Boy, E3 sure was a thing this year, wasn’t it? Announcements were made, expectations were blown away, and as many a thinkpiece writer has pointed out, it was like we were transported back into the 90s. I mean, look at how it started – Nintendo revived the Nintendo World Championships after 25 years of dormancy!
The NWC was one hell of a great way to start E3 this year. After seeing the great reception last year’s Smash Bros invitational got at E3, Nintendo decided to do something similar this year – but hold it before E3 rather than during to kick everybody’s week off in a Nintendo state of mind. And it worked!
…Mostly. As fun as the event was, there were several hiccups throughout that made me wince internally throughout the program. There were a lot of good things – and really, the decision to end on some downright evil Super Mario Maker levels was absolutely perfect – but if Nintendo wants to make this a regular thing from now on, the modern NWC has a long ways to go.
As I was thinking about this topic, I caught this episode of The Final Split, Go1den’s speedrunning-centric Twitch show, where NWC15 invitee Bananas talked about the experience. I highly recommend a watch, as there’s a lot of amusing stories in there about the run-up and the event.1 Going from her account, one gets the impression that things really were rather rushed and disorganized on Nintendo’s end.
Taking all of this into consideration, I decided to write an editorial of my own. How can the NWC improve from this point forward? I’ll posit several ideas.
The Final Split is a really fun show to listen to in general, as well, and I wish Go1den and company would put it up in a more traditional podcast format. ↩
One of the more bizarre bits of drama that was going down in the Japanese game industry recently was the situation with developer/publisher Imageepoch. The CEO, Ryohei Mikage, had vanished without a trace, the company’s social media accounts went silent (or disappeared entirely), and the company’s latest game, the 3DS RPG Stella Glow, was wholly acquired by Sega1. Speculation over the health of the company ran rampant, and the rumors were confirmed earlier this month with the company’s filing for bankruptcy in Tokyo court.
Imageepoch was an interesting company – it was built as an independent RPG development studio by the aforementioned Ryohei Mikage, a young developer and entrepreneur who had seen a fair bit of success in spite of his relatively young age. Over the course of the company’s life, he was able to lure big-name talent away from companies like Square-Enix, Namco Tales Studio, and Atlus in the hopes of turning Imageepoch into a RPG creating powerhouse – even going so far as to launch a label called “JRPG” in hopes of being seen as the future bearers of the genre. But obviously, things didn’t go quite as planned, and a little over a decade after their founding Imageepoch is no more.
I sat down with fellow Japanese game enthusiast Elliot Gay – formerly of Japanator and currently running his own import-centric site, Doki Doki Kusoge – to talk a bit about the life and times of Imageepoch. We’d both had quite a bit of experience with the company’s output: I’ve reviewed pretty much every English language release of their titles, while Elliot has spent a lot of time with the Japanese-exclusive releases. In this article, we take a look back together and remember Imageepoch’s brief, occasionally interesting, but mostly disappointing life and output.
I’ve mentioned Game Center CX more than a few times in my writing, and for good reason – it’s a fantastic show that everyone who enjoys older games will appreciate. But while the most popular segment of the program among most fans is the Arino’s Challenge portions, I personally enjoy the “Tama-ge” bits a lot more. In these parts of the show, Arino travels to visit various arcades, large and small, across Japan. It’s a wonderful combination of travelogue and nostalgia, showcasing the (sometimes very odd) places where arcades turn up, the games and atmosphere that make that particular arcade experience interesting, and the people who maintain these game centers. It’s both inspiring and a bit depressing, as the number of mom-and-pop arcades in Japan has been plummeting over the last decade. Oftentimes, it feels like Arino’s travels are an attempt to encourage people to help preserve a dying cultural institution (the segment’s title means “You should visit this game center sometime”).
When I was a teenager, I used to love doing what Arino did during my family’s trips across the country – looking up arcades in the area, visiting them, and seeing what they had to offer. (I was especially devoted to this when Virtua Fighter 3 was really, really hard to find in North America outside certain urban areas – my hunts were often targeted towards finding that particular game.) Nowadays, this is hard to do, because the state of Western arcades is utterly miserable. Most arcades these days – the ones that are still around, anyway – are parts of massive “entertainment centers” that make far more off of redemption games than dedicated video cabinets, and what they do have for games is often old and suffering from disrepair. But there are enthusiasts out there trying to find ways to preserve the more traditional, video-game-focused arcade experience: one of the more popular modern concepts is the “barcade,” a combination of pub/eatery and retrogaming arcade catering to an older clientele.
