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Immortallium's Blog Posts

What Are The Japanese Playing Cards Karuta?

I was recently watching the Higurashi anime series and there was a scene, which in Higurashi fashion we saw again later on, in which the main characters partook in a card game that involved grabbing them quickly when something was said. I recognised that I’d seen this game in other media and decided to take a look into it. Therefore, I thought I might explain what karuta is and as well as some of the history of these Japanese playing cards.

First off, let’s take a look at the cards themselves and, more specifically, the types of games you can play with them. Karuta cards are broken up into two groups, cards that are descended from Portuguese-suited playing cards and cards whose lineage hails from E-awase. The two most popular card games, Uta-garuta and Iroha karuta, come from the E-awase group while cards of Portuguese-suited playing cards descent continue to be used for gambling games such as Koi-Koi, Oicho-Kabu, Tehonbiki etc.

An example of two cards, a pair, that are used in Uta-garuta.
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My Suggestion For Sony And Their Efforts On PC

I recently saw an article which mentioned that Sony was looking for a “PC Planning Analyst” who would assist in “driving sales success and shaping strategy for PlayStation’s fast growing PC business.” While I feel like I should be pleased to see Sony expanding their PC division, known as PlayStation PC, I am simply reminded of my growing frustration with them instead. While it’s highly unlikely that any people from Sony with the ability to make significant changes to their PC strategy will read this, I thought I’d keep yelling into the void we know as the Internet in the perhaps vain hope that something I say may make a difference in some shape or form. Given all of that, here is my suggestion for Sony and their efforts on PC.

I’ve already made a bunch of suggestions in the past with regards to Sony and their efforts on PC but my new suggestion is inspired by a few news articles that I’ve been seeing lately. The first was a news article from last year that stated fans had developed a PC port of the first Jak and Daxter game that is remarkably high-quality with numerous features such as higher framerates and resolutions. The second was from this summer where a fan ported the PS1 game Wipeout to PC and dared Sony to “either let it be, or shut this thing down and get a real remaster going” while adding “I’d love to help.” The final news came from November, just last month as of the writing of this article, and noted that the fans who had ported Jak and Daxter to PC had now ported its sequel, Jak II, to PC.

The fact that a native PC port has been developed by fans is a remarkable achievement and opens up a myriad of possibilities for Sony and their games on PC.
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The Fascinating Development Of Simulpub Manga

Even in an industry with as much history as that of manga, innovation continues to be a necessity in order to keep up with the demands of consumers. In my personal opinion, no development has been as fascinating as the rise of simulpub manga since it is one of the most obvious responses to a major problem that I’ve ever seen. Alongside the fact that there are numerous advantages and disadvantages with this release format, I thought it might be interesting to take a look at this fascinating development, the history leading up to simulpub manga and my thoughts and opinions on it.

Let’s start with defining what simulpub manga is. The word “Simulpub” is a portmanteau of the words “Simultaneous” and “Publication” and refers to releasing a chapter of manga digitally outside of Japan near simultaneously with its Japanese release. What this usually means is that the chapter is released outside of Japan within 24 hours which is a remarkable, I might even use the word incredible, release schedule and much, MUCH, faster than the historical release of chapters.

Cover of Weekly Shonen Jump by Viz Media
Viz’s digital release of Weekly Shonen Jump was the first time I came across simulpub manga.
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Why I Look For Distinct Art Styles In Anime

I think it’s fair to say that among those who do not watch anime and even those who dabble from time to time, there is a stereotypical art style that is associated with the medium, that being of doe-eyed characters with proportionally correct bodies and highly exaggerated emotional expressions. I wouldn’t say that this concept is unfounded and I often see anime resort to what I would consider to be a bland, default art style. While the more mature stories were the primary appeal of anime for me back when I first discovered it, I’ve increasingly been more enthused by anime that stand out in their art direction and so I thought I’d discuss why I look for more distinct art styles in the anime that I watch as well as a few examples.

I don’t think many people will disagree that a major component of the experience of watching anime, and animation as a whole, are the visuals. I won’t name any names, whether with regard to the anime series themselves or people, but I remember being at the anime society of my college and noting people’s distaste for anime that looked too different to what they expected anime to be. In turn, there were a few anime that they watched which I found to be too bland, both from a story perspective and an art perspective, to keep my interest. Since then, I’ve found that I’m more likely to be interested in a show whose art style stands out as being distinct.

I remember Redline being one of the first anime that I saw that made me realise that the anime art style was not as restrictive as I thought.
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I Want You To Play Inti Creates Video Games

In the modern video game industry, it’s very easy for high-quality products to fall under the radar of many gamers because of intense marketing from large companies, the overcrowding of digital storefronts, poor algorithms, etc. That is why I felt that it’s only right that, when a game developer continually impresses me with their output and their sales numbers seem comparatively small, I should point out and promote companies that deserve greater success. This is very much the case with Inti Creates and, so, I decided that I should provide a brief history of them, what I’ve played from them and why I want you to play their video games.

Inti Creates was originally founded in 1996 and spent the first few years of its life developing two games for Sony, neither of which were successful either critically or commercially. This changed with the release of Mega Man Zero for the Game Boy Advance which saw both praise from critics and strong sales. They continued to work with Capcom on the other Mega Man Zero games as well as its successor series Mega Man ZX and developing Mega Man 9 and 10 while they also worked with other companies on IP such as Crayon Shin-Chan, Doraemon, Power Rangers etc. They also developed a somewhat infamous series of fan service games called Gal Gun during this time but I think they really found their stride once they started self-publishing games in 2014 with the creation of their flagship series, Azure Striker Gunvolt. Since then, they’ve done some projects for other companies but seem to be predominantly working on their own games.

