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Japan: It's Not Funny Anymore

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I've lived in Japan for a long time. When I first came here, I liked living here. Now, I don't. I haven't changed. Japan hasn't really changed, either. Something else, however, has.

Maybe all three of these things are part of the same problem.

I would like to say that I intend to flesh out each of the following bullet points in such a way as to minimize hate mail, though that would be undermining the creativity of hate mailers. Instead, I'll just say that, yes, I live in Tokyo and I have for many years, and that I do understand that many of the complaints here are maybe particular to Tokyo. Maybe if I moved out to Osaka, things would be better. What things, though? Well, maybe the people wouldn't bother me so much. Though you know what, if I'm going to choose my place to live based entirely on how little I mind the surrounding people, or if I'm going to live somewhere I wouldn't have to deal with people at all,it might as well be somewhere I wouldn't have to pay quite as much for vegetarian recipe ingredients.

I'm also sure that it's a good idea to address the unavoidable comment that I sound like a person who wouldn't be happy anywhere: Maybe this is true. I have spent a large part of my life circling the globe, immersing myself in languages, and tolerating the hell out of some world cultures. Believe it or not, though, I am the kind of person who focuses on the positive things until, one at a time, I manage to wear them out. In short — and maybe this is just a theory — if I move someplace new, I like it for a while, until finally I can't stand it. This can't possibly be unique to me. Probably millions of people come to not like anyplace they can call "here."

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There's a chance that I'm overreacting and/or having some mid-life crisis. Actually, my most recent physical indicates this might just be a quarter-life crisis (I am somewhat unfortunately a paragon of health). To determine whether this is the case or not, I plan to type up a list of things I don't like about Japan. As my frame of reference for "Not Japan," I'll try to use San Francisco. I'll try to start with small things and work my way up to big things. Eventually, we'll enter another topic, which is much more directly related to video games.

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Before that, I want to say that all of the Japanese people I know who know of Kotaku.com and are also not complete and total game freaks seem to be under the impression that Kotaku.com is a "website about Japanese culture." Maybe that's interesting. So when I told a friend, "Oh, I'm going to go home tonight and write a column for Kotaku.com," he said, "Oh, so you're going to write about Japan?" For a second, I thought he had read my mind. Well, let's see.

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Actually, let's get the

THINGS I LOVE ABOUT JAPAN

out of the way, first.

1. Experimental music: These guys know what they're doing!

2. Classic video games from the 1990s: Goemon 2 is the shit, dude. Panzer Dragoon Zwei is totally the shit, too.

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3. Trains: Do I ever love riding Japanese trains — while playing Dragon Quest on DS, and drinking delicious Coca-Cola Zero. [Note: I only love trains on weekdays around noon, when they're not crowded.]

4. Popular music from the 1970s, 1980s, early 1990s

Now onto the complaints:

ANIME SUCKS

When foreign cultures talk about Japan, they usually talk about anime and / or manga. Usually, it's anime. Anime is terrible. It used to be okay. Now, it's not. It's inbred trailer-trash in entertainment form: Every season's new Japanese animation places one-upmanship of every single aspect of the last season higher on their list of priorities than even "make something entertaining." The same can perhaps be said of all Japanese entertainment, though it's not relevant anywhere else as much as it is in anime. Anime used to answer the questions of kids' dreams: "How awesome would it be to be a world-class assassin / kung-fu master / robot pilot / baseball hero?" Now it's just a bunch of shit pandering to perverts and pedophiles. Anime heroes used to be people with amazing job descriptions; now they're reasonably young men who find themselves miraculously sharing houses with a dozen girls aged six to nine, accidentally almost touching every other scene. Or else it's just guys with huge hair and impossible weapons shouting jargon. Long ago, manga aspired to be like Dragon Ball Z: graphically iconic, with a story more coherent than it probably needed to be. Now there's the ADHD-addled Dragon-Ball-Z-inspired One Piece, a manga for the Twitter age if there ever was one.

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SO MANY PEOPLE SMOKE

I don't like people when they're smoking. I don't like how almost every restaurant has a smoking section, and you invariably have to go through the smoking section to get to the non-smoking section. I don't like that people are allowed to smoke in my favorite little organic vegetable cafe, right there on the floor with the open kitchen. I don't want cigarette smoke near my organic vegetables! Hel-lo? That makes them pretty much not organic anymore! You might as well just be buying them from a hobo, at that point.

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In a country so dense with rules and polite gestures, you'd figure less people would so flagrantly brandish cigarettes on the street. They walk and run and walk-run everywhere with the things. You'd figure something would compute in the smoker's brain, when they hold their burning cigarette as far away from their own face as possible — at toddler-eyeball-burning height — that maybe, just maybe, the smoke coming out of their cigarette tip might bother other people as much as it actually bothers them. My neighbor, once, smoked in his apartment, sitting by the window. I could never see his face, though I could definitely smell his tobacco, because the smoke exited his window and promptly entered mine. That was a spring nearly ruined. I once put a note in his mailbox: "You know, if you're going to blow the smoke out the window — if you don't love smoking enough to just close the windows and turn your apartment into a hot-box, maybe you should just quit." He never quit. This was also the guy (or girl) who was always out all night Friday night, and never got home until around 2pm on Saturdays. His alarm clock, programmed to go off every morning at 5am, woke me up every Saturday.

You see a lot of young couples with their toddlers, at restaurants, in the smoking section. I'm sure if I said I'd feel sorry for the kids, someone would point out how Japanese people seem to pretty much never get lung cancer — maybe because of all the green tea, or walking — so it's not so bad if the kids grow up to be smokers. Well, what about the people who, like me, simply find the smoke terrible? That's why they have smoking sections at restaurants.

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So lately, they're trying to cut down on people smoking. By "trying", I mean they're putting up signs everywhere that say you'll be fined 2,000 yen if you smoke. I wrote about this before. Well, five months later, I've never seen or heard of anyone getting fined. I once pointed out, to a police officer, that someone was smoking in the no-smoking zone, and asked if he would fine him, and the cop simply asked me for my ID, passport, and visa papers. He looked them over, gave them back, and turned away.

I suppose the number of smokers actually has gone down in the past years, since I've been here. A friend claims that his friend actually quit smoking when the Japanese rolled out a new mandatory cigarette vending machine ID proxy card called "Taspo": to get a Taspo, you have to go through this process of proving your age, supplying a photo, et cetera. You then receive a microchipped card that will allow you to purchase cigarettes from vending machines. In addition to possibly cutting minors off of Japan's abundant supply of cigarettes, it also makes you, the adult, literally a card-carrying member of a club called "smokers." My friend claimed his friend was only a casual smoker, and didn't feel like taking the necessary leap of bureaucracy to join the Smokers' Club. Way back when people first started suiciding abundantly in front of express trains, many train stations installed mirrors across the platform. They were supposed to force the about-to-die person to take a good look at themselves, and give up on giving up. Taspo had something of the same effect on my friend's friend. Weird.

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What this has to do with videogames: When you buy Super Famicom games in used game shops, the gray plastic is very often stained deep, ugly yellow from existing in houses packed to bursting with cigarette smoke. Sometimes, the consoles themselves are so yellow. I had fun, one day, by taking mental note of what games were the yellowest. Koei's Romance of the Three Kingdoms series titles were by far the consistently yellowest of all Super Famicom games. That makes sense. I can't imagine anyone playing Dynasty Warriors, by the way, without a cigarette in their mouth.

Once, shortly after getting a new job, a coworker announced he was getting up to smoke a cigarette. He asked if I wanted to join him. I said I didn't smoke. He was surprised. "I thought you said you were in a band?" Just like that: You're in a band. You must smoke. Well. My excuse that I was just the vocalist, so I needed to keep my throat pure. He mentioned how Kurt Cobain apparently smoked five packs a day. Well. A couple years later, another person learned I didn't smoke, and acted surprised. "I figured you must smoke because, you know; you play video games." That's a real stereotype, man. It exists. In Japan, gamers are smokers. Maybe this impression is born from the fact that breathing in Japanese arcades is pretty much exactly like dunking your head in a bucket of hot water and dead cigarettes. Don't let the hype fool you: Japanese arcades are great because, you know, video games, though man, there is a hell of a lot of smoking going on in those places, man. Maybe the arcades only exist because people need some excuse to get away from their smoke-averse significant other and puff away. Fact: I have never seen anyone playing Tekken 6 without also smoking a cigarette.

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Also, I suspect that the Pokemon "Koffing" isn't a symbol of the evils of pollution — he's Japan's Joe Camel, hooking kids on the power and might of smoke.

EVERYTHING IN JAPAN HAS MEAT IN IT

Everything in Japan has meat in it. Potato chips pretty much always have beef or pork extract in them. I've watched ingredient labels with perverse interest over the years. I tend to avoid white bread on principle, eating only whole wheat bread. Still, something caught my eye while looking over the white bread ingredient labels one day two or three years ago (sometimes I'm hanging out in a convenience store, waiting for a friend to make a purchase, and I just need to pick up and gently squeeze something soft): About half of the makers of white bread include lard as an ingredient. This is a thing that I know happens in white bread in other countries. However, since phrases like "lard-ass" and "tub of lard" successfully penetrated to the deepest levels of the collective modern English-speaking human consciousness around twenty years ago, food companies all over the place are avoiding the word's appearance on their ingredient labels. Many bread-makers substitute oils, butter, or — god help us — margarine.

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Well, I can now curiously report that, on a recent trip to a super market, I couldn't find a single loaf of white bread that didn't have lard in it. Hmm.

I could rattle off curious examples for hours — like how "Indian" curry powder I liked once happily advertised "Now With Beef Extract" on the can. (Recall Indiana Jones in "The Temple of Doom" — "Hindus don't eat meat! Something's wrong here.") Or how the Japanese variety of Bac-Os bacon(-flavored) bits, which are completely vegan-friendly in America, list "Pork Extract" as the top ingredient, even though — according to a foreign friend brave enough to eat them regularly — they smell and taste exactly like American Bac-Os. Or how a coincidentally meat-free soup stock once changed their label to proudly advertise "Now tastes more like crab!" It had never tasted anything like crab. I checked the ingredients: It definitely had crab in it. You can see where this is going.

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The absolute best example, however, involves a ramen shop I used to go to, because they offered a vegetarian-friendly ramen. According to friends who regularly eat "normal" ramen, the vegetarian ramen was unique and delicious. It was also distinctly lacking in iridescent grease bubbles floating on the surface of the ramen. Here is the part of the story where someone in the audience interjects, "Mmm! Delicious grease bubbles!" Save it, asshole! Let me finish: I don't eat meat because I don't like things like grease bubbles. I don't like eating dirty things. I have a lot of fun, lately, making up the weirdest fake reasons for not eating meat: My favorite one is saying that I don't eat meat because I wouldn't want to ingest an animal weak or dumb enough to enter a life of slavery under another species, that the only meat I would eat would be that of an animal which a human cannot actually kill. This explanation, recently, actually drew the serious response, "Well, if you can't kill the animal, you can't eat it!" This, tangentially, highlights another problem I have with Japan — that people don't get sarcasm or irony, though maybe I'm wrong here, and maybe the person who gave that response was just a genius wielding his own sarcasm so fake-seriously. Anyway, this ramen shop caught the attention of some society of Japanese vegetarians. They have a little magazine — which, in Japan, means that it's huge, glossy, printed on cardboard, costs around $20, and comes with a free six-hour DVD. They asked to have their little logo put on the menu standing outside the ramen shops, so the few vegetarians would know this place was safe. The vegetarian people featured the ramen shop in a magazine. That's how I found it. Not long after this happened, the chain coincidentally took off. People really loved their Extra Pork Bone Marrow ramen! The number of locations multiplied.

Eventually, someone higher up in the administration of the parent company was running down a checklist of things they could do to make more money. The suggestion that non-vegetarians might be put-off by the inclusion of the vegetarian magazine's seal of approval was immediately heeded. Only rather than humbly ask the vegetarian magazine if it was alright to remove the vegetarian magazine logo, they decided to humbly apologize that the recipe had changed, and the vegetarian ramen's broth now included pork bone marrow, so they would have to stop advertising as safe for vegetarians.

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The underlying principle at work here — that businesspeople realize some people will ignore an entire selection of products because one does not appeal to them — is universal, I guess. Delicious, garlic-based vegetarian-friendly ramen, however, was exclusive only to a few ramen shops in Tokyo. Damn it!

This topic applies to me pretty directly, so I have researched it on and off over the years. In all world cultures, meat has always been associated with an act of sacrifice. Cows can do other things aside from die and be cut up for steak. Oxen can pull plows, et cetera. I have yet to find a single not-high-class Chinese restaurant in Tokyo that serves a single vegetarian dish. In China, however, nearly half of everything is vegetarian. That's the half I eat. In China, meat is associated with wealth and success. Tofu is a food that requires so many nearly-dehumanizing labor processes to prepare. We can live on it, though if we're making it ourselves, it's something we have to devote our lives to. A Chinese friend once told me that Chinese restaurants in Japan serve only dishes with meat in them as some kind of subconscious celebration of their finding success in a foreign land.

