and will be out somewhat soon. Whether or not something else like DMC5 will be out is another question, tho Capcom would count MHW Iceborne on Steam a new title, and the base game a catalog title. Capcom also has to restructure their development to handle the new regulations Japan has made regarding gambling, as it impacts their pachinko and pachislot business. Business as usual, and in hindsight, REmake2 and DMC5 last year was Capcom reviving old IPs for new generation. Much less than what was expected, but the reception and sales of both titles speak for themselves.
Kenzo Tsujimoto’s section is up next, which is more or less a view on Capcom’s CEO’s commitment and look at the company’s history. Without much going in too deep, Capcom has six points in their philosophy, something we’ve already seen; Aim to become the best in the world, Compete with strong IPs, Stable long-term growth, Managing their IPs and companies properly to ensure the two aforementioned, enforce and encourage relationship with societies locally and globally as well as with stakeholders; and avoiding management risks with transparency. We’ve effectively covered most of these spots, but I’d like to give some spotlight on the third bit about stable long-term growth.
Capcom struggled most of the new Millennium to find their spot in the gaming market after the crash of the arcades, but their long-term growth has been better than most of their competitors. Their Operating Margins have been overall better than their main competitors’ with +66% operating income and margin being +7.9 points. While Konami may have +90% income, their margin is just below Capcom’s at +7.5 points. Contrast this to Square-Enix, who has -8% income and -3.3 points in margin. This of course could change during next fiscal year, when Final Fantasy VII Remake hits the store shelves. Neither Sega Sammy or Bandai-Namco can really compete with Capcom or Namco, as their respective numbers are -53% and +41% in Operating Income, with +1.8 and +1.1 points in margins. Effectively, Capcom has been making most of their last financial year’s success with just three titles, one of which was a catalog title. If they manage to keep both REmake2 and DMC5 selling well as catalog titles all the while rolling new titles as part of their main growth driver as per their management strategy, they should see further increases in profits and margins during 2020. Nevertheless, it seems that their most stable source of profit is still in arcade and amusement equipment with no real changes how well they’re selling.
Capcom will aim to increase profits with three-angled long-term plan. This plan consists of increasing digital sales on the global marketplace, preparing for the next generation of standards that will be rolling around during the next few years as well as focusing on eSports and aiming to popularise a new culture for content. First part is easy, overall speaking. All Capcom needs to do is release their new games via Steam alongside the usual home console market. That’s effectively what it amounts to. Capcom’s overseas games sales have increased drastically since 2015, while homeland sales have not really changed any. You could say that Capcom’s secret of being successful is to have IPs that are globally attractive. After all, Japan in itself is a very small market compared to the Americas, Europe and Australia, and the rest. China is of course a place they’d like to gain a strong foothold, but that’s going to be difficult still. Make digital the first option, and you’ll save in manufacturing costs. Capcom is also taking note of both Cloud gaming and Subscription services and are exploring ways to enter both of these. Cloud gaming, however, is still a pipe dream, while subscription services should be nothing new to them, technically speaking.
With new standards like 5G wireless, Capcom can’t help but make use of third-party outsider know-how. This is mostly for mobile market and most likely relevant only in Japan, but the underlying message does touch upon upcoming Microsoft and Sony consoles as well.
eSports was a major thing for Capcom last year, and apparently it netted some 1,096 million USD for them during 2019. That’s nothing to be scoffed at, and it is estimated 2020 eSport scene would net some 1,790 million USD. This is through the usual establishing of new leagues, analysis of trends and then promoting regional developments. As long as Capcom manages to establish a profitable and sustainable ecosystem, they should be able to maintain their practices. I’m sure this is part of the reason why Street Fighter V is the way it is, where the game is stable and easily accessible in various regions. The Marvel VS series, while superbly popular in the US, didn’t exactly have the same position in Europe, for example. Street Fighter V aimed to be very safe game and something they can build further revisions on easily, and it has been that. Certainly a success in financial terms, but not really a loved game in the series. However, in the next five years Capcom will assess if there is any more growth in eSports and whether or not it is profitable to continue promoting sales through it.
All this really amounts to Capcom’s plans to effectively follow 2019’s lead in terms of business. MHW has made them recognise that games can, and in future will have, longer sales periods than before. This is partially because digital marketplaces don’t run out of copies and are constantly available. On the long-term, if Capcom is to keep their current standards in visuals and sounds, the Hollywood look in their games, it will cost them more to research and develop. Something they are well aware. This probably means Capcom will put out only few new games per year, which most likely will be sequels or remakes, that they will bet on as their heavy hitters all the while ports and catalog sales are supporting them and making the risk of these big titles slightly smaller. Digital, however, is the thing that is being pushed further.
Interestingly enough, Capcom seems to aim to have their younger employees work on their popular IPs, meaning legacy IP in Capcom is a living thing. If there are more people like Yoshinori Ono, who want to revive a sleeping but still popular IP, in principle we could see some level of resurgence of some IPs down the line. This might be wishful thinking, but history has shown how legacy IP under younger employees can bloom like no other. Take Mega Man and Street Fighter as examples.
Rather than establishing new IPs, Capcom intents to expand new markets and find new customers. You can expect to see more remakes in the future, as games are considered to be obsolete after some time have passed. This seems to be their long-term plan; remakes and ports. At the same time, they aim to curb sales of used-games somehow as well as address piracy, especially in the Asian markets. Capcom loves to talk about their IPs, but at the same time the they’re not having new blood in their library. In the end, their aim is to expand into new territories they’ve yet to make an impact and raise global earnings. This applies to their arcade business as well, where they aim to attract new customers and enhance their lineup of titles.
