Interview: Akihiro Takanami/Hiroaki Fujimoto of h.a.n.d. and System Vision

I don’t know why, but I’ve always been strangely fascinated by Ragnagard. It feels like such an anomaly in the Neo Geo’s massive library of fighting games on numerous levels: the CG visuals, the slow-feeling gameplay, the focus on aerial combos. It’s the sort of game that I’ve felt a compulsion to research, to figure out just how it came into being.

I’m the sort of person who will delve into weird internet rabbit holes over the course of researching stuff and pursuing information, and sometimes that yields incredibly interesting results. One day, when I was out looking for things related to Ragnagard on Japanese sites, I came across a page that had a gorgeous illustration of the game’s main female lead, Benten. But that’s not all that was there: alongside it were numerous anecdotes written by someone who was clearly heavily involved in the game’s development. It turned out this site was run by one Powerudon, an accomplished artist in the game industry who had been one of the driving forces behind Ragnagard’s development.

Looking around his site yielded more interesting tidbits of info, particularly related to a Super Famicom fighting game called The Battle Master. It hadn’t hit me that this and Ragnagard were done by the same developer, as they have a dramatically different feel, but Powerudon had laid out a lot of details about the mechanics and development of these titles on their site — alongside some incredible artwork

I knew I had to talk with Powerudon. One of the reasons I created gaming.moe is to preserve elements of gaming history that might otherwise be lost to time, particularly the words and memories of the people behind games both well-known and obscure. I reached out to Powerudon for an interview, and he agreed, so I emailed him a batch of questions.

A while later, he sent me a massive text file containing replies to all of the questions I had sent. I had asked him to go into as much detail as possible, and he did just that — for which I’m extremely grateful, because he has some really interesting anecdotes and thoughts on game development. So sit back, grab a drink, and enjoy a lengthy interview about System Vision, Battle Master, Ragnagard, and the tumultuous environment of game development in the early/mid-90s.

Special thanks to Tom James and Jason Moses for translation assistance!

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The Seriously Delayed 2016 Gaming.moe Waifu Awards: A Disaster (much like 2016)

2016, man. What the hell even happened?

Well, it’s time for us, once again, to attempt to look back on 2016 in gaming through the lens of the gaming.moe Waifu Awards. No, we’re not here to award actual waifus — rather, we’re here to take a look back on the year in gaming in a somewhat different light than just pointing out what had the best graphics or story or whatever.

The year was a disaster by the standards of most sane human beings, and honestly, it’s hard for me to write 2016 awards because it’s really challenging to look back at the year and see anything beyond a pile of flaming wreckage. Also, it has been declared by HeatStreet to be an Affront to True Gamers and Developers to write end-of-the-year awards that contain things like “humor” and “commentary” and aren’t just slobbering over high-scoring AAA releases, so presenting the Waifu Awards makes me a fundamentally terrible person.

why am I even writing if I can’t win the approval of heatstreet dot com :,(

Nevertheless, I am here to provide you all with my hot, cold, and lukewarm takes on gaming-related happenings of 2016, both well-publicized and obscure, complete with snarky commentary and taking people to task for doing stupid things. The awards honestly took me a while to write this time around — not as many happenings and trends really jumped out at me this year as they did last year, and the things that I did take note of were generally (and, fittingly, given the overall tone of 2016) trainwrecks, many of which had been written about at length here and elsewhere. There’s still plenty to commentate on, though!

Enough chatter, though. Let’s make an attempt to dig through the smouldering rubble of 2016 in hopes of squeezing precious drops of entertainment out of it!

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