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Category: March

Should Japanese Games on PC Be More Competitive During Sales?

I remember going onto the Humble Store in the past year and seeing that Square Enix games were on sale. From past experience I knew that the sale would only include their Western titles such as Tomb Raider, Life is Strange and Deus Ex. A few days later, I saw that Square Enix Japan had decided to join the sale. However, whereas Square Enix’s Western titles were as much as 85% off, their Japanese games were limited to 50% off or less. This made me think about how Japanese publishers price their games during sales compared to Western publishers.

The first thing I want to address is the possible misconception that this article is about self-entitlement. I could easily imagine someone reading the first paragraph and thinking “This guy just wants cheap games!” However, as I’ve mentioned before, I primarily play Japanese games and my only platform for video games these days is the PC. It wasn’t too long ago when very few Japanese games came out for PC and I wish to see them succeed on the PC platform.

While only one of many Japanese games publishers, the difference in pricing between their Japanese and Western divisions make them an ideal example for this article.
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Why Are Anime Compilation Films Still Produced?

Have you ever noticed a new film is coming out from an anime franchise that you really like, you get excited and then you learn that it is merely a compilation film? It can be pretty disheartening when you come to that realization but why does this happen and why does anime continue to create films in this style when it seems the rest of the world has moved on?

But what is a compilation film? A compilation film is where you take footage that was previously released and edit them to produce a film. This film might include some new footage, narration, music etc but will still be predominantly made up of content that was released before. When it comes to anime compilation films, the footage is usually from TV series that are edited so that a section of the story is presented with some parts from the show shortened or removed.

Clearly the crew of Puella Magi Madoka Magica saw upgrading the fence as vital content. (Top: TV series. Middle: Home video. Bottom: Compilation film).
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What Is It That I Love About Horror?

Despite speaking of how much I enjoy horror, until recently I had not watched a horror film for a long time. With all the TV series (including anime), books (including manga and comics) and video games consuming my time, I found myself letting my films fall by the wayside. Recently I caught up with the MCU and decided to dedicate time in my week to watching films. As I perused the DVDs/Blu-Rays that I had yet to watch my eye was drawn to the sole horror film.

I had watched The Cabin in the Woods back when it came out in cinema in 2012 but I had yet to rewatch it since then. Described as a “loving hate letter” to horror, I had forgotten what a joy the film was to experience as a horror fan. With sharp writing, clever characterizations and numerous homages to horror, I was quickly reminded of why I came to adore horror in the first place.

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Linear Vs Open World Game Design

I can remember the controversy of Final Fantasy XIII when it was released. People had a variety of problems with the game (I’m more fond of the game than most as evidenced by my Final Fantasy game ranking) but one of the more prominent issues was the linearity of the game. Considering how open world Final Fantasy XV ended up becoming, I thought it might be worth discussing the pros and cons of linear vs open world game design.

To start with, I should explain that I have always leaned towards Japanese games over Western games. In my youth I played as many JRPGs as I could get my hands on (this usually meant just Final Fantasy). These games tended to favor a linear design which meant exploring a world where you progressed from point to point, occasionally exploring a side area but, in general, limiting exploration until you acquired vehicles that allowed you to traverse mountains, sea and air late in the game.

Often in Final Fantasy games, you will receive an airship to explore the world near the end of the game.
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Literal Vs Adaptive Translation: Which Is Better?

When translating a work, should you translate everything verbatim or should you change words so that the intent is carried across? This is a question that I have seen arise again and again and, while I have a strong preference on the matter, I thought it might be worth examining the pros and cons of each and why some people might prefer one over the other. While much of this can be applied to any medium that is translated from one language to another, my focus is going to be primarily on manga and anime.

Before we begin analyzing translation, I should first explain that there is no “one true translation” from Japanese to English. Japanese is from the Japonic language family while English is part of the Indo-European language family. Along with the geographical distance between their points of origin, this inherently means that many sentences can be translated in multiple ways and still be correct.

A map of the Indo-European language family.

A map of the Japonic language family.

