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Category: July

The Closure Of Daedalic Entertainment’s Development Division Breaks My Heart

I was perusing some video game news when I saw the headline “The Lord of the Rings: Gollum Dev Daedalic Ends Internal Development to Focus on Publishing“. At first, I didn’t think too much of it, thinking that it made sense given the issues surrounding that game, but then I suddenly came to a realisation and made an audible “Noooooo!” As you can imagine, the closure of Daedalic Entertainment’s development division breaks my heart and so I thought I might explain how this came to happen and why it breaks my heart.

For those of you who might not be aware of who Daedalic Entertainment are, I’d direct you to an article I wrote about them sometime ago. To quickly summarise though, Daedalic Entertainment is a German video game publisher and, now, former developer who began making point and click games such as Edna & Harvey, The Whispered World and Deponia to name a few. It was announced in 2019 that they would be developing and releasing a new Lord of the Rings game which featured Gollum as the main character. The game finally released this year and received a critical thrashing and, while no sales figures were provided, we can assume that it sold poorly enough that Daedalic Entertainment decided to stop making games and to just publish instead.

It’s a shame that Daedalic Entertainment’s last game they developed will go down in the annals as a turkey.
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One Of The Most Fascinating Modern Anime Directors, Masaaki Yuasa

I’ve spoken before about my love for anime that use a distinct art style but, while every anime does have some difference when it comes to art, I’ve found that a lot of modern anime aren’t fulfilling my criteria for distinct artwork. Of course there are some such Puella Magi Madoka Magica, The Tale of the Princess Kaguya, Redline etc. but each year feels like anime artwork becomes more and more homogenous. Then I watched some of Masaaki Yuasa’s films and was overwhelmed by how fresh and distinctive his artwork and animation felt within the field of not only anime but animation itself. Therefore, I thought it worth looking at one of the most fascinating modern anime directors, Masaaki Yuasa.

Born in Fukuoka, Japan in 1965, his enthusiasm for animation at a young age eventually led to him entering the anime industry. He started out working as an animator on a variety of anime series and films such as Chibi Maruko-chan, Doraemon, Crayon Shin-chan etc. He later became a freelance animator and began directing some short films such as Slime Adventures: Yay, the Sea! and the critically acclaimed Cat Soup. Even as he began to become more and more successful with his later films and TV series he directed, he continued to work as an animator for other projects until 2015.

Masaaki Yuasa.
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What Is The Form Of Japanese Comedy Called Manzai?

I was playing Yakuza 5 Remastered recently and came upon a substory (the Yakuza version of side-quests) where the character I was playing had to perform several impromptu comedy scenes. The comedy itself took the form of a two man show where my comedy partner would tell a story while I would simply respond with in the affirmative until he said something goofy at which point my character would deliver a smack to his head while telling him off. This style of comedy is something that I think most people who experience Japanese media will recognise but many of whom would probably be unable to place a name on. Therefore, I thought it might be interesting to take a look at the form of Japanese comedy called “Manzai”.

In many ways, manzai resembles a Western double act with a straight man and a funny man, here referred to as tsukkomi and boke respectively. The most notable difference though is the interaction between the tsukkomi and the boke. The two hold a conversation, usually on a strange subject, and the boke tells jokes and a story while the tsukkomi follows along until the boke makes an error at which point the tsukkomi reprimands them both verbally and with a dope slap delivered via either their hand or a paper fan. The error in question is usually a misunderstanding based on wordplay or a revelation that paints the story in a less flattering light for the boke.

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Why I Consider Accessibility And Difficulty To Be Separate In Video Games

I’ve spoken about difficulty in video games a few times on this blog but, to quickly summarise, I enjoy difficult video games when I believe them to be fair and enjoyable and find them aggravating if otherwise. Recently, I’ve seen a rise in the discussion of accessibility in video games and I view this as ultimately good as I believe that it’s another crucial component to growing the gaming market. However, something that has begun to frustrate me is the viewpoint that the difficulty of a game and the accessibility of a game are intrinsically linked, something that I completely disagree with. Therefore, I thought that I’d explain why I consider accessibility and difficulty to be separate in video games.

Let’s start with a brief overview of what accessibility means when it comes to video games. Basically, accessibility in video games refers to the ability for people who have disabilities to be able to play a game with little to no difficulty caused by their condition. To give an example, many games use colour as a way to communicate information quickly and efficiently to the player but people who suffer from colour blindness will struggle to interpret these colours correctly and will find playing the game more challenging than it needs to be. The implementation of a good colour-blind mode can remove this barrier and allow the person to play the game as it was intended.