Their analysis of game industry and market hasn’t changed, with general consumer and PC market overlapping somewhat and offering the most balanced place to be successful in. Mobile market may have large sums of money moving about, but the competition is extremely intense. Consumer market is 77% of all of Capcom’s net sales, followed up by mobile with 2%. PC online, like the crane catcher, makes double that at 4%. While they are in a good position to expand, Capcom currently has mostly high-risk options in their Value, Rarity, Inimitability and Organisational evaluation. Capcom doesn’t have as high competitive edge as they want to believe, as other companies possess all the same external edges as they do. Capcom being slow at making quick decisions probably have already bitten them in the ass couple of times, but the lack of direct competitors to their main selling IPs should be a concern. In Mobile market, however, Capcom is still at a complete loss. Then you have their directors competitors still rolling their IPs in the media and can easily overcome Capcom.
What is Capcom’s plan for the future then? To use their existing Intellectual Properties to make games and leverage them into further franchising. They are no intending to make new IPs at the moment, but deliver further remakes. REmake3 is the direct result of this. Long-term and steady growth seems to be their aim. Expanding their target market and find some new regions in Asia to make some more money. While all this probably will continue to continue kicking just fine, Capcom is not offering anything that could add to their existing strategies or IPs. Perhaps it could be said that Capcom intents to keep their current core customers happy while offering new generation of players the possibility to play classics in a remade fashion and in modern terms. Their plant to “make use of sleeping IPs” ultimately ended up being a remake and DMC5 with some ports. Maybe they could follow suit with some other of their sleeping IPs, like Commando and turn it into a generic Call of Duty clone or something similar. I don’t expect Capcom to expand IP library anytime soon. Now if they’d begin to remake games that would need them, like the original Street Fighter, rather than games that were already well made.
I mentioned Capcom Hollywood games, because it sounds what Hollywood blockbusters are doing; one or two big budget titles per year by using well established IPs carrying the whole studio. Smaller games are not even a thing really with Capcom anymore. Mega Man 11 seems to have been a sort of fluke, as the franchise was moved to mobile once again. All the small titles Capcom has been pushing out as of late have been ports and re-releases. Currently, it seems Capcom is not intending to launch a new IP anytime soon, but in long-term, that should be one of their priorities as well. After all, all of the IPs they like to talk about has to be established at some point, and it is necessary to have something that’s designed from the ground up to the current generation. However, the global popular culture has been marred with rehashes, remakes, adaptations and reboots for good two decades more than previously. Sadly, it must be admitted that relying on existing franchises and IPs with a built-in fanbase to revitalise business has been successful. However, as of late we’ve seen big franchises like Star Wars and Star Trek faulting during the run with lessening revenues and falling consumer interest. Capcom’s management has to work hard to avoid the same pits Hollywood studios have stumbled upon. Capcom has a history of falling on their face and success with this kind of approach, but there’s only so much they can use as existing material for remakes, unless there’s going to be complete and utter reboots.
Despite Capcom having big hit titles in the few recent years, mainly Devil May Cry 5, Monster Hunter World and Resident Evil 2 Remake, that’s pretty much it. Street Fighter V has been extremely safe game for them, the SF fandom can be very, very tribal about their loved title, and Capcom fighting games overall are still considered the golden standard. For a good reason too, but that’s not the main topic here, maybe we’ll revisit that a bit later.
For 2019, Capcom has released no truly new game. Everything Capcom has released this year has been either a remake, sequel or a port. 2018 was the same deal. Back in the day in the late 1980’s and 1990’s Capcom was blamed to rehash the same game over and over again with new sequels. This isn’t true, despite it feeling like that with a new Mega Man game almost every year or yet another variation of Street Fighter II. The Golden Age of Mega Man was a wild time in many ways, but at the same time Capcom kept pushing out new franchises to expand their library and offering. If there wasn’t something new on a console, the arcades probably had something interesting to check out, like Darkstalkers.
Modern Capcom is satisfied with the status quo they have going on now, at least on the front. Capcom is relying on their big-name, big-business titles. While SNK wants to become Marvel of video games, Capcom used to have this spot. I say used to, because as we are now, Capcom has become the company that does nothing but sequels or rehashes. Even Mega Man, franchise that used to renew itself every few years to some extent, is effectively buried again. Capcom lost all the momentum they gained with Mega Man 11 by not publishing any solid information of a new Mega Man game being developed. Well, there is Rockman X DiVE, but as with every other Capcom franchise, they go to die on mobile. DiVE is far from being a new Mega Man 11 in terms of impact and presence, mostly because the title is competing in a different market from the main bulk of Mega Man games. In the end, it is still a sequel, or rather a spinoff, to a well known franchise.
Has Capcom abandoned making new and strong IPs? In business, especially in Japanese business, sticking to what you know best and what has already established market slot and pull is the way to go. The reason you don’t get new sequels to long-dead franchises all the time or new IPs to bolster the library is because the current corporate culture in Capcom is not there. The young Capcom needed to expand and make new titles all the time. Not because they threw everything a the wall to see what stuck, but because there was that drive. The people who work in Capcom now are not the same people who launched these game IPs originally, and it’ll take someone exceptional, like Yoshinori Ono, to suggest and bear the weight of reviving an IP.
You would think that reviving an old IP with strong history would fit the category just fine. Reviving, however, means that the IP is dormant or dead, often because it has either seen a slouch in sales or the driving force behind the franchise is missing. Resident Evil has consistently seen good amount of sales and is considered Capcom’s modern mainstay franchise next to Monster Hunter. Both of these series are old, but have been reinvented as they’ve come along. They’re also consistent with Capcom’s changing image, with new blood coming in and tasked to make a new game for the series. Capcom shows that you can live off a limited amount of IPs under your belt just fine, as long as you keep quality high and the number of releases constant. A stagnant series that doesn’t have the drive behind or, or the corporate support compared to the other projects that are going on at the same time, doesn’t have much chances. As much as Final Fight plays an important role in Capcom’s history, it is a legacy series they can use to promote themselves and other titles for the old guard that’s out there, but Final Fight has been superseded by Devil May Cry as the action game.