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Once, a Japanese co-worker, who had gone to Tokyo University and somehow survived on Planet Earth for more than fifty years without decapitating himself on a bathroom door frame, insisted on my ordering some food at a company party I was forced to attend. I had excused myself the day before the party, saying I'd only be able to sit in for a half an hour at the most — a moving truck was coming to my apartment that very night. It was a very real, legitimate excuse. This guy explained to the waitress in painstaking detail that we needed a salad with no chicken, no shrimp, and no tuna in it. The waitress looked over the little notepad in her hands. "This salad . . . it'll only have vegetables in it. Would you like something with some substance?" The man thought for a second: "Bacon!" "Okay", said the waitress, and hurried away. A minute later, I was about to get up. "Where are you going?" the guy asked. "I've got to run," I said. "I just ordered you a salad!" The salad came. There it was, with bacon. "Oh," I said. "I can't eat this. It has bacon in it." "You don't like bacon?" "It's meat." "No it's not!" The man was being deadly, gravely serious. We argued about it in the politest tones possible for maybe three minutes. "Look, man, I don't eat meat. I know what's meat and what's not meat," was my ultimate closing argument. His closing argument, in the Japanese tradition, was the same as mine, only with one of the words in the first sentence changed: "Look, man, I do eat meat. I know what's meat and what's not meat." We ended with a little "agree to disagree" thing. We parted ways both knowing that we were right, only, to this day, I still kind of have the edge, because I actually was right.

What does this have to do with videogames? Have you ever played a game, really liked it, and then found that the sequel went and added something you didn't want, or something that just didn't apply to you? I hate when that happens! Also, that many times the people old enough to make important decisions at the companies producing your favorite videogames are literally stupid and/or ignorant enough to think that bacon is not meat.

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THE MANDATORY PARTIES

The Japanese are so serious about work that even work-related parties are mandatory. If you don't go to a company party, you're not part of the team. If you're not part of the team, it's possible you're not actually working at the company.

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It's been said, many times, in many ways, that the Japanese are an intense people. The samurai used to, like, ritualistically scream, kneel, and cut their intestines out with their sword if they were disgraced in battle. An attendant would then cut the samurai's head off with a sword. Being serious about parties and requiring all employees to attend or it's they ass is not nearly as bad as forcing an employee to disembowel himself as punishment for the feudal Japanese equivalent of jamming the paper shredder.

Either way, I've never heard a story about someone who got fired directly because they didn't go to a company party. I'm sure it's only ever happened indirectly.

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The general consensus is that, if a guy doesn't want to go to a party and get terribly drunk with everyone else in the company, then he obviously has some element of his outside life — a girlfriend, a hobby, et cetera — that is more important to him than the company, so any work he does is less worthy of trust than any work done by anyone who "respects the company" enough to go to all the parties and match the boss drink for drink. Try skipping a party as an employee of a Japanese company: Instantly, you're The Guy Who Skipped The Party, you're The Guy Who Doesn't Care About The Company. Or try going to the party and not drinking. I literally have to say "I'm allergic to alcohol" 40 times before they'll stop pushing me to take a drink.

"Take just one drink!"
"I'm allergic."
"Oh, no you're not! Just take one drink!"
"I'm allergic. I'll die."

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Repeat 20 to 25 times, until, eventually, the other guy goes, "Oh, wait, you're serious?" Maybe if I were a Japanese person, and I said this, they wouldn't be attempting to detect irony, and it would go more smoothly. I'd probably also get a profound apology.

Well, these days, people have iPhones, which are more or less like Japanese cellular phones, only browsing the Internet doesn't cost six dollars a page load. If the bar isn't 60 feet underground (they usually are), someone whips out that phone, looks up "alcohol allergy," and says "Oh, all that'll happen is you'll break out in some hives."

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"It's just hives, man."

Then I inevitably get someone leaning over and whispering to me, "Hives are not so bad. I get hives when I eat mushrooms. You are really not helping your reputation by refusing to drink, here."

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I'm not going to blame just this society-fragment for the poor state of the economy, or even the low birth rate. Rather, I'll blame it and all the things like it. The Japanese have distilled "social life" to a point where it is literally a part of work. The "rules" of working adult society so very mathematically dictate that

1. Drinking = having fun
2. Good employees like to have fun
3. People who have fun are good employees
4. Good employees will never, ever get fired

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Maybe you know the story about how Gran Turismo got started because Kazunori Yamauchi, on his first day in the Sony Computer Entertainment offices, wrote out a sample game design idea consisting only of the words "I want to drive my car on my television." What you may not know is that this is more or less the way many Japanese companies have been doing everything creative for maybe fifty years. Occasionally, I'll be out eating dinner with friends, and young people at a nearby table will be talking about opening a business. This is really common: it seems like they have no idea what the company is going to be. Okay, this happens in the West, too — BioWare got started from the idea of making medical software. Well, sometimes, Japanese companies don't even start with that much vision. They're just companies. Who knows what the products have to be? There's a lot of at-wall shit-flinging. Sony, back then, were requiring all employees in the Computer Entertainment division to fill out a Game Design Idea Submission form every single day. What's most intriguing is that — every time I've ever talked to a Japanese businessperson about a product that was actually monstrously successful, it seems that the one thing the boss respected most about their proposal was how it was worded so simply. For example, Kazunori Yamauchi hadn't even filled out the form completely for Gran Turismo's proposal. (If this idea morbidly amuses you, try Kobo Abe's novel Kangaroo Notebook, in which a company man simply writes "Kangaroo Notebook" on a proposal form, exciting his boss's interest and turning his life into a stressful hell. (Among other things.)

What this has to do with videogames: Once, when I was working for a Japanese game company as something of a liaison to help them develop games with a more future-proof "western" method, I suggested that every employee be, at all points in the process, encouraged to offer input on things such as game design. The initial reaction was, "That's what the game designers do!" It took days of near-futile conversation to uncover the controversial finding that, prior to designing a game for the first time, people like Shigeru Miyamoto had actually never designed any games. To be most blunt, modern Japanese games are so soulless because the only people who make them are people who make games. You need some outside influence, I said. And anyway, maybe some of these people who like videogames enough to learn how to program them might have some decent ideas of what they like or don't like in game design? What happened, eventually, was an email: "ALL EMPLOYEES ARE REQUIRED TO REPORT TO THE CONFERENCE ROOM IMMEDIATELY FOR A BRAINSTORMING SESSION RE: GAME DESIGN". Some part-time kid fresh out of college sat there with a notebook, writing down literally everything everyone said. The meeting was a terrible failure. "That didn't work," someone said. "So much for that idea," someone else said.

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Once, another foreign employee at another company suggested to the management that they try doing things like ordering pizza — or the Japanese equivalent — for the employees, every once in a while. You know, because these guys put in soul-crushing work hours and could probably use the encouragement from the company. He was immediately greeted with an automaton-like voice: "QUANTIFY: 'ENCOURAGEMENT'". His explanation was that employees who are actually happy, or content, or who feel appreciated, generally do better work. The guys in this company were the type to sit at their desks with bowls of terrible convenience-store ramen through the night. Why not treat them to, you know, one higher class of a food? The human resources department passed the idea around, and figured it couldn't hurt. So, one day, we got an email: "THIS FRIDAY AT SIX PM, EVERY EMPLOYEE IS REQUIRED TO REPORT TO THE CONFERENCE ROOM TO EAT PIZZA". Well, there you go.

I'm told, sometimes, that at such functions at the Mandatory Cherry Blossom-Viewing Party every company holds every year in the nearest large park, if you just relax and enjoy yourself, it's not so bad, and sometimes it's not bad at all.

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SOME JAPANESE OFFICE TRADITIONS ARE GENUINELY TERRIFYING

Every once in a while, you're outside, and you find a huge crowd of people in suits and ties. They take up all of the sidewalk. They're all drunk. They just got out of a mandatory company party in the nearest wooden-submarine-like Japanese restaurant whose menu consists of whatever fell off the garbage truck as it peeled away from a flock of particularly aggressive crows that morning. They're standing a circle, completely of their own accord. The boss is nowhere in sight. Someone in this group of juniors influenced them all to get into this circle. Anyway, they start chanting something. You can hardly understand what it is, even if you fluently understand the language. What the hell are they doing? The chant soon becomes a scream. This group of maybe forty young men and women in suits are screaming in unison.

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What the hell is that about? The answer is: nothing. They're screaming for screaming's sake. They're doing this to show that they have some energy — any energy at all. This is a subtle hint: Their lives, bodies, and souls belong to the company; the energy that resides in those bodies is all to the company's benefit. If you say it like that, it comes out as sensationalist and weird. Well, it's that kind of thing. You know how football players get into a huddle before a game, bump fists and yell "GOOOOOO TEAM"? It's like that, only they're doing it after successfully Achievement Unlocked: The Drunkening. High school students will do it to celebrate their anticipation of successful performance on, like, college entrance exams. Certain times of the year roll around, and you can't navigate a well-populated street without encountering a large group of screaming, chanting businesspeople. Sometimes, I stand and watch them as they continue to chant for literally a half an hour at a time. Lots of people who I meet as tourists seem enamored with the idea when they first encounter it. It's a different kind of culture. Well, no one likes it after a while, least of all the people who are doing it.

Maybe I can sum up every little point I'm trying to make in this whole word-slab by saying I don't like that so many people agree to do things that they obviously hate doing. At least football players like playing football. Sometimes, they love it! Sometimes, they get severe brain damage, too. Maybe the Japanese don't get severe brain damage from screaming all night in the death-like frigidity of a winter night, though they do sometimes pass out. I've heard maybe six dozen variations of this story from friends who work in hyper-large corporations: Some poor guy, during the Mandatory Daily Morning Gather And Scream in the middle of the office (or, in some cases, the large conference room downstairs), passes out, has a heart attack, an asthma attack, an aneurysm, whatever. I only once worked for a company big enough to have Gather And Scream events every morning, though I was lucky enough to work in a division with mostly old dudes who weren't expected to participate, so that made me not expected to participate, either.

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I don't know. I know someone's going to say I'm a racist, or being intolerant, or whatever, though man, that kind of thing is creepy as hell. In other news, looking at my outline of to-be-written bullet points, I am struck by just how many of them concern screaming.

Okay, here's one mostly related: In many Japanese offices, you're required to scream "Good morning!" at the top of your lungs, clapping your hands to your thighs, as soon as you enter the office area every morning. Everyone in the office then shouts "Good morning!" back to you. At my orientation for one company, the Human Resources Girl — whose face (figuratively) literally screamed "Hall Monitor" — was going over the "Good Morning!" protocol. Her explanation weird despite its terseness: "This is how adults interact in Japan." Most of the people at the orientation, like me, were under twenty-five. "Before we move onto the next item, does anyone have any questions?" I seriously and portentously asked a question, then, which I thought was hilarious: "If we're the first one in the office in the morning, do we still have to scream 'Good Morning' and clap our hands to the sides of our legs?" Her answer was immediate, and humorless: "Yes." "Well, I mean, there's no one else around to hear it, right?" "You still have to do it. It's the rule. Every employee must do this. That's why we call it 'protocol.'" This instant was actually the very first time I begin to ponder the logistics of actually going ahead and being homeless. You know, cardboard, up against concrete, is not only not uncomfortable — it's pretty good for your spine!

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I pushed further: "What if I am the second person in the office, and the first person is someone with whom I have, previously, managed to successfully cultivate a congenial personal relationship? What if it's a person whose first and last name I know, with whom I share interests and hobbies, and we've previously agreed that we think this 'Good morning' shit is some serious bullshit, and we just agree to be like, 'Hey, what's up' to one another in the morning and we've also agreed that hey, if anyone else asks, we'll just go ahead and say 'Oh yeah, that dude totally screamed "Good morning" to me this morning'?"

The HR girl didn't even blink: "You still have to carry out the customary 'Good Morning.'"

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How this relates to videogames: That company I talk about in the above paragraphs? They were a (pretty big) Japanese game company. These are the kinds of things the people who make your favorite Japanese games are forced to do every day.

It's worth noting that I got friendly with a guy in the office — and one day, he happened to be first in the office, and I was second. I didn't say good morning to him. He came over to my desk about two minutes after I'd settled in. "You forgot to say good morning."

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"Yeah, I know, dude. How are you doing today?"

". . . You know, I don't really mind, myself, though you really do have to say good morning. If there were more people in the office, and not just me, they would think you were not part of the team. Even if it's just me in the office when you get in, you should try getting into the habit of saying good morning in my presence. This is just how we do things in Japan, Tim."

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"Well, [Name-removed]-san, you can try putting 'san' on the end of my fucking name from now on, then, you know, as practice."

Really — all these customs and politeness and whatever, and they go and throw out the customary name suffix and just call me "Tim". Why not "Tim-san"? I'm required to put "san" on the end of their names. It's a little . . . suspicious. I knew from the beginning that I would never "fit in" whether I wanted to or not; well, this was probably around when the rest of the world got the memo.

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I never talked to that guy again! From that day on, when I arrived in the office and he was the only other person there, I wold snap my fingers, point directly at him, and then, when I had gotten his attention, I'd give him a sharp military salute, letting some huge "HOOH" sound escape the back of my throat.

SCREAMING IS THE MESSAGE

I can't have not mentioned this before: Employees at shops in Japan scream all the time, and sometimes with no reason. I read several weekly Japanese business magazines, and I once read one where a columnist reported some figures from some Japanese PhD's recent research findings: Apparently, "putting on the impression of being busy" is mathematically proven to be "more important" for making money than either "offering good products" or "offering good service".

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Western business gurus have been advising young up-and-comers for years to put "President and Founder" on their business card instead of "First and Only Employee." Well, Tokyo is a pedestrian culture, and on the ground, this advice translate into something terrifying.

Chances are, if you've only spent a short time in Japan, you might have found it endearing. You really came to feel like you were in Asia, what with people screaming everywhere, like they would in an epic Chinese marketplace scene in an adventure film. This atmosphere is completely manufactured. Like, the biggest electronics stores actually keep ladders on hand so that certain employees can climb the ladders and scream indecipherable words down at the customers, through megaphones.