An example of colour-blind settings from Overwatch 2.
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Several Anime And Manga That Were Cancelled

I’ve spoken before about manga seeing their English releases cancelled but it’s quite different when a series, anime or manga, sees their release in Japan cancelled. When it comes to anime, it can be a little nebulous about when something is cancelled but I thought it might be interesting to take a look at some anime and manga series that ended up getting cancelled, some of which may prove quite surprising.

Considering the sheer size of the Gundam franchise, which grossed nearly $1 billion last year, it may shock some of you to hear that the series that started it all, Mobile Suit Gundam from 1979-80, was originally due to run for 52 episodes but suffered from poor TV ratings and ended up having its episode count cut to 43 episodes. While a trilogy of compilation films revitalised the franchise, eventually resulting in Gundam becoming one of the most valuable intellectual properties in the world, it’s always surprising to remember that this titan of anime started out as a ratings failure which resulted in its cancellation.

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Single-Player Video Games That Have Seen Their Concurrent Player Count Grow

There’s an interesting website called SteamDB, which I’ve referenced once before, that contains an enormous wealth of information on video games released on Steam such as their price history, which games have seen a surge of players, a rating system that builds off of and is more accurate than on Steam itself etc. However, one of the most interesting pieces of information is a history of the concurrent player numbers for any particular game. Often games, particularly single-player ones, will see their greatest concurrent player count at the time of its release with slight bumps around the times when it goes on sale. However, I’ve noticed a few single-player video games that have seen their concurrent player count grow beyond what a simple sale could hope to achieve. Therefore, I thought it might be interesting to take a look at these examples.

1. Celeste

I recently mentioned how I was playing Celeste so it only makes sense that I begin with the game that gave me this topic in the first place. Celeste, an indie precision platformer, is a superb but very challenging game whose bonus levels such as the C-sides and Chapter 9 push your platforming skills to the absolute limit. Having found it a profound experience, both from a storytelling perspective and how brutal but well-designed its gameplay was, I was curious to see how it was performing. Imagine my surprise when I saw something that proved to be highly unusual, an example of a single-player video game that had seen its concurrent player count grow, something rare in the games industry. I would consider this accomplishment a clear sign of the quality of the game.

Observe how the number of Celeste players has continued to grow and grow!
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Anime Ltd And Their Lack Of On-Disc Extras

I recently saw Anime Ltd announce that they were going to be releasing Hideaki Anno‘s OVA classic, Gunbuster. When they finally set up preorders, I hurriedly checked to see what I would be getting if I picked it up. When I checked what the contents on the disc would be, my heart sank. All that’s on the disc are the six episodes with both English and Japanese audio. While the package itself was still worth it enough that I ended up preordering anyway, it also reminded me of all the times that I’ve looked at an Anime Ltd product, saw it had little to no extras, and passed on it. Therefore, I thought it’d be interesting to discuss Anime Ltd, their lack of on-disc extras in their releases and why this is a problem for me.

For those of you unfamiliar with Anime Ltd, they are a distributor of anime in the UK and Ireland and I distinctly remember when the formation of the company was announced. They proudly and boldly declared that their goal was to become the “Criterion of Anime“. Anyone familiar with the quality of Criterion releases will know that this is quite the statement. Over the years, we’ve seen some good, even great, releases from Anime Ltd but, beyond my criticism that they focus too much on recent anime rather than releasing classic anime TV and films, I find myself increasingly disappointed by their lack of on-disc extras.

Anime Ltd’s logo.
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Xbox’s Struggle In Japan And Why I Want To See Them Succeed

I was perusing the Famitsu video game sales data the other day and saw something that genuinely shocked me. The Xbox Series release of a game had managed to chart in Japan’s top 10 video game sales of the week! To someone who might not be familiar with the state of Xbox in Japan, this might not seem surprising at all but, for those that are aware, it’s genuinely surprising! Therefore, I thought it might be interesting to discuss Xbox’s struggle in Japan and why I actually want to see them succeed there.

Let’s start with an overview of Xbox in Japan. The first Xbox console was released in Japan in February 2002 and it proved to be a perfect example of Microsoft’s ineptitude when it comes to the Japanese market. Besides poor marketing, the design of the console proved to be unpopular with Japanese consumers and, alongside a lack of games aimed at the Japanese market, the Xbox proved to be a poor seller, moving only about 450,000 units. It was clear that Microsoft recognised their failure as they made a concerted effort, by far and away the most they ever have, to break into the market with the Xbox 360. Along with a more aggressive marketing strategy, they also acquired exclusives that appealed to Japanese consumers such as Blue Dragon and Lost Odyssey from Hironobu Sakaguchi, the creator of Final Fantasy, Tales of Vesperia and Star Ocean: The Last Hope amongst others. This translated into the best sales that a Xbox console has ever had in Japan with lifetime sales of about 1.6 million units.

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