At some point, old IPs become new again after they’ve been dormant long enough. Street Fighter IV is a great example of this, and we can see Toho doing the same thing Godzilla periodically. Capcom still intents to revive some of their old, sleeping IPs (just like they said last year) but what are the chances of that happening? Perhaps what they mean by reviving they mean remaking old games that were big hits for the modern generations that hear the legends of these old games but won’t play because they’re too old. Maybe it means more ports upon ports. Probably both, as rumours say Capcom is already working on Resident Evil 3 remake. Understandable, considering how well REmake2 was did in sales and reception. While Capcom has loads of legacy franchises under its belt, they’re intentionally not making any use of them outside collections and re-releases. All the R&D goes to big name titles, which is closer to putting your eggs into one basket rather than betting on multiples. It seems to be working for Capcom just fine, but as argued last year, Capcom has both the manpower and economic capacity to develop smaller titles with smaller teams. They sort of are doing this with their mobile department, but that’s a different market from home consoles, and arguably different from PC market as well.
There’s no reason for Capcom to change their pattern right now, their big budget titles sell well and they are successful. Their caution is to back these up with re-releases. It’s safe and sure way to make business, and business is their main thing. Capcom wants big titles, big revenues. Small titles with meager sales won’t make that cut, but putting some money on re-releases, that’s a different thing. I wouldn’t expect Capcom to actually revive an old IP that doesn’t have some presence already. Sad to say, but at the moment, Capcom truly is the company they were joked to be, rehashing everything and unwilling to bring anything new to the table.
That title isn’t even punny. Yeah I know I’m bad at making jokes and people tend to take me all seriously whenever I make one on the blog, which is why I stopped doing them long time ago (or did I?) I didn’t follow Stadia’s launch per se, but news and people going on about the whole shebang just crept through the grapevines. I couldn’t help but feel slightly sorry for people who got Stadia, but this should also teach people that corporate speech is never to be trusted. While Stadia hasn’t been a complete disaster, it’s damn close to it.
From what I’ve been told, the lag is present in almost every game to a stupidly extreme degree. Button presses are recognised whole seconds after the fact, and some games simply stutter and play slow like you’re in Nino Island Ruins in Mega Man Legends 2, just without the watery ripple effect. The instructions for Stadia recommends cutting everything off in your Internet usage while playing Stadia, including streaming music. It’s also recommended to connect it directly to the router rather than through computer or any other device’s WiFi. There are some additional helps people have found out, but it’s all really to make sure the Stadia has all the bandwidth. Not just some, but all it can have. When I called out Google’s bullshit that it’d do 60FPS 4K in a perfect manner and said nobody really has the speeds or connections to get games running in that quality, I knew people would be bewildered when their games would run terribly. Never trust corporate word, it’s meant to promote and sell, not to be truthful.
That should be few nails in the coffin for Stadia, but that’s just the game side of things. People haven’t got their codes, some have been missing their devices and Google’s own support isn’t even in the know about Stadia. Sure, Google’s a big million dollar company and not everything part of it can be made aware what sort of things the other is doing, but support should really be informed that this kind of product is coming and these are your instructions. This should show that Stadia’s launch very much a rushed thing, that Google barely had any time to put together proper documentations internally and did not prepare what was to come. I bet your ass they know well enough how badly everything would go, but hype will carry anything through. Now that they’re getting real-world test data from existing users, they can start tweaking stuff properly. While not standard, it isn’t unusual for a company to use early adopters as testbeds and beta testers. The “real” launch of Stadia will probably be sometime next year after they’ve further tweaked and fixed stuff, and when that supposed Freemium model of some sort gets launched.
Of course, when you fail at what you intended to do, you can always throw in identity politics and claim some brownie points through that. In an interview with CNN Business, Google VP and head of Stadia Phil Harrison claimed that Stadia is targeting women with Stadia controller. Here’s the archive link for it. If I’m being honest, this is load of bullshit. Stadia controller looks like a generic Chinese knock-off controller you can sometimes see being sold on eBay or other places, it looks like a blander version of the Xbox 360 controller. Controllers in multiple colours has been a thing since at least Commode 64 days, where you could find joysticks and other devices in different colours. Most often something neutral or targeting the pre-existing user group was offered, because those sell. The design director Isabelle Olsson claims that the wasabi colour they went with has universal appeal. There are vast amounts of colours that have universal appeal. Anything pale that’s close to white of course would have universal appeal, as it doesn’t make a strong statement for a direction or another. It’s like vanilla; it goes well with everything and nobody really fights against the taste. CNN Business claiming that it’s slightly easier for small hands to grip than similar products put out by rivals is nothing short of bullshit. All modern controllers that use the handle-grip design have to be designed to fit standard hand dimensions. The overall shape has to be different due to the patents and copyrights, but in recent memory there is only one controller that was intentionally designed to fit larger dimensions than the global standard, Xbox’s The Duke. Claiming that they’re targeting women with these design choices is laughable. It’s nice to say this, when in reality your product is aiming to become a success with general audiences and not just part of it.