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Gundam Timelines: Not As Confusing As You Think Part 2

Here is the conclusion of my article that began in “Gundam Timelines: Not As Confusing As You Think Part 1“.

Cosmic Era

Cosmic Era is the setting for Mobile Suit Gundam SEED and Mobile Suit Gundam SEED Destiny. Easily one of the most popular timelines which enjoyed tremendous sales and high Gunpla sales. Gundam SEED sees the conflict between normal humans called “Naturals” who live on Earth and genetically modified humans called “Coordinators” who live on colonies in space. The Cosmic Era was also the first alternate timeline to receive a sequel series, Mobile Suit Gundam SEED Destiny, a testament to its success.

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Gundam Timelines: Not As Confusing As You Think Part 1

As I mentioned in “Gundam 40th Anniversary“, one of the more intimidating aspects of Gundam is the various timelines. Before I began watching Gundam, I too was intimidated by this aspect. However, it is not nearly as complicated as it first appears.

The first thing to remember is that each timeline is separate. The only exceptions are Turn A Gundam which contains references to other timelines and Gundam Reconguista in G which references a previous timeline. Beyond that, no timeline connects with each other. Therefore, the most important thing to do is to start at the beginning of a timeline. To help with that, I will explain each timeline and where to start within that timeline.

Universal Century

Universal Century can be considered to be the quintessential Gundam timeline and is easily the most developed. The original Mobile Suit Gundam is part of this timeline along with its sequels Mobile Suit Zeta Gundam, Mobile Suit Gundam ZZ and Mobile Suit Victory Gundam. In addition to these TV series, this timeline contains a variety of spin-offs, OVAs and movies. You will see that my most common recommendation will be to start with the first show produced in a timeline which in this case would be the Mobile Suit Gundam TV series or the Mobile Suit Gundam movie trilogy which tells the story of the TV series in a more condensed format. However, for this timeline, I would actually recommend the OVA prequel Mobile Suit Gundam: The Origin which is set before the original series and lays the groundwork for the war and politics as well as providing a wide range of characters with added depth.

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My Thoughts On Collecting Merchandise

Whether you are into anime, manga, video games, western animation etc, it is near impossible to avoid the intense marketing of merchandise. Whenever I enter a GameStop store these days, I note how much of the store is now dedicated to merchandising. Perusing Twitter (and the internet in general), I am flooded with ads for collectible figurines, plushies, mugs etc. Why is merchandising so crucial to the industries and what are my thoughts on collecting it?

Merchandising has always been important as a source of revenue for anime. When Osamu Tezuka created the 1963 TV series of Astro Boy, he realized that he would not be able to recoup his costs from television networks. Instead, merchandising was viewed as key to making the Astro Boy anime profitable. Even today, merchandising is vital to the anime industry with series such as Puella Magi Madoka Magica bringing in $400 million of merchandise within 2 years. I would be remiss if I did not mention one of the most successful anime franchises of all time, Gundam and the fact that the series has made billions in merchandising.

Astro Boy established the importance of merchandising for anime.
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VR: A Discussion

It has been nearly 4 years since the first commercially available VR (Virtual Reality) headsets such as the HTC Vive, the Oculus Rift and the PlayStation VR were released. Despite all of this time, it still feels like VR gaming is niche and has yet to break into the mainstream. 2020 is poised to be an important year for VR and I felt like having a discussion of why I’m excited about VR while, at the same time, pointing to some of the problems that must be sorted out.

Let’s begin by explaining what VR gaming is. Pretty much all VR headsets feature a screen for each eye and the goal is to make you feel immersed in the world of the game. Beyond that, the headsets differ in how they track the movement of your body, whether they use a console, PC or other device and what controllers they use.

2016 felt like we were on the verge of a gaming revolution. The first VR headsets became commercially available and we began to see YouTubers and streamers showing off VR games. Many of these games felt more like tech demos than proper games but, even so, we saw many interesting titles such as Job Simulator, Space Pirate Trainer, Superhot VR and more.

Space Pirate Trainer was one of the most exciting games I saw for VR in 2016.
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