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I do not use the word "indecipherable" lightly. Very seldom are the words actual words. A friend let me in on this secret. "You know, aside from 'irasshaimase', they're not using actual words, most of the time." He had prior job experience, see. Apparently, some stores actually demand that employees enlisted as barkers absolutely refrain from using actual words. That's a little weird. I don't like knowing things like that. It's like seeing a cockroach scatter from behind the TV and up into a crack in the ceiling just before you shut off the light to go to bed in a seedy motel: now you have to sleep with that knowledge.

So, wait, if everyone knows that the people aren't saying actual words, why don't they, like, get pissed about it? I mean, that's some serious "The Matrix" bullshit right there. That's a machine there's got to be somebody raging against.

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Or maybe it's just me. Maybe these things really don't bother other people so much. Japanese people always tell me, "Oh, it's just a Japanese thing. If you grew up here, maybe you'd be okay with all of it."

Well, sure. Maybe I would have become desensitized to it. Hell, maybe I'm on the verge of becoming desensitized to it right now. Maybe the rage of this current moment is, in fact, a last-ditch effort to affect some change before I can't care less anymore.

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Okay, here's what I think is the crux of my problem. When I first came to Japan, and learned that "irasshaimase" meant "come [into the store]!" I expressed a certain amount of confusion to the dude who was playing the part of my tour guide. We were in a Jeansmate — a Japanese jeans store that is inexplicably open twenty-four hours a day, even in towns where (as in ours) the only god damn supermarket closes at eight in the PM. I was looking at jeans, and an employee, standing nearby, was repeatedly yelling "Irrashaimase" at my roommate and I. "That's just how they do things." He must have yelled it maybe a hundred times. We were the only customers in the store. "Why is he telling us to come into the store if we're already in the store?" "Beats me, man," was my roommate's response.

Years later, I was dating a woman who might have really hated me. I think the thing she might have hated most about me was that I didn't hate her. Anyway, I brought up the "irasshaimase" thing, and she groaned. Her first explanation was the knee-jerk: "It's a Japanese thing." Her second explanation was to give me a history lesson: "Irasshaimase is a greeting that dates back hundreds of years, when shops were traditionally stalls in a marketplace. In such cases, the word indicated to customers that they should come closer to the stall, that they should buy their little dried fishes at your stall, and not the stall next to you, which sells the same things." This explanation was good enough. However, the kid in the Jeansmate, years ago, wasn't standing behind a stall. The word "Come [into the store / over here]" is not genuine. The kid was calling it out repeatedly as he folded jeans a few aisles away from the jeans that interested me. If I were to blindly and deafly heed the command semantically buried in his polite perfunctory greeting, it would require me to abandon my act of genuinely curious commercialism.

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My problem is that "irasshaimase" actually means something in both ancient and modern Japanese. Like, we have the word "Hello" in English, right? "Hello" doesn't mean anything. You look it up in a dictionary, and it'll say "Word used to greet someone in a friendly manner". Actually, I just made that definition up; let's actually check Dictionary.com:

hello –interjection 1. (used to express a greeting, answer a telephone, or attract attention.)

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There you have it. Many of the words used perfunctorily in the Japanese language have both useful purposes and cold, hard semantic meanings. That kind of bothers me. I can't really say why — maybe because I didn't grow up with it? No, that can't be it: I once met a hardcore Japanese punk rock dude who brought up his own out-creeped-ness with the semantics of Japanese customary greetings completely independent of my input.

Like, during orientation at a Japanese company, you're told to use the word "Otsukaresamadesu!" when greeting other employees either in the hallway, at the coffee machine, or even on a train station platform on the weekend. The word means, more or less, "You are tired!" The progression goes like this: When you see someone in the office before noon, you are to tell them "good morning." After lunch has finished, leading right up to the end of the day, it's "You are tired!" So there you have it: Japanese people in the office are expected to work themselves to tiredness before lunch. Or maybe they're expected to eat so much that they get tired.

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Of course, it's all a front. You might have heard that the Japanese work insanely hard, or that some people die from overwork. That's a joke. They don't. You know how they die? The same way that kid in Korea died while playing Counter-Strike: The very act of sitting and staring at a computer screen becomes something of an addiction in and of itself; they simply forget to use the toilet, or maybe have an aneurysm. In short, if you've ever worked at an office anywhere in the world, you've done about the same degree of actual work that Japanese people do in Japanese companies. You just might have not had the same semantic prison constructed around you by all the people subliminally intoning "You are tired!" to you every thirty fucking seconds.

Here's what I think of these words: They exist to cut the bullshit out of life. This exquisite, extravagant, repeated conversational miscarriage occurs ever nano-second somewhere in this megalopolis. Say you enter a Starbucks and the girl behind the counter is hella hot. She immediately prostrates herself by shouting a — oh, wait. Starbucks is a western corporation, and forward-thinking enough to say "Konnichiwa" ("Hello") and not "Irasshaimase." Okay, let's say you go into some Japanese franchise cafe, and the hella-hot girl behind the counter immediately prostrates herself by speaking that sharp little sentence-word-knife. Immediately, she has placed herself beneath you. From where she stands at the edge of the synapse marked "Come into the store!" she can just about touch the synapse marked "You are the master, and I am a lowly slave!" with her index finger. (This is going to be important later.) How prone are you to start a conversation with someone in such a situation? Probably not very. Things could, of course, be worse. They could just not have coffee at all.

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With the service industry so twisted to a point where "chatting up a shop girl" is literally considered by men-about-town to be the hardest form of pick-up, how do Japanese people make friends? The answer seems to be that, in any sense other than meeting people through school, work, or companies related to their company, they don't. (Not saying that friends you make at work aren't "real" friends, though hey.)

It is only in a social climate where chatting up a shop-girl is considered arcane black magic that a concept like a hostess club can exist. You may know hostess clubs from the Ryu ga gotoku or Yakuza games. Sure. I've talked about hostess clubs at length in a previous column ("can videogames be our friends?"). For now, I'll summarize: Hostess clubs are bars that hire girls who dress entirely in the modern fashion befitting girls who work at hostess clubs. The girls are not only willing to talk to the customers — it's their job, so they have to. These girls, who usually earn more money than their clients, exist in a culturally unique gray area between customer and employee. Men in Japan nearly all transit through a phase, in their early twenties, where their favorite hobby is dressing up in their best clothes, standing in the middle of a crowded street with their best mates, and yelling single words at every reasonably attractive girl who walks by. This is the non-Vegas equivalent of playing the nickel slots: The odds are fucking hell of slim, though who knows? You could strike a jackpot ("get laid"). Then you're up to your ears in nickels ("in bed with a girl who probably disrespects you as much as you disrespect her").

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Hostess clubs have become the stuff of video games in recent years, and I hesitate to postulate that the idea of a dating simulation video-game was born of the oldest traditional ancestors of hostess clubs. In the days of dating simulations and of actual slot machines and lottery tickets that could produce a jackpot from a minimal investment, in a society of pedestrians whose every waking moment is some form of game, shackles made of words with meanings that don't always add up to their practical use contribute to the bottling up of what I believe to be some pretty fuckin' weird shit, man. Chatting up a shop-girl used to be the ultimate pick-up, and it was because of the difficulty of said pick-up that "talking to a girl who is involved in some capacity in the service industry" became a certifiable fetish. So hostess clubs proliferated. Hostesses in hostess clubs do not have sex with the customers. That's how they keep them coming. It's business. So now, of course, the ultimate pick-up is to sleep with a hostess who you meet by being a customer in her workplace. Sure, any guy can have sex with a girl who works in a hostess club that the guy has never been to. So, it used to be, the ultimate Achievement Unlocked was to pick up a girl who is bound by the rules of her society to not converse casually with you. Now, the ultimate pick-up is to score with a girl who you were willing to pay money simply to talk to, who you met under circumstances that allowed her to do anything with you except relate to you sexually.

How this relates to videogames: We have centuries of literature and decades of film from which to draw artistic inspiration; we have 1080p graphics and processors capable of displaying tens of thousands of high-definition polygons rotating at the scale speed of sound. And though game designers all know that more interesting methods of communication are possible, when you hit enemies in Final Fantasy XIII, huge numbers fly out in every direction. Huge, horse-choking, golden, gleaming five-digit numerals explode outward everywhere. The game never shows you how many hit points the monsters have. It shows you the shit out of how many hit points of damage you're doing. They do this because this is how it used to be, so that's probably how it should be, forever. The customer is already in the store, and they're going to keep yelling at them, telling them to come in.

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Also, it's worth noting that certain other expressions, ejaculations, and exclamations in the Japanese language are also full words. When someone is hurt, they typically don't make a surprised sound such as "Ow", they say "itai" — "[adjective meaning] painful". This really works in Japanese, because every syllable ends with a vowel, making it friendly to exclamations. What's weird is when you play a video game translated from Japanese into English, and the translators are "thorough" enough to translate these actual-word ejaculations into actual words of English. I once saw a video on YouTube of the game Infinite Undiscovery, in which the hero said "Cutitout!" every time he got hit. Oh, god. Maybe, in the Japanese version, he was saying "Yamero!", which pretty much means "Quit it!" or "Cut it out!" Man, it was really weird to hear that. The guy just kept yelling it in the exact same tone of voice every time he got hit. It made me think: You know, in Japan, the guy at the 7-eleven nearest to my house literally does say "Irasshaimase" in the exact same tone of voice every time a customer enters the store. His precision is hardly creepy. However, if you translate this idea into English, it comes across as unforgivably stilted. I feel a transient pride, typing this, that my own native language is less conducive to such robot-like precision.

THE COPYCATS, THE UP-GIVERS

It is my opinion that Japanese businesses generally suck at marketing. My favorite example is The Chokokuro Cafe. I like this example a lot:

Starbucks suddenly existed; people loved it. Starbucks made lots of different kinds of coffees and treats. People enjoyed drinking / eat / inhaling them. Every once in a while, Starbucks came up with something new. Around this time, a lot of Japanese kids whose parents had ridden high during the Pre-Sony-Walkman-Era boom were just graduating college. Seeing as big business was the thing putting the Japanese all over the map, most kids around then had been studying business. About half of everyone wanted to work their way up a big company. They're probably still at their desks, answering the phones, right about now, at four AM on Sunday, waiting for that day when they won't be answering the phones anymore.

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Anyway, lots of people started cafes, for some reason or another, right around the time Starbucks really took off. I wonder why. As if having four Starbuckses on one city block wasn't bad enough, you now had to deal with literally four Starbuckses and then one of each of two dozen other franchise Starbucks clones.

One of these Japanese franchise cafes was called Saint Marc's. The Saint Marc corporation was founded in 1989 by a couple of young people who didn't know they wanted to have a cafe. Eventually, they had a cafe.

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Okay, I'm not going to glorify this. They just had a couple of cafes in Tokyo. They were known for an edgier decor than your old-school Japanese cafes, or than Starbucks's down-home feel. They made a lot of little pastries, you know, just flinging shit at the wall. Nothing stuck. Well, eventually, they made a croissant with a little bit of chocolate in it. They called it the "Chocolate Croissant." What a name! I'm not really sure how this happened, though it got popular. Some women's magazine must have written a review or a recommendation of it. I was dating the woman who might have sincerely hated me around the time this happened, because she mentioned having heard about it, and wanting to eat it. I learned a lot about marketing from that woman, literally and figuratively. First of all, her saying she'd "heard about it" was stated so generically that she could have been indicating she'd heard about it from a friend or from some media source. At the end of the day, it was the same thing. I ate one of the Chocolate Croissants. It tasted like a chocolate croissant.

Not two years later, Saint Marc's Cafe had changed the name of all their locations to "Chokokuro Cafe". "Chokokuro" is a little abbreviation, like "Pokemon" is to "Pocket Monsters." "Chokokuro" is short for "Chokoreeto Kurowasan." (In Japanese, as in French, the "t" in "Croissant" is silent.)

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Starbucks evolved from a small chain of cafes to a huge one by consistently introducing new products, constantly pushing the envelope. Right? So what the hell? They just immediately changed their name to reflect the name of the first product that brought them moderate success.

A Japanese friend who works in marketing told me this is the "Japanese resolve." A company sees its fate and resigns itself to it. I think it sounds more like someone just giving up and settling for what they have. Now, there's nothing wrong with limiting one's ambitions, in theory. I'm not the kind of person to say that everybody should want to rule the world. My main beef here is that, in the hip, beautiful town of Koenji, in which I live, the only franchise cafe is a Chokokuro Cafe, not a Starbucks. Chokokuro Cafe has a smoking section, separated from the non-smoking section by a maybe-four-foot-tall wall of plastic. Starbuckses the world over are smoke-free. So yeah, I've kind of come to hate on Chokokuro Cafe at every opportunity: If they're so willing to just settle down and marry their proverbial high school sweetheart, why do they try to keep expanding? Eventually, they're going to find they've expanded too far, spread themselves too thin. What's going to happen, then? Businesses like Chokokuro Cafe are nonchalantly dumping tiny little rabbit turds into the ocean-sized reservoir of the world economy.

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How this relates to games: So you have all these little niches, right? How many of them, really, need to exist? You have people sitting around in planning rooms going, "How are we going to get more money?" "Whose money are we going to get next?" It's fairly simple why they want this money. Business is like a shark: it moves forward, or it stops breathing. Nobody wants to retire, because if they work a little bit harder, their ideal retirement yacht might grow an extra bedroom.