Of course, Harrison also mentioned how they don’t have the baggage of pre-existing gamer culture, a thing that’s absolutely false. Whatever they actually mean by gamer culture is well up to debate (long-time readers know that “gamer culture” and its history stems well back to 1800’s and back at least), but you can’t escape the market pressure and demands if you intend to enter a market and succeed there. Stadia may not have history attached to it, but that’s just normal. No new product has a history attached to it, but at the same time, all the pre-existing games that were attached to Stadia bring their history and culture to the platform. Of course, this means Stadia can be the best of the best for a time being, before its core consumer base sets in, but at right now Stadia has more infamy to it than any other platform. Harrison and the rest of the staff that decided on the whole women-centric and sex-neutral marketing have undermined their supposed attempt by bringing in old games that are very well marred in this culture they don’t want to carry. It is extremely haughty to claim you’re targeting an audience that isn’t being catered to, when the world is full of options and readily-catering products. That’s PR for you, throwing out ideas of what you’re doing for the sake of making that sliver more sales. I guess that’s the angle Google has to take with Stadia on the outside to make them stand out from the competition, when their model of service isn’t meeting up with the wants and demands of the audience, targeted or not.
I have to admit I enjoy following a good shitstorm now and then. Especially on Tuesdays. The latest Pokémon games may be the third most selling Switch titles at the moment, but I’m constantly seeing news about modders injecting better models and textures, as well as importing monster models from the Go games into Sword and Shield. The fans haven’t taken the limited amount of monsters lightly either, alongside numerous other glitches, like the Auto Save glitch that can destroy all your save game data on the SD card, and quality control errors, like mislabeling items or having a mouse cursor moving in the end credits over the scene. All little things pile up very quickly, and even the smallest things, like vanishing Trainers during battles, end up being extremely irksome and simply showcases how badly this game was developed. Then add to the top that this is a series that hasn’t revised its core mechanics at all to the point of having giant ass bears walking in ankle high grass while their forest is one or two trees near, you get the idea that despite the new lick of paint, Pokémon at its core is out of date. At its core, Game Freak is still making that tile based sprite game in their heads rather than building proper worlds with modern tools, mechanics and visages. Then again, why should they bother, when the games still sell so well?
Pokémon Sword sits at 82 points from industry reviewers and 4.1 from general audience on Metacritic at the time of this writing. Eyeing through the reviews, most of the user reviews end up being more or less sensible, if not short. Some recognise that the series has been in decline for years now, while others note how the title Pokémon keeps it afloat to a large extent. Some are spiteful for sure, but that’s what you get for every game. On the contrast, the “professional” review side shows why having 100 points is useless. They really should have to choose between three stars and nothing more or less. All this is largely just academical, however. It’ll take at least six months for proper consumer reaction to show itself and how well sales have been made. It might be the third most sold Switch title at this moment, but will it be keeping its position for long? Considering the Switch doesn’t have exactly the rosiest future regarding additions to its library, it just might.
There are rumours of Game Freak setting up at least some of the missing monsters as event obtainables or the like, pose them as some kind of service, that they listened to their fans and are fulfilling their wishes. Whether or not this is true will be seen in the future, but this isn’t the first time Game Freak has got their fans mad at them, and this won’t be the last time they mostly, if not outright, ignore the consumer feedback. Pokémon has a fanbase dedicated enough to gloss over everything, but that’s emotional attachment to a brand for you.
That said, at least Game Freak and Pokémon at least can do something like this and not lose a whole lot. Well, Sword and Shield have already been financial success, so there’s that. The same can’t be said of Arc System and Guilty Gear, which is now intended to alienate the core fanbase by cutting the series’ play mechanics and drastically alter how the upcoming game is played. While movement options are still there, some series-defining mechanics are lost. For example, Gatling Combos are gone. This is just GG‘s fancy way of saying chain combo, where you can press attack buttons in ascending order for a combo. Roman Cancels, ability to cancel an action at any time, is now a physical hit effect and slows down the opponent rather than functioning as a reset too. The end goal is still the same, but the way you get there is different. Other differences in defence mechanisms and such are many, like how in blocking an aerial attack will change the blocker’s momentum backwards rather than down. The game has become heavy on resetting the player positions rather than encouraging constant forward thrust of offense. I have to admit that my personal preference for Guilty Gear stems from this. There isn’t really another fighting game where offence has all the tools available and is even encouraged.
With Guilty Gear Strive, ArcSys appears wanting to expand their consumer base, which in turn will alienate part of their existing one. It is an incredible balancing act, catering to both new and old. Thus far, every attempt at ArcSys trying to gain new audience with an old IP has been a failure to a large extent, but also that some of their attempts at new IPs have failed harshly. Nobody remembers Battle Fantasia, despite that being the game that Capcom feared due to its 3D prowess when developing Street Fighter IV. Some long-terms GG fans have already stated that they won’t move forwards from Xrd, which also was heavily criticised for dumping mechanics and elements from the previous games as well as slowing down the play. Xrd also allowed larger windows for inputs, but it should also be noted that the game before Xrd, Accent Core Plus R or whatever the latest revision was, was also marred with criticism on how balance and new mechanics threw a monkey wrench into the play. There are certain limitations all around, and unsurprisingly ArcSys has made clear they want new users. Ishiwatari stating how old GG fans are too old to play games and such. They did find success with BlazBlue, though there is overlap between the two series’ player base.