Generally, most of my experiences with said “barcades”1 have been kinda blah – the alcohol part doesn’t do much for me since I’m one of those irritating teetotalers, and the game selection is generally pretty similar across many of these establishments: Pac-Man and Ms. Pac-Man, Galaga, a bunch of Donkey Kongs, some Space Invaders, probably a Tapper or two to fit the bar theme, Robotron 2064, and a Street Fighter or Mortal Kombat to get some 90s kid cred. These are good and all, but they’re also pretty easy to find. What I’m interested in are titles that you don’t see everyday, particularly Japanese games from the mid-late 80s – stuff that came out after the crash-correction of the Western video game market in the earlier part of the decade and is considerably less common as a result.
I discovered one such arcade on a recent trip. While I spent most of my life in Iowa, my parents retired to the Boise area in Idaho a couple years ago, so I went to visit my parents there over Mother’s Day weekend. My dad suggested stopping by a few arcades while I was there, and one of them was a place called the Grinkers Grand Palace in the Boise suburb of Eagle. It’s nestled into a corner of a strip-shopping center that doesn’t look like the kind of place that would host a bar-arcade. When I stepped inside, however, I knew I had found someplace very special. So today, I’m going to imitate our beloved Kacho Arino and tell you: you should go to Grinkers sometime!
Note that I’m referring to the “barcade” as a concept – there is an actual chain of these sorts of places called Barcade in the NYC area, which I hear are pretty awesome. Don’t confuse the two! ↩
The late 80s and early 90s are riddled with stories of meteoric rises to stardom and falls from grace, but perhaps none burned out quite as spectacularly (and publicly) as M.C. Hammer. We often forget just how much of A Big Deal Hammer and Vanilla Ice and other 90s musicians/groups were1. Honestly, I’m not sure if even modern social media powered bands like One Direction come close to just how visible, overblown, and heavily merchandised Hammer and company were. We laugh at the ridiculous crap their faces were plastered upon now, but at the time, these guys defined coolness to young people.
Yes, MC Hammer had it all in the early 90s: mansions, racehorses, a vanity Saturday morning cartoon series, and the admiration of millions, yet numerous poor investment decisions, a taste for expensive theatrics, and constantly overextending himself eventually bit him in the ass. I’m honestly surprised people didn’t see it coming at the time – watching the 2 Legit 2 Quit music video again, over 20 years after its debut, will rid you of any pity you might feel for his extravagant lifestyle and rapid crash really fast. The amount of sheer ego and hubris on display here is simply jawdropping.
One privilege that major English language recording artists have is that their stuff faces very few barriers to worldwide acceptance. Popular English music is inherently a global thing, just like Hollywood films, even in territories where English isn’t widely spoken. Such is the case with Japan as well, where audiences were equally taken by Hammer’s impressive dance moves, slick beats, and flashy performances. While his contemporary Vanilla Ice may have earned eternal infamy in Japan by becoming a nasty Jojo’s Bizarre Adventure villain with a prominent bulge, Hammer wound up getting tributes (and attempted tributes) in a handful of games, including an all-time classic.
Though I risk putting myself up for intense mockery, I must get this confession out of the way immediately:
I cried during Shirobako.
It was the arc during episodes 7 and 8, where Ema Yasuhara is struggling with her craft as a key animator. She wants to do good quality work, but she has to learn to do things quickly, because the production is falling behind schedule and deadlines are cruel in the world of making anime. But the people checking her are unhappy with her work, asking her to redo it. She just can’t seem to get it right to her and their satisfaction, and she’s terrified, because not delivering something acceptable means that people won’t give her more work. She wants to be proud of her work, she wants others to like her work, but her own self-doubts and frustration and a looming deadline are crushing her. All she wants to do is make a living off the creative work she loves, but now she’s doubting her ability to do that.
I cried alongside her as she voiced her fears to the lead character, Aoi Miyamori. I knew how she felt. I’d been where she was many times over. Sometimes I still find myself feeling like her. It’s a scary, scary place to be, and here it felt all too real. Even as I was watching it again to get screens for this article, it felt like a gut-punch: seeing her just barely holding it together in front of Aoi and going into full-blown panic after she steps away.
This is one of the many reasons why Shirobako is such a terrific show: the emotional highs and lows of the characters resonate with anyone who has ever gone to work in a field they were starry-eyed over. It’s a show about following your dreams, seeing the reality of those youthful dreams firsthand, and struggling to come to terms with exactly why you’re following those dreams.
If you’ve been to a nerdy convention with a game room, you have doubtless encountered some manner of gaming tournament – usually for stuff like fighting games or FPS titles, maybe some RTS or MOBA sessions if someone arranged a LAN setup for PCs. Every so often, however, you’ll encounter the fabled “mystery tournament.” The idea behind these is that you get a bunch of people to play through a gauntlet of different games with varied short goals, eliminating players along the way until you wind up a champion. Pretty typical, save for the multi-game part – the catch is that none of the players know in advance what is going to be played, and typically the game choices are obscure or off-the-wall so that players, in all likelihood, have never played them before.