I mentioned in my last column that trends only move forward into the mainstream because someone in marketing decides what the next big thing is going to be. This happens a lot with games. Only — I think — the producers and marketers of games in Japan are particularly out of touch with their fan-base. Every other game is one of two scenarios:

1. Producers taking a niche and encouraging it — like, say, we have maids, right? Maids creep me the hell out. Above, I mentioned how girls (and dudes) working in normal cafes, or any kind of restaurant, immediately place themselves a level lower than you, using very ancient, stilted words. Someone must have noticed how close Japanese polite society stands to a brave new service industry populated by individuals who literally proclaim to every customer, "You are the master! I am the servant! You are awesome! I am scum!" Maybe there was a manga with a maid in it, and maybe some people thought that was funny and made jokes about it; it escalated, and they started drawing their own comics; eventually, the marketers caught wind of it, and it became A Thing. Now it's a niche. Why encourage these niches? Eventually, the people who started the joke see how seriously it's being taken. At first, they support it monetarily with some unease; sooner or later, their unease has given way to high-pitched laughter, as a private joke builds into an industry in itself. Like, they have this cell-phone game now where you raise a hostess like a virtual pet. I suppose the intended audience is dudes who think this sort of thing is hilarious, though what's the possibility that those games exist so that girls can aspire to be hostesses, and consider the game some kind of primer for their future lifestyle? Where are we headed, then? The producers might be the type of people to think, "Yeah, the hostess club industry exist because of some weird multi-layered passive aggressive need cooked in the crucible of Japanese semantics for centuries, and there's probably a better role-model for girls, though some girls want to be hostesses already, and it's more profitable to not try to change their mind." I realize I sound like one of those conservatives saying they shouldn't hand out condoms in high school, though man, like George Michael said, "Sex is natural, sex is good, not everybody does it — everybody should". "Natural" means we are born with penises and vaginas and what-have-you. We are not born with a natural inclination to, you know, need to dress in gaudy clothes, tell men up-front that sex is an impossibility because of contract stipulations, and then proceed to take their money in exchange for the service of acting surprised whenever they mention how tired they are from work.

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2. Entertainment distilled to an impenetrable essence: Final Fantasy XIII is such a good example for this: They took out all the towns and all of the situations where you feel like you own the world in some small part. Instead, rather than take what didn't work all the time and try to make it actually work all the time, they took what did work, and left it all by itself. A perfect example is the Amazon.co.jp page for Sega and tri-Ace's RPG End of Eternity. The "product description" reads like a bullet-pointed list from one of the Japanese game industry's beloved PowerPoint presentations, which got sent to Amazon administrators on mistake. I will not embellish my translation:

"Graphics are very pretty: the game is on a high-end console."
"Innovative RPG battle system: different from other RPG battle systems."

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Here's the one that actually scared me of the whole world for a couple of minutes:

"Feels like a game: is easy to play, and features level design that will not stress the player."

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I feel like I've seen into a confidential document, here. This is the agenda: to never stress any players again. Damn it, when I was eight years old, I loved feeling stressed when playing Final Fantasy. The experience spawned a lifetime of seeking out digital stress and triumphing over it. In The Real Life, I am stress-free. (Mostly.) Might these things have some connection?

If this is the direction things are headed, then the games of the future are going to be fuckin' scary. It's like, what if they made a Cap'n Crunch that was all Crunchberries? Oh wait. They did. Okay: What if they made a Lucky Charms that was all marshmallows? Japanese games, thanks to Chokokuro-like thinking, are now like ramen with more noodles and less soup, because people like the noodles more, and lots of jerks manage to finish the noodles without finishing the soup.

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JAPANESE COMEDY IS NOT FUNNY

I can't get behind Japanese comedy. God, I can hardly stand to be in front of it.

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The majority of Japanese comedians are people who stand on a stage reciting one catch phrase over and over again. Like, there was this guy who dressed up roughly as a player from the "Lion King" musical, stood on stage, and chanted like at the beginning of "The Circle of Life." He would occasionally stop, be awkwardly silent for a moment, and then start chanting again. He was really popular for a while. I mean, that was all he did. He wasn't given his fifteen minutes of fame because he was somehow more appealing or interesting than everyone else working in the field — it was simply his turn in line.

Another form of Japanese comedy involves two men standing on a stage simultaneously. I don't like this form of comedy. I've expressed my dislike for it to many people, including people trying to make it in the field of this very form of comedy. I say the comedy is antiquated and Bob-Hope-like. The comedians or ex-comedians to whom I express this opinion all sigh, say, "You know, man, I'd love to get out there and do some edgy jokes, though that's just not how it works here, man. You have to play by the rules. You wouldn't understand. You're not Japanese."

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One particular comedy routine I once witnessed involved two guys — a skinny guy and a fat guy. They approached the old-fashioned microphones, stopped, bowed to the audience, and began:

Skinny Guy: Hello everyone! Nice to meet you! We are [Dumb Name of Comedy Duo].
Fat Guy: We're very glad to be here.
SG: We hope you will enjoy being entertained by us, and my apologies in advance: my partner is kind of fat.
FG: Anyway, let's get star—hey! Did you just call me fat?
SG: No, I didn't. You must be hearing things.
FG: Oh, I'm sorry. Anyway, last night I was drinking beer—wait, are you SURE you didn't call me fat?
SG: Oh no, I certainly did not.
FG: Oh, if you say so—
SG: You really ARE fat, though!
FG: Heyyyyyyy!!

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Sudden stop.

Both: Goodnight everybody!

And that was it.

"Given a thirty-second slot in a revolving door of comedy duos at some little club, how would you challenge the rules of the comedy duo format?" I asked this guy, this one night, at this dinner-thing.

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He paused. He didn't stop pausing.

"What I mean is, what kind of comedy is it that you really would 'love' to do? Give me a for example."

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"It's . . . hard to just think of something off the top of my head."

"Here's one you can use — just come out and immediately say, 'So, I just want to confess, I haven't jerked off in four years. Yeah, ever since that day my microwave malfunctioned, I can't reach my hand high enough over my head!"

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"I don't get it. Masturbation is a taboo topic, so, no."

Here I could talk about how EVERY JAPANESE POP SONG IS ABOUT THE SAME THING, and how you really need to only know maybe six words — one of them "wasurenai" ("[I / he / she / it] [will not / does not] forget") to get the basic idea of what they're always saying. Every song is about people meeting for the first time, about how they'll never forget when they met for the first time, or how "because of you positive [adjective]". I could complain about this, though I find it easy enough to ignore, so it doesn't bother me. You might say I could ignore comedy by turning the TV off — not so. You can't. I keep my TV off religiously. Japanese comedy finds a way out of the TV. It seeps directly into normal people's conversations. You can't ride a train, sometimes, without being surrounded by catch-phrases. I can't say for sure, though I reckon many Japanese men inherited certain speech idiosyncrasies by watching catch-phrase-oriented television programs.

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It's not just comedy. Japan is land of the abundant "Famous For Being Famous" class of entertainers. If Paris Hilton were Japanese, they'd literally have her anchoring the fucking national news. The most common TV show is a genreless, formless, gelatinous entertainment blog in which the Famous For Being Famous sit around a table and view video clips. The video clips expand to fill our entire TV screens; a picture-in-picture shows the faces of these Famous For Being Famous people as they react. They say things like "SUGOOOOI" when something impressive happens. They say "OMOSHIROOOOOI" when something is interesting. They say "OISHISOU!" when something looks delicious. Men say "UMAI!" immediately after taking a minuscule bite of food, sometimes before they even swallow, in this nasal voice, in a tone like they just ran up a flight of stairs.

It took me a while to really catch on to what this is. A coworker prepared a new variety of cup ramen for lunch; another co-worker looked at it and said "UMASOOOOOU" like he was on TV. Dude took a bite of the ramen, slurping it loudly, like people do on TV, like you're supposed to do it. "UMAI!" he yelled, before the heat of the boiling water could even vent out of his mouth. Japanese television is a way of programming the mannerisms of tomorrow's society and/or/by propagating the mannerisms of yesterday. It scared the shit out of me. Once I got back from the toilet, I thought about it some more, and realized that Japanese television is mostly something people put on in the background; it's wallpaper for conversations. I know some people have some great conversations in Japan, usually with the TV off, though hanging out with those people didn't earn me financial stability, much less the right to continue to live in this country, so I had to stick with the people who need the TV to know how to react to a delicious meal.

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JAPANESE MOVIES SUCK

Okay, "Ponyo" was one of the best films I've ever seen in my life, though for the most part modern Japanese films kind of blow. The film industry figures all they have to do is spend one yen more than their last mathematical success, and the world can keep on turning. "Big budget" in the Japanese film industry usually means that shit was shot on Beta Cam.

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In Hollywood, yes, it's true that almost everything is a remake or a sequel. In Japan, the shame is even thinner. Last year there was a movie version of the manga "20th Century Boys." The poster showed all of the actors in the film, each of them positioned in poses that mirrored poses their characters had assumed in particular memorable panels in the manga. Only — get this — the poster also included the manga panels, so you could know exactly how much the actors looked like the characters in the manga. Also, whenever there's a popular book in Japan, they'll make both a movie and a TV series out of it at the same time. I don't like this because it seems like, if they really think the story is so great, why don't they pour all that time and effort into making, say, one really spectacular, world-class film out of it? Oh, because of the money.

Then there's the issue of movie stars. Without getting too heavy into specifics, let's just say that the Japanese entertainment industry is like what would happen if, every single year, One Movie Studio released precisely three films each starring Batman, Superman, Spider-man, and Iron Man, with the same actor in the lead role of all of them. Or, no, this is better — the Japanese entertainment industry is like what would happen if ABC, NBC, and CBS announced that they were replacing the hosts of all of their late-night talk shows with Regis Philbin, starting immediately.

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THE PASSIVE AGGRESSION

It's hard to find a garbage can in Tokyo. That's why the city is so clean — the people carry their garbage everywhere. In addition to being a metaphor for the en-masse bottling-up of passive aggression in Tokyo, it's also the truth.

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Try sitting at the window on the second floor of the Starbucks at Hachiko crossing on a rainy day. That's the busiest pedestrian crossing — and the busiest Starbucks — in the world. Watch people crossing the street with umbrellas. Every once in a while, you'll see someone just . . . slam their opened umbrella into someone else's. It's pretty terrifying to see how often it happens.

Tokyo is the city that invented the transparent umbrella — that's a plus, I guess — and it probably came about to help people walk without bumping into one another. It doesn't always work, of course. Sometimes, someone bumps into someone, purely by accident. Many times, the someone being bumped into has had a hard day of apologizing to his superiors six times an hour, perfunctorily, every time they come back into the office from a cigarette break. The tension is building. So, sometimes, this person who's just been bumped on accident sharply and angrily bumps into someone else, on purpose. The second person bumped in our little example is officially the victim of a violent outburst. They wonder, "Why me?" Maybe this stirs up violent feelings in them. Eventually, this escalates to a point where either someone gets punched in the throat or kicked in the nuts, or someone just goes home and drinks himself to a dreamless sleep and a morning hangover.

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I used to think old men grunted at me on the train because they didn't like foreigners. Maybe that's not it. Many of my Japanese rock-dude friends report being grunted at pretty often. The one thing we all have in common is that we sometimes ride the train during nighttime rush hour, and we're not wearing suits. The old men don't like people who are not in the same exact situation as themselves. I get really ugly noises — teeth-sucking, lip-flicking, throaty grunts — every time I get on a train. I guess I look like a bit of a flake. They probably think I came over here on a mission to fornicate, or something. It's not me so much as it's all people younger than 80. The old people are the majority, and they don't like us because we lack the drive they had. Well, they've done fucked up a whole lot of shit, financially speaking. It's terrifying to see so many dozens of seventy-something man, drunk, on a train, in a suit, on the way home at midnight on a Wednesday. If I was thirty years old, and I put on a suit, and I'm still wearing the suit at age seventy, and I still don't have a car, or a chauffeur to drive me home when I'm drunk, or at least money to pay for a taxi, man, I'm taking that fuckin' suit off.

The birth rate in Japan is plummeting, and something like 33% of newlywed couples ask for two master bedrooms in their new homes. People aren't having sex, and they're not trying to set the world on fire financially, either. The old people feel like the young people are giving up. It's a cliched kind of situation.

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SHIT BE EXPENSIVE UP IN HERE

To exist in Tokyo is to stand in a packed rush-hour train with your nose pressed against hard against the back of the head of the black hole named "Supply And Demand." It costs like $25 to see a movie. If you're considering renting the entire first five seasons of "LOST" one episode at a time, you might want to also consider taking out a loan. New CDs from popular average around $40 each. If you want to go see a no-name band play at a bedroom-sized bar, it's going to cost you around $40.

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You might wonder, "How is this happen?" Man, there are so many reasons. Movie tickets are as expensive as they are because

1. Real estate is expensive
2. Approximately 60 million people live within an hour's commute of Central Tokyo
3. Seats are limited in cinemas
4. The price is fixed at pretty much the precise point at which movie tickets will sell out

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CDs are so expensive because, ever since the earliest days of CDs, rental has been legal. Every rental joint knows exactly what's up: Back in the 80s, they sold blank cassette tapes. Later, it was MDs, then CD-Rs. Now, everyone has an iPod. iTunes can't even get a break over here: When you can rent an entire CD for $4 and then rip it, why buy the songs for $2 each?

Of course, the bands I like typically don't have their CDs available for rent at the major chains. That doesn't stop them from charging professional prices. If you want to like music over here, you need to be willing to surrender all of your disposable income.

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Also, games tend to pretty much always cost $100 on their release dates here. It's getting fairly ridiculous. Game rental generally doesn't happen. So most people who buy new games race through them lovelessly so they can sell them back to the local used shop before the buyback price drops. I'm sure the publishers have crunched the numbers a thousand times, and come up with some reason to justify not lowering the initial price of a typical game. I researched this topic a couple years back, and one of the recurring theories was that game publishers know that used shops exist, and they wouldn't like to cannibalize their businesses by ultimately producing fewer used games. Recently, some retailer in, uhh, New Zealand, was it? They said they refused to carry the PSPGo. The reason was obvious: digital games will be everything sooner or later. They'd be out of work. At least they had the guts to say something public about it. In Japan, everyone just keeps their hands under the table.