It is four times harder to gain new audience over keeping your old. While Dragon Ball FighterZ may have made loads of cash, it was largely driven by the IP rather than ArcSys themselves. Much like with Pokémon, the fandom often twists the hard data, but the same data also can’t be ignored. If there’s money to be made here in a certain manner, then better make the best of it. Guilty Gear doesn’t have the same backing, all it can support itself with is by its existing fans and the legacy of its past games. Legacy that Ishiwatari wanted to remove at some point, mostly due to licensing and trademark issues. It would appear that all the Guilty Gear games with Sega Sammy attached to them are, or at least were, in some sort of licensing or trademark hell, where ArcSys can’t really do much with them. Guilty Gear 2 was intended to be some sort of soft-reboot of the series, removing all the X-titled games from the canon and memory, but in the end Ishiwatari and co. gave up on that. Now X and XX games are side-stories, but we’ve covered all this in the past. The issue of GG Strive is whether or not can be a hit among new consumers with its more simplified play over the previous entries, and the series’ history tends to say no. While it will find people to play it, and probably enters tournaments just fine, it most likely will gain the same cold and lethargic reception and acceptance and Street Fighter V did. In many ways, fighting games have been aiming to expand their user bases by removing options and making the play more predictable, intended and more about formulaic pacing. SFV actively removed elements from characters that made them wild compared to the rest of the cast, something that could’ve been cool to use and make work. Instead, such things were culled. No-fun rule seems to be in place in modern fighting games, where everything has to be like Finnish autumn; grey with no colours in the nature, wet to the point of nothing ever drying, stupidly dark and enjoyed only by few. You can’t go outside in frolic in a T-shirt and boxers, else you get a pneumonia. That’s what playing SFV is like. While we can’t really tell if Strive will be that too, it’s very much going to that direction.
Much like the previous posts’ Battletoads, you can lose your customers relatively fast by going against the consumer grain. Battletoads had no modern legs to stand on while both Pokémon and Guilty Gear have full titles in recent memory. While Game Freak has to do a lot more damage to Pokémon before they need to put their A-game back into the ring, or reheat some old fan favourite again, ArcSys doesn’t have that luxury. While they could make a new franchise or revive Battle Fantasia for whatever style they want, something that they’d think would appeal to the wider audience, that probably isn’t possible. Recognition also plays a big part in this, but as said, all that can be pissed away if consumers deem your work worthless of the time and effort you put in. Nothing sucks more than having your work judged utter shit, but video games is a service industry. If you expect your customers to pay for your games, these games need to cater to their wants.
Whether or not the audience would like to a properly modernised Pokémon with high quality control and fighting games that are less crazy is up your decision really. You’re the customer, you make the decision where you put your money into.
You can bet your ass that Microsoft is not all that happy with the reception the upcoming reboot of Battletoads has gotten. Not only Microsoft’s official trailer on Youtube has gained 17 392 Dislikes against 7 888 likes, but also turns out people are actively avoiding the game whenever it is available for testing. From the word I’ve got, Microsoft did a special showcase in their new store in London for the game and about everyone who visited the store during that period actively avoided the game. That shouldn’t be surprising anyone who has looked how Battletoads has fared during developer and press events, where the game has been a flop, bombing in raising any notable interest.
This disinterest in Battletoads continued during the X02019 event in London earlier this week, where you could go and test the game itself. What better way to showcase how well the game plays and disinfect it from its visual disease by putting the best effort and light upon it. Well, history tends to rhyme, and the game ended up being the most avoided title on the show floor.
Battletoads. Yikes, I don’t even think Gamepass can save this one. I felt genuinely sad for the assigned staff at the game booth, because it was easily the most avoided showcase. Sweet statues tho’ pic.twitter.com/5lKdgBoIOh
Even Rare’s own Twitter feed regarding the game is rather sad.
#X019 has Battletoads! We’re still working hard with @DlalaStudios to bring the turbulent trio back, but for now we invite everyone at the show to test their nerves in the Turbo Tunnel! Don’t forget to grab a snap with our custom-built Rash ride while you’re there. Toadtastic! pic.twitter.com/dwfPwronV0
That is very, very disinterested ratio and amount of replies, likes and retweets. It should be very apparent to everyone that the consumers don’t want this game. The game has been delayed three times already and after the initial reveal, Rare’s name has been attached to it in a very visible way. Remember Rare, that one company you used to love because of Banjo Kazooie and Battletoads back in the day? Dlala Studios, the main developer of the game (Rare’s name is just tagged on because they originate the IP) is going to take a lot of heat when the game releases early 2020. The word on the street is that Microsoft wants to dump the game on Gamepass during some other larger release, which makes sense. A “small” digital release overshadowed by some major title often gets pity reviews. You can wholly expect the reviews of the game mention the backlash, call it unfair for the game to gain such negative reception just based on the visuals when it has (supposedly) pretty decent game play. Some will praise it to heavens high, some will push a political agenda, you know the drill how the game press already works. There are already slew of people saying that the game must have a fair shake and people must and should play it before judging the game.
Of course, that’s not how it works with consumers. The customer is your god.
Most of the backlash is very much based on failed consumer expectations. As I mentioned in my previous post about Battletoads, the franchise already had its visual tone established with Killer Instinct. Sure, different developers, different styles, different intentions. You could never expect this game to have 1:1 visual look with the KI iteration, but that was largely what people expected it to be. I don’t want to do a joke about the developers subverting expectations, because that’s not what they did. The design team simply misunderstood what was the core of Battletoad’s visual flavour, and rather than making it a mimicry of Teenage Mutant Ninja Turtles with British flavour, they went with Ren & Stimpy instead. The consumers have made their voice already heard, this visual style is not wanted. You can argue about artistic integrity and intention as much as you want, but at the end of the day, making and selling games is a service job, and it their job to cater to wants of the customer. If you do something unwanted, you can expect diminished returns. It’s like a Pyrrhic victory; congratulations, you did what you wanted at the cost of everything else.