Mystery tournaments are tons of fun for a lot of reasons. First and foremost, they present a playing field that’s a bit more level – everyone’s going into these games at least semi-blind, so you don’t have the “oh, I’m out of practice” reluctance that would come when considering entering specific titles you may not have had time to play. Another factor is that they test a completely different set of skills than a typical game tournament: whereas a fighting game tournament might test your ability to compete against several different characters and individual playstyles in a single game you’re intricately familiar with, a mystery game tournament challenges your ability to quickly learn rules and figure out effective means of play coming from no familiarity at all across multiple titles. Sure, having a good knowledge of action games might be helpful when you’re given a random platform title to play, but what happens when you get something totally new like an unreleased indie game with completely bizarre mechanics that the dev gave to the tourney organizers? You’d better be able to learn, and quickly.
The absolute best thing about mystery tournaments, however, is the games themselves. You’re given an opportunity to discover interesting titles – some of which you’d never consider playing or overlook amongst your already-massive backlog – within a fast-paced and competitive environment. Now, this certainly isn’t the best way to first experience some games, but getting (or even just seeing) that taste of a game from a mystery tournament can be enough to get people interested in exploring it further. For example, when competitive indie darling Nidhogg showed up at the finals of a Northwest Majors mystery tournament, it got a whole heaping of hype and attention1:
Or check out the finals for Lethal League, from UFGT9:
Of course, the games don’t necessarily have to be obscure – you can take old favorites and put new and unexpected twists on them. UFGT was very well known for this, their mystery tournaments included stuff like Spinjustice (playing Injustice while people spin the chair you’re sitting in slowly), Marvel vs. Capcom 2 all-Thanos teams, Soul Calibur 2 on DDR pads (see the first part of the video above), and last year’s surprise ender Don’t Break The Ice:
https://www.youtube.com/watch?v=NxZEc9HgBp4
It’s great on many levels: organizers can showcase games that they want to give more attention and think players would enjoy, participants get to explore a bunch of old and new games they may have otherwise overlooked, and developers can showcase, build hype, and get feedback from players in an exciting environment.
I’d like to encourage people to organize and participate in in-person mystery tournaments, which is why I’m writing this – to help bring more awareness to the format. But it can be difficult: having a bunch of different games usually means having a bunch of different consoles and controllers to manage, which can be a tech nightmare, especially when running on a tight convention schedule. It’s also a fair bit harder to promote a mystery tournament given that you can’t attach the name of a popular game to it (even if you’re playing some bizarre variant of said popular game).
Fortunately, it’s also possible to organize mystery tournaments through the internet. SpeedRunsLive, who you may know as part of the folks who put on the Games Done Quick marathon, holds their own online mystery tournaments twice a year. While I’m not a speedrunner, I’m (obviously) a huge fan of the format, and the SRL Mystery Tournaments have a few interesting twists that make them particularly appealing. Read on for an account of how my Mystery Tournament 6 experience went down.
Over the last month I participated in the SpeedRunsLive Mystery Game tournament, which just wrapped up this weekend and proved to be an exceptionally fun experience. I plan to write a more detailed post about the event shortly, but for now I can say that it’s something I highly encourage people interested in exploring a wide variety of games to participate in.
One of the games I drew (out of the four matches I played “officially”) was Intelligent Qube (“Kurushi”1 in Europe for whatever odd reason), a PSOne title that I’d heard of but hadn’t played before. It’s a very interesting game: its rules are somewhat complicated to explain but easy to grasp once you actually start playing. That isn’t to say that Intelligent Qube is easy. In fact, it’s extremely unforgiving, to the point where even minor mistakes made early on can come back and bite you in the ass later on, and a small slip-up can incur severe penalties. But every mistake you make is your own fault: the game is harsh, yet fair. It’s undeniably a clever, well-designed action/puzzle game, but it just didn’t click with me. Spatial puzzles have never been a strong suit of mine, and keeping track of the positions of multiple cubes and panels and such just kind of overwhelms me after a bit. (That, and I keep getting smooshed.) I can certainly see the appeal, but it’s not for me.
What I did really enjoy about the game, however, was its soundtrack, which took me completely by surprise. Usually when you think of puzzle game music, you think of boppy, catchy tunes that keep you alert while you’re figuring out a solution. Intelligent Qube’s soundtrack goes a distinctly different route, featuring big, bombastic orchestral pieces. Here’s my personal favorite.
Readers who were watching the stream I played IQ on can probably remember me making remarks about the music’s quality and wondering who the composer was. I suspected it was Hitoshi Sakimoto at first – it has a bit of an orchestral FF Tactics/Tactics Ogre vibe to it – but the composer is actually Takayuki Hattori, who actually does a lot of anime and live-action drama music, according to his Wikipedia entry. I suppose that’s why IQ’s soundtrack doesn’t quite give off that typical “game music” vibe.