NO SUBJECTIVITY

Maybe this is the reason games and movies suck: Barely no one in the media ever says anything subjective about anything. When a mild celebrity says a food item "LOOKS DELICIOUS!!" their tone is so rehearsed and sterile that it might as well be a statement of fact. The magazine publishers and content providers are such a close-knit group that they silently agree to say only positive things. This is why Weekly Famitsu — a game magazine — is noteworthy. They actually have some semblance of subjectivity in their weekly reviews section. However low the numerical scores may be, however, the reviewers seldom say anything negative. And though Famitsu's reviews consist of four viewpoints, the fans are prone to more or less always consider the score as a total out of forty rather than four scores on a scale of one to ten. And it's hard to find any other critical voices in Japan. No one wants to hurt anyone else's money. PR is thoroughly integrated into every aspect of business that

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I'M ALMOST FINISHED

I only have a few more things I want to say before I conclude this. I should just write off a few of my frustrations as quickly as possible, or else we'll be here all day tomorrow as well:

EVERYTHING MOVES

Every damn store I ever go to always moves every single item from one side of the store to the other every three months. They never have a reason for doing this. I think they just want to find an excuse to keep the employees after hours, screaming in a circle to psych themselves up for the act of moving shelves and stock. I went into my favorite local used book store the other day, and couldn't find anything. They had a big sign out front: "We've moved everything in the store! Come in and take a look!" Uh, okay. American supermarkets will sometimes advertise a gallon of milk for $.99. The milk is always in the refrigerated section, in the back of the store. So you might go in there just to get milk, and end up getting a bunch of stuff you didn't know you wanted. This works, because groceries are very impulse-friendly. Moving everything in a major electronics retail store, however, just feels tacky. Do you seriously expect me to get lost on my way to find DVD-Rs and suddenly go, "Oh man, I should get this MacBook Pro — and this 57-inch LED HDTV"?

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At one office where I worked for a while, they actually hired a guy from an efficiency expert firm to sit in the office for a week and analyze where the staff should sit. Anyway, they consulted the same firm every other month. They must have moved the coffee machine like twenty-four times in one year.

STOP APOLOGIZING TO ME

So yesterday, at my favorite used book store: a guy held a mouthpiece and spoke over the PA, repeating the same message for the duration of my perplexed wandering: "DEAR HONORABLE CUSTOMERS: THERE IS NO EXCUSE: IT IS WITH GRAVE FEAR IN OUR HEARTS THAT WE APOLOGIZE SINCERELY FOR MOVING EVERYTHING IN THE STORE. IF YOU HAVE ANY QUESTIONS, PLEASE ASK THE NEAREST EMPLOYEE." It's like, man — "really good at apologizing" is a shitty thing to write on a culture's resume. Why not try avoiding the situations where you'd normally have to apologize?

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I once worked at a company where "I'm deeply sorry for not picking up the phone sooner!" was the required telephone greeting. We were coached in orientation to use a neighbor's phone to call our own desk phone to learn the exact length of one ring, so that we could practice the timing of picking up the phone partway through its first ring — not soon enough to freak out the person on the other end.

TEMPLATE CONVERSATIONS CREEP ME OUT

I swear, at every party I've ever been to in Japan, this exact conversation has occurred, word for word:

"Ahh! Beer!"

"This beer is delicious!"

"Yes! This beer is delicious!"

"There's nothing quite so delicious as a cold beer after a hard day of work!"

You know those trees in "Lord of the Rings", where they have to sit in a circle for an hour making low sounds just to say "hello" to one another? That's what this is like.

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"I'M SORRY, IT DOESN'T HAVE VERY MUCH STUFF IN IT"

I used to go to this restaurant with a really delicious pepperoncini pasta. It's a pretty simple kind of pasta — just oil, garlic, and peppers. Every single time I would order the pasta, the waitress would utter, in the same practiced tone: "I'm sorry — it doesn't have very much stuff in it".

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Eventually, I went there one day, and the pasta had shredded octopus tentacles and bacon in it. I never went there again. :-/

THE "DRINK TICKET" SYSTEM

When you go see a live musical performance, the venues always force you to pay at least 500 yen for a "drink ticket." They do this even if you're on the guest list! It's weird. The idea is that the venues are not primarily places people go to listen to music: they are places owned by people who want to make money from bands who want a place to play a show. Bands put out a bunch of money to rent the place out for the night. The bands divide up the ticket sales. The venue gets to keep the money from the drink sales. To encourage people to drink, they literally force you to purchase a "ticket" for a drink prior to entering the club. If you don't purchase the drink ticket, they won't let you in. I would know; I've tried it. You know, in any country aside from Japan, 500 yen is about what you'd pay for cover at a dive bar.

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TAPE

If I buy a drink at a convenience store and say I don't want a bag, they insist on putting a little piece of tape over the barcode. Most of the time, they put it on sideways, instead of vertically — you know, the way that would prevent the barcode from being scanned by a rogue scanner. They do this so you can prove that you paid for the drink, should you roll into another convenient store glugging away. For some reason, the longer I live in Tokyo, the more this really shits me off. I don't know why! I like to take the tape off, stick it to my receipt, and then drop it into the little trash can by the register.

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WEIRD RESERVATION RULES

I wanted to write a story for Kotaku.com (this website right here) about what it was like to go visit the Dragon Quest IX-themed "Luida's Bar" in Roppongi. I couldn't do this, though, because, despite their having nine empty tables, my friend and I weren't allowed in! You know why? Because we had failed to reserve our table twenty-four hours in advance. Actually, we would have needed to make reservations more than twenty-four hours in advance: We could only reserve a spot between eight or nine PM on Wednesday between twelve and four on Tuesday. Dragon-Quest-themed bars in Roppongi aren't the only places to do this. It's a thing insecure Tokyo business owners do when they are afraid of their place being empty at peak hours. When you think about it, it makes some kind of marketing sense. People unable to get in are then forced to think really hard about getting in next time. In Tokyo, when consumers start thinking really hard, they end up spending more money: In the case of the Dragon Quest bar, that means they would buy more drinks. Don't ask me to prove this, because it will extend this already bloated chunk of pseudo-prose by another six thousand words.

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Then there are things like how Dominos Pizza, should you register for their web-based pizza ordering service, will send you digital coupons. The coupons expire in two weeks. If you don't use the coupon, it will never disappear from your "Coupon Inbox". If you do use the coupon, it does disappear. This is interesting because, sometimes, you'll be looking at your coupon box, and go, "Man, I could have saved like fifteen percent on like six pizzas! If only I ate more pizza!" This epiphany is about as richly cathartic as any big story reveal or any any battle-system-related "Aha" in any Japanese RPG.

A tenuous video-game connection I can think of off the top of my head is when Eiji Aonuma told an interviewer that Zelda fans are so faithful because puzzles in Zelda games make the player "feel smart." On the one hand, maybe making consumers feel smart, or at least thoughtful, makes them end up spending more money somewhere down the line. On the other hand, I didn't get to enter the Dragon Quest bar, and that sucked.

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THE WEATHER


This was 2009.

:-/

POSITIVE NEGATIVES

Again, this is a language issue, though again, I am going to presume that it accounts for a decent amount of passive aggression. I can't possibly be the only person who is creeped out by this stuff: There is a whole verb in Japanese which, when appended to the stem form of any other verb, allows you to express the opposite of that verb without having to use its negative form.

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Maybe that description didn't make much sense. It's like, append the positive form of this verb to the end of the stem of the verb in the sentence "It's possible to do that", and you can make the sentence mean "It's not possible to do that." Though since verbs end the sentences in Japan, it's more like "Yes, we can do that for you — NOTTTTTT." I mean, how is that "polite"? How is that the way to deal with people in business? Do people feel really great whenever they use that in a professional conversation? Do they feel like they just scored a four-hit combo in Street Fighter IV?

EVERYONE'S UNCLE

There's a distinct personality type existing all over Japan. I call it "Everyone's Uncle". Eventually, a guy just barely outgrows the "Big Brother" personality type, and suddenly becomes like everyone in the room's uncle. This is the guy who Don't Do Shit at the office usually. When there's a party, he'll be the guy who immediately grabs the menu, counts up the number of people at the table, asks for a show of hands, says "Who is NOT drinking beer?" He'll bark to the waitress how many beers we need, and bring us some of this fried chicken cartilage and these potato things, and some edamame beans, and some salad, and some pickles, too. Man, I hate this kind of guy. As long as the boss sees him going and getting at the party, this guy is not going to lose his job anytime soon. In fact, he's going to get promoted, and he's going to be telling you what to do, and he's going to be pulling figures off the internet, and going, "Oh, it looks like this game called Halo 3 has twenty-seven guns in it. Our game only has, what, four? We need to step it up!" And you say, "Well, Halo 3 was made by a team of like six hundred people. We've got, uhh, about sixteen people." And then he pumps his fist and says, "We're just gonna hafta work overtime!" No we're not, asshole.

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THE EMOTION GESTAPO

In an earlier column ("Stop Telling Me What To Do"), I talked about a system of loudspeakers set up in my neighborhood, blaring advertisements for local businesses. The voice of these advertisements is an old woman who sounds like she got lost on the walk home from the supermarket. The speakers are illegally placed; the businesses advertising on the service have never met a representative of the advertising service. They only receive phone calls, once a month, with bank transfer information. The account changes sometimes. The police won't touch the advertisements, because the situation sounds like the yakuza are involved. So the people of my town live in fear and annoyance.

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This bothers me, sure, though what also bothers me is when, on a weekday afternoon, I'm walking on a quaint little street in another town, and the loudspeakers are blaring classical music. Like, "Here you go! Listen to this music! This is how you should feel right now!" Life isn't a television drama, or a movie, or a video game, man. It's real life. That's why they call it real life!

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THE STEREOTYPING

My gym refuses entry / membership to anyone with a tattoo. This means my drummer can't work out in my gym with me. The reason for the tattoo hatred is, so the urban legend goes, to keep the yakuza out of the gym / bathing area. Well, what about a white guy with a tattoo? He's obviously not in the yakuza. It sounds more like stereotyping in that context — that a "nice," "good" person wouldn't have a tattoo.

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So, why do they let so many clearly insane-looking octogenarians into the gym? We have one guy who looks like Mister Magoo. He gets on the chest press machine, puts it down on the lowest weight — five kilograms — puts his hands on the handlebars, and screeeeeeams like he's taking a dump on a planet of extreme gravity. The weird thing is, he's not even trying to lift the weight. It doesn't even move. Oh, and then, there's the creepy SOB who wears a track suit, holds two one-kilogram weights at shoulder-level, stands in the middle of the free weights area, and shakes his hands almost like he's miming running up a flight of stairs. In a voice just above a casual conversation, he counts his "reps" — from "one" to well past a thousand. Then there's the really old guy who gets the lightest possible resistance band, wraps it around the side of the squat rack, through the Smith press, and over the bench press, effectively commandeering half of the free weight area; he holds it in place, and screams.

I think, in general, the Japanese seem to be comfortable stereotyping and being stereotyped. High school students wear uniforms. Everyone knows who they are and what they are up to. In college, people are confused, because they don't have uniforms. They graduate and immediately find an excuse to wear a suit, even to companies with no dress code, so that everyone on the train might know where they stand in their life. They hit eighty, join my gym, and start screaming. That, or they go play pachinko. I suppose that somewhat unceremoniously brings us to what might be the main point of all this:

I DON'T LIKE PACHINKO

I don't like pachinko. I had never played it until just last year, actually. It's a pretty idiotic capsule form of the entire Japanese entertainment industry. There's this "Neon Genesis Evangelion" pachinko machine, based on the popular animated series from over ten years ago. There's a TV screen in the middle of all pachinko machines, these days. It plays video clips which, somehow, relate to the player which pegs or mechanisms have moved, so he knows how much strength to apply to rotating the cylindrical controller, with how much pressure to expel the little steel balls. As far as game design goes, it's not that incredible, because the video clips on the display screen really have absolutely nothing to do with anything aside from the animated series from which they've been extracted. Nothing about any one particular video clip deliberately says "Now the little flap on the right side is going to open."

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Pachinko machines were originally strictly for amusement. Eventually, they turned into gambling devices. So the ultimate reward for playing pachinko is money. Some people are good enough at pachinko to not even need a job. Most people aren't.

Two blocks down, the street I live on runs into a highway. On the other side of the highway, visible from my living room window, stands a large pachinko parlor. Every time the automatic doors open as a customer enters or leaves, if one of the windows in my home is open, I can hear the dense Eurobeat emanating out. The volume is so atrociously high that it reaches even as far as my bedroom, late at night.

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Last year, a half-dozen shops in the covered shopping street between my house and JR Koenji Station shut down all at once. A big tarp went up where the shops used to be. A month later, it was one huge pachinko parlor. I walk by that pachinko parlor every time I go to JR Koenji Station. It's so huge, and loud, right there in the middle of my trendy street. I look inside, at all the old people. After my grandfather died, my grandmother set about spending as much of his money as quickly as possible. She took cruises around the world. Good for her. What are these old people in these pachinko parlors doing? The generation gap between these people and my grandmother — between cruises around the world and zombification within a pachinko parlor — is only a decade and a half, at the most. I look at these people, and I think, where in the hell are we going?

A friend in real estate once told me that no building ever turned into a pachinko parlor or a love hotel will ever see life as anything else. As brick-and-mortar game stores, for example disappear, as everyone starts ordering all their clothing online, will this turn completely into a city of pachinko parlors and love hotels? Math, and fucking, as it were? Is that what it is? Two people have sex; ninety years later, you're breathing nicotine and just trying to spend everything as effortlessly as possible before you die.