There could have been a chance for Battletoads to be Microsoft’s Devil May Cry, if they had wanted it to be. Three characters with three different kinds of approach to melee combat would’ve easily transitioned the gameplay into the third dimension, but relegating the game to be a 2D-beltscroller should give a hint what they wanted; a nostalgia cashgrab rather than a modern revival. The developer’s may have intended this game to be something special on its own rights, but at the end of the day, Battletoads could be a lot more than whatever we ended up with. Battletoads had a silver bullet how to make it a success among the consumers, but also how to take an oldy time classic and realise it in 3D.
Why 3D? Because there is s stigma of 2D games like this being something lesser than their big, full 3D environment games. Most 2D games are relegated as digital-only downloads. Maybe it’s because they tend to be shorter and smaller titles overall, or that the indie scene absolutely loves to do terrible pixel graphics games. It’s not just pixel graphics either, but also with titles like Mega Man 11, which was structured like a traditional Mega Man game. Completely perfect in every aspect, but somehow the overall feeling from the consumers, and even from some developers, was that this is archaic, somehow left behind and not up to date. Games overall sure have grown in size, but at the same time, most people don’t have the time to spend several tens or hundreds of hours playing one game that takes forever to get in and out. Games like Devil May Cry, however, have been a perfect blend of quick burst of action you can do per stage you can have and leave, then return to it a bit later for another burst session. Something like Yakuza or Red Dead Redemption are not like this, they require you sit on your ass properly and give them time.
Battletoads will see a bit more positive reception on its release. The press will see to it. The reviews will claim them to be more objective, which should be almost an antithesis for them. They will say the game doesn’t look all that bad, instead it looks pretty good, if not great, with terrific animation and solid game play. There will be amends to its faults, of course. However, considering game reviewers that live in the bogs of video and computer game media and press write for the developers and publishers rather than to their intended consumer audience, that’s just part of the game. You can’t get developers and publishers of this caliber mad at you, you’d lose all the perks.
Battletoads is the probably the most prominent of example of customers rejecting a title based on its visual style. This wouldn’t happen to a new IP. With Battletoads, consumers know what what it should look like, they feel its energy and enjoy the visual flavour the series and its appearances have offered to the audiences. It should’ve been easy to hit the sweet spot between a modern style and classical look. If nothing else comes from this game, at least there’s a lesson to be learned how not to ignore consumer expectations.
One pastime I’ve seen Muv-Luv taking part in has been making up ways how the core story could be translated and adapted for animation. Everything from two cours (aka twenty-four episodes) to a series of movies, things have been explored a lot. However, very few of the discussions have been what I’d describe realistic. They’ve been best case scenarios after all. With the announcement of Muv-Luv Alternative in Animation, the issue has become less academical. I’ll be using that in Animation suffix when specifically speaking about the upcoming animation to make a clear difference. It’s not its official title or anything, but I like the sound of it. Sue me. Guesses are left and right what form the adaptation will take and how many episodes, what changes will be made, what studio will be working on it and how the air-intake hairs will survive. Looking at modern trends and the history of Muv-Luv in animation should give us some idea.
The main reason Muv-Luv as a whole can’t be adapted for television or otherwise is because at its core the storytelling is broken. Fans know that Muv-Luv was originally supposed to be relatively contemporary piece to Kimi ga Nozomu Eien/Rumbling Hearts (which really should be Trembling but âge English is kinda like that.) It was not intended to be three-part sprawling venture, but as KGNE saw success, plans grew and bloated to the point where it had to be cut in half. Extra was meant to be its namesake, an extra chapter after you’ve managed to find the one true love that would prevent world from going to hell with The Day After, not a character-setting twelve hour comedy romp it became. Unlimited wasn’t supposed to be a thing on itself even, but more akin to different routes that lead to similar ending. After multiple read-through, perhaps needing to unlock all other endings or just few at first, you would be able to find the titular True Love route. With ML Alternative putting emphasis on Takeru being cycled over and over again with little to no memory all the while retaining physical attributes, the original core design of the Visual Novel was completely different what we got. Its scale was smaller, more focused and KGNE‘s running success changed that. âge originally pushed back Muv-Luv to a 2002 release instead of its original 2001 as they revised its scale, but ultimately had to be pushed out in February 2003 due to the company running out on time and money. At that point, the story the original product was already split and broken. Alternative would definitely follow in 2004. It wouldn’t until February 2006, and in the meanwhile some smaller stopgags like Muv-Luv Supplement were pushed out.
Muv-Luv and Muv-Luv Alternative has been criticised for being badly paced, and that’s just one result of the work as a whole becoming so huge. The Genre Shift between Extra and Unlimited is a direct result of this as well, which has lead many people to dislike the now-first part of the three core stories. Multiple real-world events changed the plot-line here and there, like the 2005 London bombing. Certain event later in Alternative probably saw the most changes, as âge wanted to avoid accusations of portraying terrorism in a positive light. That wasn’t the only issue, during development âge always feared that their work would be be labelled as extremely right-wing, so the original version of MLA’s Imperial Japan went through revisions. Some hints to the original plotlines still exist in the final work, like having a tsunami at the end of Operation 21st, whereas originally it as supposed to devastate Niigata. 2004 Chuuetsu earthquake was the reason its results are largely glossed over rather than be a significant part of the story, where Kashiwagi was supposed to have a major role. Discussion whether or not real world events should be allowed to influence artistic integrity and vision like this may be relevant, but at the same time we also have to remember how Muv-Luv overall is a commercial product and companies have to be aware of how they depict things in order to avoid bad rap. It’s a careful balancing act, sometimes you have to sacrifice some of your vision for the sake of the product itself.