Since I more or less stymied around stage 4 during my playthrough, I decided to look into what the game’s final stage looks like… and I’m now both impressed and terrified. There’s pretty much no way I could do this without panicking.
I think this is a Japanese pun, which really leaves me wondering why the game only has this name in the EU! ↩
You may have noticed a bit less content than usual this month, something I’m not particularly happy with. Chalk it up to a combination of GDC and the work resulting from it (speaking of which, check out my interview with Danganronpa writer Kazutaka Kodaka over on the Anime News Network X button column!), a whole boatload of new releases for March/April/May that need coverage and reviews, and first-time participation in the SpeedRunsLive Mystery Tournament. (I’m out of the tourney now, sadly, but the stuff I’ve been playing during the tourney has provided an inspiration for future articles, so I’d say it’s been a very worthwhile exercise!)
With all of this on my plate, April Fools Day has crept up on me – and I completely forgot about it! It hit me yesterday that we were close to the most amusing day of the year for game-related fantasies and parody (because screw the April Fools haters), and I had absolutely nothing prepared… nor any real idea what I was going to do. But since I’ve been trying to stream more as of late, I had a sudden burst of inspiration: To both make up for a lean March and celebrate a day of awesome, awful things, why not have a lengthy stream of some awesome, awful kusoge?
So that’s exactly what we’re doing. The first possibly-annual Gaming.moe Kusogecast will be tomorrow, April 1st, from 4PM to 10PM PST. Join in on twitch at twitch.tv/devilrei to watch me play carefully cultivated garbage while chatting it up with various guests! I’ll be playing different games throughout the evening, and it won’t just be the stuff I covered in the panel, either, so come to see some new obscure disasters and some old favorites! If you can’t catch part (or all) of it, fear not – Twitch VODs will be available, and I’ll also export things to Youtube for posterity.
WARNING: This review covers an adult-oriented PC game. While explicit images will not be shown in the review, the review text and/or subject matter discussed may be considered not work-safe. Reader discretion is advised.
One of the reasons I started up Gaming.moe was because I wanted to take a critical and analytical eye to games that don’t fit the coverage profile of major gaming review sites. Up until now, that’s mostly applied to under-the-radar releases, indies, and retro games. But No, Thank You!!! is something mainstream review sites really won’t touch: It’s an 18+ game, it’s a visual novel, and the central theme is gay relationships. Yes, it’s a complete 180-degrees from weird old Taito games, but it’s still the sort of game I want to experience and talk about.
“But Heidi,” you say, “Is there actually that much to talk about here? Isn’t the point of Japanese eroge as a whole just to get to the smut scenes?” And to that question (which you, in actuality, probably weren’t asking but I like my hypotheticals dammit) I’d answer “Well, yes, there’s actually a lot of interesting elements to this title, and also the genre’s a bit more nuanced than that but that’s a whole different article entirely!”1
So without further ado, let’s take a long, hard2 at No, Thank You!!!, the first official English release of a Boys’ Love game in quite a long time.
My dear sister recently moved into a new job out of the country, and bequeathed unto me her iPhone. Up until that point, I’d been using Android phones, and while I still prefer the Android OS as a whole, one of the big things that iOS offers is ease of switching between music/app store territories. Just make a new Apple ID account, throw in a random overseas address, and BAM! You have a new account in whatever country you please, and can download pretty much anything from their stores. Actually paying for said apps and music is another story, since you’ll need someone to buy you iTunes cards from that territory, but there’s still ample free apps for you to grab if you don’t want to go through the trouble.
As we’re well aware, Japan’s mobile gaming industry has eagerly embraced the free-to-play model, and being the brave soul that I am, I’m trying to wade through that muck in the iOS app store and see if any free-to-play spinoffs of beloved franchises getting are actually worth a damn. Yes, a lot of free-to-play games are garbage, and I say that having defended the model as not completely terrible: It’s all about implementing it correctly, in a way that makes the player feel satisfied, not strongarmed, to spend money on a service. Taito’s shown that they can do that well with Groove Coaster Zero, a fantastic free-to-play music game that offers numerous tracks as paid expansions. I’d recently seen a few of their upcoming mobile game announcements: a Wizardry roguelike, Arkanoid vs. Space Invaders (it kills me that this isn’t out yet), and a match-3 puzzler called Bubblen March. Being the Bubble Bobble nerd that I am, Bubblen March immediately caught my attention, and it wasn’t long before it was sitting on my iPhone’s app set.
I’ve been playing for a couple weeks now, and my feelings towards Bubblen March are… complicated, to say the least.