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CAN VIDEOGAMES MAKE US BETTER PEOPLE?

Stephen Totilo can corroborate when I say that I had originally planned to call this month's column "Can Videogames Make Us Better People?" [Note From Stephen: Tim speaks the truth.] Then, I saw this presentation from this year's DICE conference. There's a lot of brain-hacking going on in there. In that talk, Carnegie-Mellon University professor Jesse Schell envisions a future in which everything is game-designed. Sooner or later, everyone is going to be connected on a service that tracks everything, Unlocking Achievements in all forms of art and entertainment, every game they play or book they read logged meticulously for future generations to see. Schell says we might read a new "Star Trek" book, and then be told we've just Unlocked the Achievement of having read 500 books, and we might feel dumb that this is our 500th book. Maybe, if we know that so much of us will remain behind for other generations to inspect, we'll try being better people.

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I was going to say something along the same lines, though probably with a lot more words. I was going to say that I've noticed little trends in the design of Japanese games and/or game-console software. Animal Crossing and Brain Training were extremely popular, money-making software products, though both of them had feet planted in The Real. Animal Crossing is more or less a game about communication, in which your only rewards come from doing good deeds. Brain Training is a tool to keep your mind active. These products were so successful that the certifiable geniuses at Nintendo considered, developed, released, and then reaped the benefits of such products as "My Finance Diary" and Tomodachi Collection. The latter is like Animal Crossing, only the characters are humans — Nintendo Wii Miis, actually — and thus maybe easier to relate to. The former is just a simple kind of productivity software, which you can use to keep track of how much money you spend, and on what. You can input your salary and bank account balance and all that. You can set up a budget plan and it'll tell you how much money you should spend per day. It's nothing an iPhone application couldn't do, though it was monstrously popular. Maybe it was popular because it was so well-designed. The sounds were pleasing, the friction of the pen on the DS screen felt just right (I've "played" a friend's copy).

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In his presentation, Schell mentions a little tree-shaped virtual-pet-kind-of thing on the dashboard of the Toyota Prius. It grows as you save money on gas. It's not much of a "game." Though there it is. When is something like Nintendo's "Finance Diary" going to be implemented into ATMs? Well, cash will near-completely fade away, at some point in the future. In Japan, they've had these microchip-equipped cards for a decade. You charge them up at terminals in the stations. It used to be you could just use them to ride the train. You might have similar cards in your city elsewhere in the world. Though man, in Tokyo, you can use them for so much: vending machines, supermarkets, whatever. Sooner or later, you'll be able to use them everywhere. It's a great system. I'm sure if they developed easy retinal scan technology, the Japanese would slap a cute-looking eyeball mascot on the advertisements and people would be lined up to volunteer their information for the system. I'm pretty sure the "Minority Report" future will emerge well before I'm old enough to play pachinko. Will Japan evolve because of this, or will it only continue its deepening spiral into the realm of my disinterest?

Thanks to several recent developments in my life, I've realized that life is really just a game, and that I'm so dissatisfied with games (like Final Fantasy XIII) lately, because I am approaching them as games within a game. I have a "habit" of applying the "rules" of the game of life to the things I do for "fun." I might have mentioned before: I never believed in Santa Claus, et cetera. I have a "problem" stepping completely away from reality.

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What I've realized, recently, is that the skeleton of rules of the "game" of "life" is just too visible here in Japan, where multiple perfunctory sentences are required to start any conversation, where you can use a certain positive verb to soften the preconceived impact of a negative verb form, where you can prove mathematically that you are a good person by drinking alongside everyone else, by being the last to go home every day, by ritualistically screaming in the middle of the street after a company party. Oh no! You messed up today! The company lost money. BONUS ROUND: At least you get the opportunity to apologize to the boss. People who can apologize well are respected! Be sure to apologize every time you pick up the phone! Miss one, and you'll lose points! Your score in this game is represented by the balance of your bank account. When you reach the goal, you have earned the right to play a game with much simpler rules.

Man, life is like the world's most boring MMORPG. If I'm going to be forced to play it, I might as well live somewhere I can get affordable groceries more suited to my lifestyle.

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As usual, I'm probably over-thinking this. Maybe I'm just in the wrong country for over-thinking.

And that, basically, is what's been on my mind the past five years.

—-

tim rogers is the editor-in-chief of Action Button Dot Net, which is a fancy way of saying he's the founder and one of three completely unpaid employees. friend his band on myspace, follow him on twitter, or email him at 108 (at) action button (dot! (net!))

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Japan Mt. Fuji PIC [Flickr]
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Bacon Sushi PIC [Flickr]

Kotaku’s Opinions For The Week July 05, 2025

Kotaku’s Opinions For The Week July 05, 2025

We’ve always got an opinion on the world of video games.

By

Gamers are a passionate bunch, and we're no exception. These are the week’s most interesting perspectives on the wild, wonderful, and sometimes weird world of video game news.

Some Of Our Favorite Hidden Indie Gems Are In The Big Steam Sale

Five indie games, split into rectangular slices.
Image: Darren Keller, Achromi, Anthony Berleur, Afoot Games, Emberheart Games, Kotaku

The Steam summer sale is an annual opportunity to add vast numbers to the teetering pile of games you’ll get around to playing someday. With bonkers 90-percent-off deals, you can grab recent big-name games for under $5, all of which you’ll definitely remember to load up someday. But it’s not just the AAA blockbusters that are cheap right now; the sale also includes fantastic unknown indie games at far less risky prices. - John Walker Read More

This Pride Month, Overwatch 2 Made Good On A Years-Old Promise

Soldier: 76 looking at a photo of him and Vincent.
Image: Blizzard Entertainment

I’ve been playing Overwatch since 2019. I finally jumped into Blizzard’s hero shooter after the release of Bastet, a short story following the medic sniper Ana and old man vigilante Jack “Soldier: 76” Morrison, which confirmed the broody ex-Overwatch leader was once in a long-time relationship with a man named Vincent, but the two had long since split. Soldier’s devotion to Overwatch’s cause strained their connection, and eventually, Vincent married and found the life he wanted. At the time, Blizzard came under a bit of fire for sequestering this lore drop in a short story that most of Overwatch’s player base would never see. For years, it felt like Blizzard’s shooter existed in a space of plausible deniability, where it had queer characters but any sign of those identities was stashed away where bigots could ignore it. That all changed in 2023 when the game began an annual Pride Month event celebrating its queer heroes, and this year, it finally made good on a promise it made to Soldier: 76 fans six years ago. - Kenneth Shepard Read More

This DLC Follow-Up To One Of Last Year’s Hidden Horror Gems Made Me Cry Out In Terror

A diver talks to the player character inside an underwater vessel.
Screenshot: The Chinese Room / Claire Jackson / Kotaku

I’m tens of thousands of feet underwater, here on a mission to uncover the remains of a tragic and colossal accident that saw an oil rig collapse and sink to the bottom of the ocean off the coast of Scotland. I’m here for answers. I’m here for closure. Hopefully I’ll find some mementos to bring back to the families that lost people in the accident. But it’s not just sunken, rusted metal that lines the ocean floor. No, something else is here. Or is it? Am I losing my mind? Strange visions cloud my sight. A sudden metallic thud announces the presence of…something out there in the deep. Am I hearing voices? Is someone there? - Claire Jackson Read More

I Cannot Stop Playing This Extraordinary Puzzle Game

Icy tiles and water in one of Nurikabe World's puzzles.
Screenshot: Hemisquare / Kotaku

I have a long-term love of logic puzzle games. I consider Hexcells, Tametsi and the DS’s Slitherlink to be among the greatest video games of all time. Mario’s Picross is surely the all-time best Game Boy game? My phone is very rarely not running at least one of Conceptis Puzzles’ Android apps. So it is with enormous pleasure that I welcome to their ranks the incredible Nurikabe World. - John Walker Read More

Xbox Invites Developers To AI Roundtable The Same Day It Does Mass Layoffs

A corporate boss awaits feedback.
Image: CD Projekt Red

Yesterday was awful for people who work at Microsoft and the gaming industry in general. Thousands at the company either saw colleagues laid off or were laid off themselves, while outside observers watched as more game developers and projects were put on the chopping block. Microsoft’s $80 billion bet on AI was reportedly part of the rationale for the cuts. So it was a particularly bad time to be excitedly inviting people to an upcoming roundtable on how AI can make game development more efficient. - Ethan Gach Read More

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21 Years Later, This Cult-Classic Game Is Finally Playable In English

21 Years Later, This Cult-Classic Game Is Finally Playable In English

Boku no Natsuyasumi 2 is a nostalgic life sim about a boy on summer vacation in 1975

By
Isaiah Colbert

Boku no Natsuyasumi 2, which translates to My Summer Vacation 2, is the sequel to the chill simulation game, Boku no Natsuyasumi. The game follows Boku on summer vacation with his family in the countryside, as he spends his time fishing, collecting stag beetles, and making new friends. The game was originally released in 2002 on the PlayStation 2 but never received an English translation. That is until Hilltop, a Canadian YouTuber “on a mission to bring underappreciated Japanese-only classics to English-speaking audiences” released an English patch for the game.

On Wednesday, Hilltop released a short video on their YouTube channel announcing the release of Boku no Natsuyasumi’s English patch. Hilltop’s patch laboriously translates 5,000 lines of text in the game, including its user interface, menus, and item icons. Hilltop provides a download link and instructions for installing the patch in the description of their video.

Hilltop / Millennium Kitchen

“After eleven months of work, I am beyond proud to present the long-awaited English patch for one of the most special games ever to grace the PlayStation 2,” Hilltop wrote on their Patreon. “I would like to thank the rest of the team for helping me in making this localization the absolute highest quality possible, with no expense spared and not a single corner cut.”

In the last two years, Hilltop has also released English versions of the 2002 adventure game Aconcagua, Square Enix’s 1999 racing game Racing Lagoon, and Bandai Namco’s 1998 Dr. Slump action game.

If you want a comprehensive breakdown of the first Boku no Natsuyasumi (and have six hours to spare) be sure to check out Action Button founder and former Kotaku staffer Tim Rogers’ review of the first Boku no Natsuyasumi on YouTube. In the meantime, here’s where you can check out and support Hilltop’s work.

   

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Konami's Iconic Dating Sim Is Finally Being Translated Into English, Just Not The Version Everyone Wants

Konami's Iconic Dating Sim Is Finally Being Translated Into English, Just Not The Version Everyone Wants

Tokimeki Memorial is an important part of gaming history, but some ports are better than others

By
Ian Walker

An independent retro video game translator known appropriately as RetroTranslator recently announced that his team’s work translating Konami’s seminal 1990s dating simulator Tokimeki Memorial into English is almost complete. But there’s a catch: It’s the less-than-perfect Super Famicom port that’s been translated, not the superior version that appeared on the PlayStation. Still, this disappointing wrinkle doesn’t mean the project isn’t worth celebrating.

“I’ve got good news for all of you heartthrobs out there: The translated script for Heartthrob Memorial: Under the Tree of Legends has been fully inserted!” RetroTranslator tweeted last week, turning heads by using a literal translation to English for the title instead of the game’s well-known Japanese name, Tokimeki Memorial: Densetsu no Ki no Shita de. “We’ll work hard to make sure everything’s just right before it gets released. It’s pretty exciting, though!”

Exciting is an understatement. Longtime fans of the Tokimeki Memorial franchise have waited for the original game to be translated into English for decades. More recently, those diehards were joined by a new crop of players eager to try the game for themselves thanks to former Kotaku video editor Tim Rogers’ six-hour video essay about Tokimeki Memorial’s history and legacy. It may not have been the first dating sim, but Tokimeki Memorial is perhaps most responsible for putting the genre on the map.

Action Button (YouTube)

Unfortunately, Tokimeki Memorial: Densetsu no Ki no Shita de is not the Tokimeki Memorial everyone was hoping to see localized. That would be 1995’s Tokimeki Memorial: Forever With You for the PlayStation, an upgraded version of the original game released for the PC Engine’s Super CD-ROM² add-on (that’s the TurboGrafx-CD for those of us outside Japan) in 1994. No, Tokimeki Memorial: Densetsu no Ki no Shita de is the Super Famicom equivalent that arrived a year after the PlayStation version, a port many consider compromised for various reasons, most notably for the lack of voice acting.

“Playing Tokimeki Memorial for Super Famicom before playing it for Sony PlayStation, Sega Saturn, Windows, or PC Engine would be like watching a movie for the first time with the TV muted and two lines of subtitles displaying both the movie’s dialogue and the director’s commentary,” Rogers told Kotaku via email. “It’s not a Full Film; it’s a DVD bonus feature you throw on while waiting for your laundry to finish while also waiting for an important phone call.”

As mentioned, the biggest problem with Tokimeki Memorial: Densetsu no Ki no Shita de, according to both Rogers and professional Japanese-to-English translator Tom James, is the lack of voice acting in the Super Famicom edition. Apart from its stunning pixel art, Tokimeki Memorial elevated the dating sim genre with the introduction of extensive voice clips for the game’s cast. This made the girls feel more real, and one could even listen to the inflections in their voices during conversations for clues as to how they felt about you. It may sound trivial by today’s standards, but this was big stuff in the early days of CD-ROM gaming.

A helpful metaphor

“Playing Tokimeki Memorial for Super Famicom before playing it for Sony PlayStation, Sega Saturn, Windows, or PC Engine would be like watching a movie for the first time with the TV muted and two lines of subtitles displaying both the movie’s dialogue and the director’s commentary.”