With numerous revisions that weren’t originally intended, bloat finding its way in with meandering bits here and there, it’s not hard to see where bloat sets in by itself (just like this post, amrite guys?). Things kind of just ran ahead of themselves as the scope grew, but deadlines are a bitch and you can’t delay a product indefinitely, no matter how âge would like to do so. All three parts suffer from spots where the story grinds to a halt. The VNs are somewhat infamous for halting the progress of the story to deliver information to reader in major sections as info dumps. Very few works have managed to drop an hour’s worth of info into the reader’s lap and expect the reader to absorb it, and Muv-Luv isn’t one of them. No matter how interested you’re into the characters and the world, being stuck in a literal school lesson for information that could have been worked in better is simply bad design. Lacrosse arc’s existence is literally just to foreshadow how the character dynamics will clash later in, and has an equivalent even later in the story, yet the arc itself is considered to be low point in the whole body of work. It’s dull and we already knew the character’s personalities at that point. It’s overly long and some people just skip it. Despite the story itself being damn well written at its core, the bloat shows itself here and there. Muv-Luv is at its best when it has a nice jogging pace with few moments to slow down here and there before the events hit a nitro boost. It likes to wallow in going on and on about things, especially during Alternative. Being invested into the characters is its saving grace, but that’s almost a coin toss.
If an animation would like to cover all of Muv-Luv as it stands now, from the very start of Extra to the very finish of Alternative, we’re too late for that. With the lack of success with Muv-Luv Alternative: Total Eclipse and near total disaster with Schwarzesmarken, I can assure you Muv-Luv Alternative‘s animation adaptation will not get more than one cours, twelve episodes. The IP may have been in a better in late 00’s when Akane Maniax was supposed to set Muv-Luv animation up, which never happened as the deal fell through, but now the IP is volatile at best, dangerous money waste at worst. âge has not produced anything that has made an impact since Alternative and I’d argue their most successful project after that was the Kickstarter. That of course attracted lot of attention and played large part in the future of âge. A million dollar crowdfunding from an internationally unknown company is bound to raise some attention. We know that something is always going on in the corporate background, and you can bet animation rights were discussed in the background at that time, culminating in in Animation. Avex’s obtaining âge from Acid and ixtl being terminated in favour of /restructured into aNCHOR are all results from âge’s media failures and Kickstarter’s success. We should put an emphasis on the Kickstarter, as it served as a cornerstone for âge’s real realisation that they got international fans and untapped market. Well, as untapped as you can get with Visual Novels, they’re not exactly a success in Japan either with handful of companies going bust each year. The media being sold as games harms it, as it does not represent its true nature as literature allowed by our digital age. In short; VN based IPs are pretty fucked at the moment, unless they can diversify themselves. âge’s both mobile games have failed and closed in about year after their launch, VNs sales have been lacking (mostly due to lack of products) and both television shows were effectively bust. âge might still have faith in the IP, but the surrounding companies will think twice or thrice before throwing their lot in.
All this, and the current trends, tells me that Muv-Luv Alternative will be a one cours show with about twelve episodes. We’ve already seen numerous redesigns of the characters in Exogularity books, and modern take on the characters is effectively required. The show and the story must be retooled to fit the modern age, both in its core structure and in designs. I’ll argue that the Tactical Surface Fighters are the best designs in the franchise, as they’ve been designed to be largely ageless. They don’t really look like mechas from the early and mid-00’s. Hell, if anything the visual flavour TSFs are in has become somewhat popular. Sure, you have the paper thin waist and some oddities here and there, but largely TSF designs are made well enough to still look fresh. The same can’t be said for the characters, who look like they’re stuck in the change of millennium. Anime style has dropped geometrical (and puffy) hair in favour of sleeker, flatter hair. I don’t find anything offensive about the characters despite being an old fart who still buys 1980’s comics like they were new, yet we can’t ignore how each era has its own visual flavour. The above are not the animation designs or anything related to the animation in itself, but this is the direction we’re going to some extent. âge is a trend follower rather than setter in this. Despite Ban being 10/10 in visual style and I would want him to be employed 24/7 with everything I love, you should expect something different still. Something that’s already tested the waters and that is massively successful. Maybe the guy who did Girls und Panzers or the LoveLive guy will do the redesigns for the anime. Those have been popular shows, and something people would recognise. Hell now I want to see Sugimori-style Muv-Luv content just for the kickers.
One cours adaptation might be able to fix Muv-Luv‘s pacing as much as it probably will completely destroy it. If it gets more than one cours, hey that’d be fine too. However, what Muv-Luv Alternative in Animation needs from the original work is its core intention. The original form of Muv-Luv is still there, under all that extended plotlines and content, all that bloat and info dumps, under all the sectioned and split parts. Let’s take it as face value and consider the title as true; it will be just the Alternative portion of the package. This would mean both Extra and Unlimited would be relegated to being flashbacks and references. The series would be build on mystery about this one guy who clearly knows something bad is going to happen if things aren’t done the right way, but at the same time he doesn’t belong here. There’s a crashed giant robot outside his home, but somehow that doesn’t really phase him. Familiar faces, familiar places, but it’s not his home. Muv-Luv Alternative in Animation would have to build itself on the last cycle of the original design, and on Alternative we got, relegating Extra and Unlimited as necessary flashbacks, maybe even visiting those events. You could start the series with one episode of showcasing everyday comedy in Extra setting, then move into an episode ending cliffhanger with the BETAverse. In between this, show Takeru dreaming of all the other possible routes and events, all the misery and death the world would know if he didn’t put the foreknowledge be obtained from repeated deaths into proper and immediate use. While the Visual Novels build on the reader becoming invested into the characters and even falling in love with them, that is the result of the whole product having been restructured. It has become the VNs main strength and weakness. If you’re dedicated and invested in these characters, you will stand through the bloat and bad pacing. Hell, you probably won’t notice them all that much, because you’re heart and soul is in it. If you’re not, the rest will probably kill your interest before you get to the main dish of the whole story. Muv-Luv Alternative in Animation has to focus on the core and leave all what we now consider as set-up as something a mystery. Other characters will get emphasised, lesser ones will be cut. The same applies to events, and some will see modified, rest assured. Twelve episodes is enough to adapt Alternative with some Extra and Unlimited trickled in, but as said, it’s a delicate surgeon’s job. It will be familiar to the fans, but at the same time, this show really needs to be a hit with the larger audience. At this point, a Muv-Luv Alternative animation can’t serve just a commercial vehicle for the Visual Novels, we’re about a decade too late for that.