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The Real Reasons Why The Epic Games Store Is Failing

There was an interesting statement recently with regards to the Epic Games Store and it’s something that has provoked further discussion about the place of both the Epic Games Store itself and Steam in the PC marketplace. As part of yet another trial that Epic are pursuing, this time with Google, Steve Allison, the General Manager of the Epic Games Store, stated that the Epic Games Store has yet to make any profit after almost five years of operating! Of course, this news should be shocking but it’s actually not that surprising based on previous information. Nonetheless, it’s been interesting hearing people, at least the reasonable ones, discuss their thoughts on the matter and I thought I might share what I think are the real reasons why the Epic Games Store is failing as well as its place in the market.

Let’s start by breaking down the problems that the Epic Games Store is facing. Despite having revenues of over $800 million, the amount of money that Epic is spending on it, alongside the fact that they only get a 12% cut of $355 million of that figure, is resulting in a net loss and, from what I’ve heard, a staggering one at that. These expenditures, beyond the standard such as maintenance, wages etc., mostly revolve around the acquisition of timed exclusives, the weekly handout of free games and, now, their own publishing label where they fund games for longer term or permanent rights.

A picture of the Epic Games Store logo
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A Few French Language Animated Films That I Love

I’ve spoken before about how much I love animation and how people should watch films from other countries besides just the US and Japan. In particular, I’ve seen quite a few French language animated films at this point and, though it is by no means extensive, I think I’ve now experienced enough of these movies that I start picking out a few of them that I particularly love.

1. Long Way North

A French-Danish coproduction, Long Way North is set in 19th century Russia and follows a young member of the aristocracy called Sasha who travels to the Arctic in search of her missing grandfather who set off to explore the North Pole several years before. I found myself pleasantly surprised by the character development that Sasha goes through as well as how endearing yet grounded the cast of characters were. I also adored the art style and, barring a few moments, thought the animation was very impressive.

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What Exactly Is An Indie Video Game?

I can already see many of you shaking your head with regards to this article. What exactly is an indie video game? Why does this question even need to be asked?! Everyone already knows what an indie video game is, right?! Well, tell that to The Game Awards, the largest and most notable awards in the gaming industry! As I write this, the nominations for The Game Awards 2023 have been announced and one of the discussion points has turned out to be one that no one was expecting. You see, among the titles nominated for Best Independent Game is Dave the Diver, a well-received game that certainly looks like something you’d associate with indie games but is actually made by a subsidiary of Nexon, a company whose value is in the billions of dollars and employs thousands! This fact did not escape notice and, while I’m not sure if The Game Awards will make any changes based on the response, I thought it time to discuss indie video games and what exactly they are.

Let’s start by defining what an indie video game is. Indie is short for independent and refers to video games that have been developed outside of the traditional production of game development which involves being funded by a publisher. While independent development of video games have been around for some time, it was the advent of digital distribution in the 00s that led to the explosive growth in independent video game developers whose contributions to the industry have only grown and grown over the years. Many of these games have proven to be so critically and commercially successful that even so-called AAA developers and publishers have taken note of their innovation and incorporated it into their own projects.

Despite appearance, Dave the Diver is actually from a company worth billions!
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An Overview Of The Higurashi Franchise

As a fan of horror media, it would only make sense that I’d search for something similar when it comes to anime, manga and video games. While the survival horror genre is well established within video games, I find horror surprisingly difficult to find when it comes to the other two, anime more so than manga. Regardless, there is a franchise that spans anime, manga and video games that is heavily associated with horror. Having only just watched the first three seasons of the anime recently, I thought it might be interesting to provide an overview of the Higurashi franchise and see how this series ended up becoming surprisingly expansive.

The Higurashi franchise began in 2002 as a series of independent visual novels that were created by Ryukishi07 and the doujin circle 07th Expansion that were distributed at Comiket. These are set in the village of Hinamizawa where mysterious events occur and a looming sense of threat hang over the cast of characters. Despite the original artwork proving to be quite crude and the lack of interactivity, the games proved to be popular due to the numerous theories that people developed about what was happening and there ended up being eight main entries alongside several fan discs.

A picture of Higurashi running on the Steam Deck.
A picture of the first game on my Steam Deck.
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As A Godzilla Fan, I Want To See The Heisei And Millennium Films Rereleased!

Godzilla Minus One came out recently and seems to be doing spectacularly at the Japanese box office. I’m hoping that it will perform similarly well when it comes to its international release but it also got me thinking about the franchise in general and how surprisingly restrictive it can be when it comes to availability. Over two years after having picked up the Showa era films from Criterion, I’ve yet to see a major push when it comes to making the other films generally available. Therefore, I thought I’d take the opportunity that the release of a new Japanese Godzilla film has presented to make my case for why, as a fan, I want to see the Heisei and Millennium films rereleased.

I’ll first provide a quick summary about the way that Godzilla films are divided up. The first fifteen films are regarded as the Showa era films and cover the films that were released between 1954 and 1975 and it was these films that Criterion released in their lovely collection. The next seven films were released between 1984 and 1995 and are referred to as the Heisei films, despite the fact that the Heisei era didn’t begin until 1989. These films served as a continuation of the original 1954 film and wiped away the timeline of everything in between. From 1999 to 2004, six Godzilla films were released in what became known as the Millennium era. These films were essentially anthologies, only serving as a continuation of the original 1954 film with the one exception being Godzilla: Tokyo S.O.S. which served as a direct continuation of the film from the year before, Godzilla Against Mechagodzilla. Finally, the current Godzilla era is referred to as Reiwa which consists of the 2016 Shin Godzilla, a trilogy of anime films from 2017-18 and, most recently, Godzilla Minus One, similarly strange to the Heisei films in that the Reiwa era began in 2019.

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