Tim rogers

“[F]or a game where the end objective is to essentially get a girl to confess her feelings to you, the impact of that reward is diminished significantly when you can’t hear it actually articulated, let alone the progression leading up to that moment,” James explained to Kotaku via email. “Tokimeki Memorial is by no means the first Japanese game to have tried to build mechanics around the act of fostering relationships with people. The difference is that they were largely unvoiced and their writing wasn’t otherwise nearly strong enough to compensate, and Tokimeki Memorial faces a similar quandary without that voice acting.”

Kotaku tried several times to get in touch with RetroTranslator for this story but our attempts to include his perspective went unanswered.

Konami / 赤岩レトロゲーム同盟 (YouTube)

Of course, that doesn’t mean there aren’t shortcomings with the Super Famicom version of Tokimeki Memorial. Less space on cartridges as opposed to CDs and the overall power deficit between Nintendo’s 16-bit console and Sony’s PlayStation meant that everything, from the music to the pixel art that made previous versions so enticing, required toning down. A clear example of this downgrade can be seen in the moving checkerboard pattern behind Tokimeki Memorial’s menus, which Rogers actually points out as one of his favorite parts of the game in his lengthy video. On PlayStation, the background scrolls at a smooth 60 frames per second, whereas the Super Famicom can only muster around 18.

It’s here that I feel I should assure everyone that neither I nor the folks I talked to for this article believe the Super Famicom version of Tokimeki Memorial shouldn’t be translated or that RetroTranslator doing so isn’t worthy of praise. Any project of this nature is a monumental undertaking, not only due to the issues in ensuring that Japanese nuances and references are accurately transposed to English in a way that English-speakers can understand and appreciate, but also because replacing video game text can be a programming nightmare. Rogers notes that the trouble isn’t in the translating but rather getting that work into the game that would represent the most obstinate hurdle.

“[T]he reason, I reckon, that all versions of Tokimeki Memorial remain untranslated is that the Good Versions are programmed in a way that makes the text notoriously difficult to access for any would-be, amateur localizers,” Rogers added. “The Super Famicom version, despite lacking this particular engineering obstacle, remained untranslated for these decades simply because people who knew and loved the game in its original language would never bother translating it except as a dessert exercise following a translation of The Real Game.”

That said, hardware restrictions haven’t always held ports of this important dating sim back. While making Tokimeki Memorial for the Game Boy Color—released Pokémon-style as two separate games, Tokimeki Memorial Pocket Sports Version and Tokimeki Memorial Pocket Culture Version—the developers at Konami were able to create an authentic experience by working with the handheld’s capabilities rather than trying to cram as much content from the original game into its less-powerful shell. It even has limited voice acting and exclusive girls to romance, some of whom require new courtship strategies.

“While I wouldn’t necessarily recommend that someone looking to play Tokimeki Memorial for the first time should start with Pocket,” James said, “as a novelty version that looks and sounds impressively good for the hardware (it even runs on the original Game Boy, voice acting and all!) and has a great tempo, in many ways, it’s my personal favorite version. If someone playing it for the first time got hooked on it and wanted to explore the ports further, then I would absolutely recommend that they make the Pocket games their first stop as they’re both quite fun to play once you’re familiar with Tokimeki Memorial’s gameplay and have the most to uniquely offer compared to those other ports.”

The importance of Tokimeki Memorial’s voice acting

“[F]or a game where the end objective is to essentially get a girl to confess her feelings to you, the impact of that reward is diminished significantly when you can’t hear it actually articulated, let alone the progression leading up to that moment.”

Tom james

Konami ported the first Tokimeki Memorial to hell and back before eventually developing 1999’s Tokimeki Memorial 2 for the PlayStation. This was followed by two more sequels, the most recent being 2009’s Tokimeki Memorial 4 for the PlayStation Portable, as well as a grip of spin-offs that includes the highly regarded Tokimeki Memorial: Girl’s Side series, which reverses the traditional dating sim formula by introducing female protagonists and dateable dudes. In fact, Konami just released Tokimeki Memorial: Girl’s Side 4th Heart for the Nintendo Switch last October. But much like every other game in the franchise, it stands almost zero chance of being localized for English-speaking audiences.

As such, RetroTranslator’s impending Tokimeki Memorial: Densetsu no Ki no Shita de translation represents a significant undertaking in the world of independent localization even if it’s not the exact version everyone wanted. The game as it was released for the Super Famicom is undoubtedly lackluster compared to its big brothers, but that doesn’t mean translating it is a stupid or less meaningful endeavor. Anything that elevates this iconic franchise in the eyes of western audiences—not to mention preserves it for future generations—is a pretty good deal in my book.

And hey, maybe a less-regarded port of Tokimeki Memorial getting an English patch will inspire someone to continue the work of hacking its PlayStation predecessor. After seeing cult classics like Mizzurna Falls and Yakuza: Black Panther translated from Japanese, nothing can surprise me anymore.

 

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Netflix Reveals <i>Squid Game </i>Season 3 Release Date And First Look At Season 2 Aftermath

Netflix Reveals Squid Game Season 3 Release Date And First Look At Season 2 Aftermath

Gi-hun faces the consequences of the bloody Season 2 finale

By
Keith Nelson Jr

Bittersweet news: We don’t have to wait three years for Squid Game season 3 like we did for season 2, but we now know Netflix’s number one non-English language series of all time will be ending soon. Today, Netflix unveiled Squid Game’s final season will premiere on June 27 with some sneak peeks into the aftermath of season 2's bloody finale.

Kotaku Spoiler Warning
Graphic: Kotaku

At the end of Season 2, Gi-hun (Lee Jung-jae)—Player 456—and his revenge plan against the creators of the brutal competition led to the bloodiest gunfight in Squid Game history, when the contestants revolted against the guards. Just as he was leading the charge close to the control room where everyone in the game is monitored, he has to watch his close friend Park Jung-bae (Lee Seo-hwan)—Player 390—murdered for participating in the revolt. Oh Young-il (Lee Byung-hun), originally the masked overseer of the game and known as The Front Man, ends his puzzling charade as Player 001 by killing the revolting contestants who believed him to be an ally. And now, we know a little of what happened after all of that.

In one photo, we see Gi-hun handcuffed to a bed, angrily looking up at a figure. Since The Front Man inexplicably decided to not kill Gi-hun for leading the revolt, some form of imprisonment had to be the next course of action. Another newly released photo shows Oh Young-il, whose actual name in the show is Hwang In-ho, pensively staring at The Front Man’s mask inside the cozy confines of his decadent lair. Even though he successfully stopped an insurgency, perhaps his despondence is tied to complicated feelings with a competition he’s won in the past that still didn’t buy him the peace he sought.

The Front Man looking angry
Image: Noh Ju-han/Netflix

Although splitting the final story into two seasons hurt the momentum of season 2, these small glimpses into the final episodes of Squid Game hint at all loose ends being tied up (or killed) by the time we’re done with our final binge.

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Nippon vs Nihon: What's The Difference?

Nippon vs Nihon: What's The Difference?

The kanji is the same, but the pronunciation is not

By
Brian Ashcraft

During the Tokyo Olympics opening ceremony, the official announcer introduced the country as “Nihon.” Sponichi Annex reports that this surprised some.

While “Japan” is the official English name—a name believed either to be evolved from the way it was transcribed by Marco Polo or even from the Shanghainese pronunciation, in its native language—there are two official pronunciations for its name: Nihon and Nippon. This is because the kanji 日本, typically translated as “Land of the Rising Sun,” can be read either way. However, over time, the pronunciations have developed different usages and nuances.

There are certain instances where “Nihon” is used. For example, you would say “Nihongo” as the word for the Japanese language or “Nihonkai” to name the Sea of Japan. But, often, for sporting events, “Nippon” is used. “Ganbare Nippon” or “Go Japan” is heard at international matches. Japan has written “Nippon” on Olympic uniforms in the past, so it has a strong association with sports. This is most likely why, as Sponichi Annex reports, it surprised some that the country was introduced as “Nihon” instead of “Nippon” during the Olympics. The word can have a nationalistic tinge, though, especially because the Empire of Japan was Dai Nippon Teikoku. But, it can also simply be a way to refer to the country.

There is a fluidity here, and Japan’s name has changed over time. The earliest recorded name for the country is “Wa,” which is why Japanese food today is still called washoku. Later, Japan began referring to itself as “Yamato,” even after the kanji 日本 was adopted by around 700 AD. As noted on Unseen Japan, “Nippon” later started coming into wider use, with the pronunciation possibly coming from Chinese diplomats who referred to the country as nyet pan.

According to Wandering Tanuki, during the Edo Period (1603-1868), people in modern-day Tokyo starting pronouncing the word as “Nihon.” This might be why the Osaka district 日本橋 is pronounced as “Nipponbashi”, while the Tokyo district 日本橋 is “Nihonbashi.”

But is this why the country was introduced as “Nihon” during the Tokyo Olympics? Sometimes Japan has a hard time deciding which to use! The Bank of Japan is “Nippon Ginko”, while as Unseen Japan points out, the country’s most famous broadcaster NHK goes with “Nihon Ginko.” To further complicate things, “Nippon Ginko” is written in English on Japanese money.

There have been attempts to pick one as the “correct” pronunciation, but those efforts have seen little legislative interest or support. But according to a 2012 poll by National Institute for Japanese Language (via Nikkei and Unseen Japan), over 98 percent of Japanese speakers preferred “Nihon.” Regardless of how the country was introduced during the Olympics, do expect “Nippon” to live on in chants during sporting events.

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K-pop Group Enhypen Is Sorry About World Map That Omitted Japan

K-pop Group Enhypen Is Sorry About World Map That Omitted Japan

Just as K-pop group Enhypen is making a big push around the world, the group has ruffled feathers in Japan for merch…

By
Brian Ashcraft

Just as K-pop group Enhypen is making a big push around the world, the group has ruffled feathers in Japan for merch that didn’t include, well, Japan.

The image in question appeared as part of the group’s “En-Connect” fan meeting bundle.

Image for article titled K-pop Group Enhypen Is Sorry About World Map That Omitted Japan
Image: enhypen-jp

Along with three DVDs and a photo book, the box set is packed with faux passports of each group member. On said passports, there are world maps but with the Japanese islands noticeably missing.

Cyzo reports that after the discrepancy was pointed out, a corrected image was uploaded to the merchandise page.

The group issued an apology, explaining that royalty-free art had been used in creating the passport images and Japan being missing was overlooked.

Image for article titled K-pop Group Enhypen Is Sorry About World Map That Omitted Japan
Image: enhypen-jp

That seems like a rational explanation, especially considering the group trying hard to make it in Japan, and one member of Enhypen, Ni-Ki, is Japanese.

However, this isn’t the first time Japan has gone missing on a world map from South Korea. Back in 2018, the country was AWOL in TVXQ’s “Love Line” music video. Prior to that, Japan was omitted from South Korea’s Winter Olympics map. Strange that this keeps happening!

The “En-Connect” bundle goes on sale this July.

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This Beloved Dating Sim Is Finally Getting A Remaster, But Only In Japan

This Beloved Dating Sim Is Finally Getting A Remaster, But Only In Japan

Please just let me play Tokimeki Memorial already, Konami

By
Willa Rowe

Why must good things always happen to other people? While today’s joint Nintendo Direct and Indie World showcase was full of amazing updates on existing games and announcements of new projects—like a Trails in the Sky remake—one of the best announcements of the day only aired in Japan. Konami’s seminal dating sim, Tokimeki Memorial, is getting a remaster.

If you’ve never heard of Tokimeki Memorial, then you should go watch this six-hour-long video from former Kotaku staffer Tim Rogers on why the game is so important. But if you don’t have all day for that, then let me give you the short version. Released in 1994, the game isn’t the first dating sim ever made but it is one that helped codify the genre’s core pillars, putting players in the shoes of a high school boy who manages relationships with a bunch of cute girls he can romance.

Nintendo

Tokimeki Memorial has some excellent characters, wonderful writing, and deceptively deep gameplay full of secrets to uncover on your way to finding love. The game has become something of a beloved classic, even if it’s never received an official English translation. Fans have been craving one for years now and the announcement of a remaster, still exclusive to Japan, is a bit disheartening. The remaster is an updated version of Tokimeki Memorial: Forever With You, the 1995 release of the game for PlayStation, Sega Saturn, and Windows 95.

This remaster, officially titled Tokimeki Memorial: Forever With You Emotional, will release sometime in 2025 and comes after Konami promised the series would get some big news to celebrate its 30th anniversary. Hopefully the outcry from fans will convince Konami that now is finally the time to localize Tokimeki Memorial into English and other languages.

.

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New <i>Final Fantasy</i> Remasters Restore Intro Credits, Fonts Still Bad

New Final Fantasy Remasters Restore Intro Credits, Fonts Still Bad

As is the case with every Final Fantasy re-release, you win some, you lose some

By
Luke Plunkett

When Square Enix’s range of Final Fantasy remasters for PC and mobile were first unveiled a couple of years back, fans were quick to notice something: not only had the game’s traditional pixel font been replaced, but they’d been replaced by new, tiny little letters that were an assault on the senses.

To recap, here’s how bad the fonts were:

Purchased individually, the games’ prices total out to $95.94. Fortunately, Steam offers a bundle option, but it only brings them down to $74.82, which feels a bit steep for a collection of decades-old games. It doesn’t help that Square Enix has saddled all the games with a text font that’s both overly clean and claustrophobically compact, making it impossible to look away from due to how out of place it feels. Many, many people have remarked on the tiny, tiny font.

“My god this font is the ugliest thing I’ve ever seen in a video game,” writer and podcaster Heather Anne Campbell said on Twitter. “It is the worst of all time.”

“[Seriously] guys I have typography dot com open in a tab literally right now,” wrote current YouTube guy and former Kotaku video guy Tim Rogers. “They got a lotta good ones on there, guys.”