I have no data why âge’s 20th anniversary stream didn’t put anything solid down on development and releases outside Project MIKHAIL. All we got We’d like to do this and We don’ have budget set. At face value you could almost believe that âge doesn’t have the money to put projects into full development cycle and publish their products. Maybe that rumoured Kimi ga Nozomu Eien translation got stuck due to the same issue, maybe requiring crowdfunding down the line or be split into two products like Schwarzesmarken was. SM VN’s sales were terrible, mind you, splitting a whole product like that is never a good idea. Except they kind of did that with Muv-Luv already. Still, the lack of sales would indicate this for sure, but at the same time I have to question if the fans have been the only thing keeping âge alive? If the fandom wasn’t so solid and willing towards the company, would âge have gone the way of the dodo already? That Kimi ga Nozomu Eien remake has been in the works on some level for at least five years now, and Muv-Luv Integrate seems to take elements from Strike Frontier’s second season but I’ll get to that whenever I write about Integrate. A new The Day After probably will most like maybe be done. Everything’s vague, outside that we’re going to get that animation, and that’s probably a linchpin in all this. If this is the third time a Muv-Luv animation fails, they don’t have much material to work on anymore. The core story where everything else stems from has to hit the mark, there really aren’t any other options.
Just as a quick tangent, what can they hope to do with Kimi ga Nozomu Eien‘s Reboot? The story doesn’t need more elaboration on, it is a full package unto itself. The only worthwhile addition I can see it happening to it if they’d actually make it more an actual game, with scheduled events, character stat management and Adventure game styled options to interact with each scene. I don’t have faith that modern âge can add anything worthwhile to the package. If it’s going to end up being similar to Kimi ga Ita Kisetsu remake, aka worthless waste of everyone’s time, I can say I’m not interested. I may be be a fan, but I’m not one to blow money blindly on products that can’t make their original versions obsolete. Sure, modernise it with new style, tweak the story a bit here and there to fix some of its problems, maybe add a scenario or two, but what are they going to do in order to add unique value? Tie it more to Muv-Luv? I’d consider that a major misstep. Integrate may be a project to bring all that together, but Christ if everything just ends up being Muv-Luv in a way or another, I’d like to have that early 00’s struggling âge back in order to force them to work with smaller scale titles and even more limited budget and staff. It’d be the very opposite of diversifying your product line. KGNE Reboot has to have value on its own, something that will both obsolete the original product and its Latest Edition iteration, and make it stand alone on its own two feet without resorting to nostalgia and other IPs.
It’s both rather funny and disheartening to consider Kimi ga Nozomu Eien to be âge’s breakout title, but also the title that made the company name to be reckoned with. As much as Muv-Luv Alternative is talked to have influenced this and that, like Attack on Titan, it still had less an impact that KGNE. Hell, at the time I was reading Japanese magazines claiming the title solely created so-called nakege, titles intended for the consumer to cry over due to its emotionally hitting writing and topics. Tsundere is often coined for âge and KGNE as the originator, which isn’t exactly all that correct, but sure let’s just go with it. It was also KGNE animation that broke through to the general consensus and people who didn’t care for VNs at the time were reportedly picking up the PS2 version just to check the it out. The sheer success of that one property was never replicated in later works, and ultimately âge became almost obsessed solely to make Muv-Luv related products, dropping their other sub-brands completely and all other types of products they were making. I don’t see this as a healthy way of doing business. Visual Novel companies never had million dollar budgets to throw around, especially now that they’re a slowly dying niche. It is a small miracle Muv-Luv and Alternative were even made with in their current form, especially by a company who often gets criticised for mishandling scheduling and budgets.
I’m not worrying over Muv-Luv Alternative in Animation. If it fails, nothing has changed and the course of the company will stay the same. If it succeeds, âge should have more resources under its belt to get something off the ground again. While you can live on your core fans to certain point, with remakes, localisations and sequels, expanding that base is required if you want to do more and expand your company. Maybe building a full-fledged strategy RPG could do the trick, or an action game similar to Virtual-On and Another Century’s Episode could do draw in some attention. The setting surely allows all this. Perhaps finally create something new and not rely on Muv-Luv as the only piece they have to offer.
I hope I’m not alone in thinking how Muv-Luv and Muv-Luv Alternative together make a great story, but the way the story is told in the Visual Novels is not exactly a class in masterclass prose. Perhaps the original intention was worse, maybe it was better. Maybe all those revisions, all the work that, blood and tears that went into making its final form, flawed and lacking as it may be, allowed the title to be the very best it could. It might have become somewhat impenetrable to some. Muv-Luv may not have become a pop-cultural juggernaut, but its impact on different sects of popular sub-cultures can’t be denied. If Muv-Luv were ever to get a full-on remake, I’d wish the originally intended form to be implemented, that its original intention would be realised in full-scale. in Animation has all the chances to fix the spots where Alternative faulters. It’s going to be a tough job, especially all the while it has to be modernised for completely new audience that wasn’t there in the early and mid 00’s. Expectations are high. We’ll have to sit tight to wait and see.