With those same games coming to PS4 and Switch later this month, Square Enix decided to mark the occasion by fixing those fonts. Or, trying to fix them.

Among other new features like the ability to switch between original and rearranged soundtracks, and turning off random encounters, there’s also a menu option to “Change Fonts”, which “gives you the option to switch between two different fonts: the default font and a new pixel-based font that recreates the feel of the original games”. Which it does, in a way, but it’s still too small and condensed, so while its not as bad to look at, it’s in many cases very hard to read.

That sucks, but on the bright side, some of these other changes are welcome, including the fact that Square Enix have, very quietly, restored Final Fantasy VI’s intro credits, which had previously been removed and resulted in an eerily hollow opening sequence.

The PS4 and Switch versions of the remasters will be out on April 19.

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<i>Death Stranding 2</i> Stars An Older Sam Bridges And... Octopus Babies?

Death Stranding 2 Stars An Older Sam Bridges And... Octopus Babies?

The sequel was announced at tonight's Game Awards show

By
Luke Plunkett

After teasing it for a few weeks, Hideo Kojima’s next project has been announced tonight, and it’s a bit of a surprise: it’s a direct sequel to Death Stranding.

I say surprise because I don’t know if many people were expecting a sequel considering the way the first game went down. And also because I guess people were just assuming that, after he’d done something new with Death Stranding, he was going to something new once more? Guess not!

Interestingly, Kojima said on stage after its reveal that he had already started writing the story for Death Stranding 2 before the pandemic hit, but when he had to live through something so similar to what the first game had predicted, he promptly binned his work on the sequel and started all over again.

Here’s the debut trailer shown during the Game Awards earlier tonight, which as you may expect, sure does go places:

Death Stranding 2 Reveal Trailer | The Game Awards 2022

The original Death Stranding, a game basically about being a postman with a very nice waterproof jacket and a baby in a jar, released in 2019, and was so nice we reviewed it twice. The first time Harper said:

Death Stranding is not a subtle game. The mechanics are the message. Build connections, use those to literally span divides. Even as the story swells to a convoluted chaos that would make Metal Gear Solid 4’s monstrous canon-welding blush, Death Stranding’s most fundamental point is not hard to understand. Yes, this is hell. Yes, we are falling apart. Yes, this might be the end. But there is redemption in other people.

The second time, meanwhile, was with this wonderful video review by Tim Rogers, which is a substantially greater investment of your time:

Death Stranding: The Kotaku Video Review (by Tim Rogers)
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Nike's Official <i>Hello Kitty</i> Sneakers Are Perfect [Update: Clothes Too]

Nike's Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]

They'll be out next month, and should be easier to get hold of than the infamous 2004 collaboration

By
Luke Plunkett

I’ve written before how I’m a huge fan of Nike’s subtle “tributes” to things they don’t actually hold the license for, the latest example being a line of Prestos based on Star Wars characters like Boba Fett. These upcoming Hello Kitty sneakers, though, are the real deal.

These have actually been rumoured for a while now, and were first thought to be a long-overdue public release of the 2004 collaboration pictured below, which were supposed to see a wider drop but ended up landing in the hands of just a few dozen lucky friends and family.

Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike

For those not into sneaker history, these shoes are kinda infamous! The peachy/pink colourway above was designed by Fragment’s Hiroshi Fujiwara, while the black one was worked on by Steven Smith, the “Godfather” of modern sneaker design, whose credits range from the Reebok InstaPump Fury to the Nike Zoom Air Spectrum to Adidas’ Yeezy line. There were a further two colourways planned that never made it into production, as Smith recalls in this 2018 feature on Highsnobiety (disclaimer: I have written for this site):

The Hello Kitty Air Presto was part of a project to celebrate the character’s 30th anniversary in 2004. Initially, according to Smith, the pack was supposed to get a limited-but-available release. But ultimately only an estimated 12 pairs of each colorway made their way to friends and family of Nike and Hello Kitty maker Sanrio. “I’m not sure why they became so limited,” says Smith. “The original plan was for 500 of each style when the project was first presented to me.”

It might sound odd given Hello Kitty’s target demographic, but Smith was the ideal candidate to design the shoe. “Mark Parker [now Nike CEO, then co-president] knew how much I loved Japan and Sanrio,” he says. “I would bring in my Hello Kitty waffle iron and make everyone Hello Kitty head waffles once or twice a year just for fun. I brought my lunch every day in a Hello Kitty or Bad Badtz-Maru lunchbox. It just seemed natural that I should work on the special project for Hello Kitty’s anniversary.”

Those rumours proved to be a little off, though, because the first images of an officially-licensed 2022 collab have turned up this week, and they show a new design, featuring a blue colourway and, cutest of all, a custom heelcup that feature’s Hello Kitty’s face and trademark bow.

Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike

Alongside the shoes, there is also going to be a line of clothing, featuring shirts like this:

Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike

The whole line is scheduled to drop on May 2.

UPDATE May 3: The shoes, and accompanying line of clothes, are actually out on May 27, not May 2 as originally reported. In the meantime, Nike has released some official images of both the shoe (and its smaller sizes) and clothing, that features t-shirts, hoodies and matching track pants.

Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
Image for article titled Nike&#39;s Official Hello Kitty Sneakers Are Perfect [Update: Clothes Too]
Image: Nike
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Netflix Continues Big Anime Push With A Dozen Exciting New Shows and Films

Netflix Continues Big Anime Push With A Dozen Exciting New Shows and Films

Standouts include part 6 of JoJo’s Bizzare Adventure and a Seven Deadly Sins two-part film

By
Renata Price

Today, Netflix continues its heavy investment into the anime industry by announcing a ton of shows, including some very high profile sequels. In addition to animated productions, they’ve also announced live-action adaptations of several anime, original live-action series, and several films. It is, despite my reticence to hand it to Netflix, a pretty good lineup.

Their most notable anime offering is the December 1, release of JoJo’s Bizarre Adventure: Stone Ocean, the sixth part in the ongoing series about uncomfortably beautiful people learning new ways to beat the shit out of each other. First? It’s magical breathing that makes them really good at punching. Second? Summoning psychic manifestations of your soul to defeat other people’s psychic manifestations of their souls. Third? Spinning. The spinning hasn’t appeared in the anime yet, but someday…Until then though, there are five seasons worth of anime battling already released, with 12 new episodes to hit Netflix on December 1.

Other notable releases include a Seven Deadly Sins two-part film series (2022), which takes place after the end of the shonen battle anime’s main narrative, a spinoff prequel to the obscenely horny gambling anime Kakegurui titled Kakegurui Twin (August 2022), a fourth season of the slice of life office comedy Aggretsuko (December 16, 2021), season two of CGI-battle anime Ultraman (2022), a sequel series to Tiger and Bunny (2022), and two Detective Conan films, which currently lack a release date.

In addition to their sequels, Netflix is also offering a slate of original programming. First is Vampire in the Garden (2022), which is a proud member of the “two girls who bond over music” genre about a human and a vampire becoming friends. Second is The Orbital Children (January 28, 2022), an original anime production by several industry legends. Finally, Rilakumma’s Theme Park Adventure (2022), a stop motion series about a lazy bear at a theme park.

Netflix Japan also had a handful of live-action offerings, including concept art for the upcoming Gundam live-action film, which I will be deeply skeptical of until I see it in motion (I am, regrettably, a devout Gundam stan). The streaming platform will release two unscripted (reality TV) offerings in 2022, Last On Standing and Love is Blind: Japan, two films, Love Like The Falling Petals (2022) and Once Upon A Crime (TBA), the documentary Toma Ikuta (2022), and two 2022 live action series, season two of Alice in Borderland and First Love.

Despite my overwhelming ambivalence (with a light sprinkling of dread) for a live-action Gundam adaptation, the rest of Netflix’s live action offerings seem alright! The streaming platform claims it will continue to invest in feature films in the coming years, likely emboldened by the success of recent international series and films.

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<i>Waluigi's</i> Heart-Breaking Life As A <i>Smash </i>Absentee

Waluigi's Heart-Breaking Life As A Smash Absentee

If Nintendo can't put Waluigi in Smash, then this fan-made trailer will do it for them

By
Luke Plunkett

Waluigi being absent from Smash has gone from curiosity to meme and right on through to genuine curiosity the longer he waits to get that call.

And while it doesn’t look like he’ll be joining the game’s overflowing roster any time soon, that can’t stop people from dreaming, from imagining a world where we wake up one morning to watch a Nintendo Direct that opens with something like this:

Beautiful. Deeply emotional on levels I don’t care to elaborate on. That trailer was made by King Bob Gaming, using a Waluigi mod built by MKHT for Project M, the unofficial, fan-driven game/mod that’s available here. It’s everything I would want from an actual Waluigi in Smash announcement.

Of course having Waluigi himself in Project M is nothing new. We’ve been writing about it for years, like this 2016 post, but as you can see here he’s actually been playable in some form since at least 2013.

It’s wild seeing just how professional the mods in this scene have become. Take a look at this video below, for example, showing MKHT’s Waluigi taking on Knuckles from Sonic:

While we’re here, as I was going back through older posts looking for other Waluigi x Smash heartache, I found this video that Tim Rogers made, which swaps out sentiment for science and estimates when, not if, Waluigi will be invited to Smash. The answer is...not soon.

I used mathematics to determine which characters took the longest between their video game debut and their arrival as a playable Smash character. (I included Echo Fighters.) Then I made a video in which I used all the data I collected to make various predictions. For example, I pinpoint a realistic estimate of when Waluigi will arrive in Smash.

If you just want to know which date I came up with for Waluigi, it’s October 23rd, 2038.

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<i>Final Fantasy</i> 'Pixel Remasters' Cost A Bunch And Have Tiny, Tiny Text

Final Fantasy 'Pixel Remasters' Cost A Bunch And Have Tiny, Tiny Text

Final Fantasy I-VI remasters have everybody talking--but not in a good way

By
Nathan Grayson

Square Enix is no stranger to bafflingly ill-considered remakes of classics, and it’s starting to look like the “pixel remasters” of Final Fantasy I-VI might suffer the same fate. In short: price big, text tiny.

Today, Square Enix set the Steam page for the new remasters of Final Fantasy I-VI live, giving players an idea of what to expect from what was previously a curiosity announced during E3. Some new features—like rearranged soundtracks “overseen” by original composer Nobuo Uematsu—sound interesting, and the graphics don’t look anywhere near as godawful as the mobile/PC versions of Final Fantasy V and VI. However, two things stand out: the price and the absolutely horrific font choice.

Purchased individually, the games’ prices total out to $95.94. Fortunately, Steam offers a bundle option, but it only brings them down to $74.82, which feels a bit steep for a collection of decades-old games. It doesn’t help that Square Enix has saddled all the games with a text font that’s both overly clean and claustrophobically compact, making it impossible to look away from due to how out of place it feels. Many, many people have remarked on the tiny, tiny font.

Image for article titled Final Fantasy &#39;Pixel Remasters&#39; Cost A Bunch And Have Tiny, Tiny Text
Image: Square Enix

“My god this font is the ugliest thing I’ve ever seen in a video game,” writer and podcaster Heather Anne Campbell said on Twitter. “It is the worst of all time.”

“[Seriously] guys I have typography dot com open in a tab literally right now,” wrote current YouTube guy and former Kotaku video guy Tim Rogers. “They got a lotta good ones on there, guys.”

Nonetheless, this looks like what Square Enix is going with. If nothing else, PC players will presumably be able to mod in something that makes their eyes hurt less, like they did with the soon-to-be-replaced PC versions of Final Fantasy V and VI. As for when all of this will happen, the pixel remasters of Final Fantasy I, II, and III will be out on July 28. The remaining games, on the other hand, do not have specific dates beyond “2021.”

 

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9 Signs That The MCU Has Lost Its Way

9 Signs That The MCU Has Lost Its Way

Terrible post-credit scenes, unnecessary TV shows, and a lack of comic book continuity have hobbled the Marvel empire

By

You could say the Marvel Cinematic Universe hasn’t had the best last few years. Now, in 2025, we’ve had two new MCU films — Captain America: Brave New World and Thunderbolts* — that were either critically panned and commercially disappointing, or critically loved yet struggling to make MCU-sized returns. Marvel is in a bit of crisis mode.

Its movies are no longer the safest bet in Hollywood. The Disney+ shows have started to feel more like homework than appointment television, even for the biggest MCU fans. From where I’m sitting, after being a critic for over fourteen years and a lifelong comic book reader, the issues Marvel Studios is going through are mistakes that Marvel Comics has also made over the last few decades. There’s much .Marvel has done over the decades that are genius and have helped the comic book industry. But the company has also put its comic book arm in peril just as many times.

The MCU completely redefined not only superhero movies but the idea of movie franchises. All that success made Marvel Studios too comfortable with the audience, even after other studios had failed in their attempts to copy them. Why is it, then, that audiences have been disappointed? Why have the movies this year not been hitting the highs they used to? Why does each show seem like a shooting star that disappears from the cultural conversation almost the instant it airs?

Here, I’m going to diagnose some of the symptoms that have led the MCU to its current struggle era — and ways it can return to its glory days.

Oversaturating the fans with shows and movies

Marvel's Phase Five
Image: Marvel

This is one you’ll hear the most. Many people felt Avengers: Endgame was a perfect conclusion to the saga that had been told, yet they remained interested in the MCU. Marvel Comics has a history of this pattern. When they hit big with the audience and have a strong group of creators producing stories that resonate, Marvel tended to try squeezing more out of the moment than they should. They flood the shelves with more titles and miniseries, and suddenly every character has their own comic.

When I bought the Civil War event, I decided to purchase every single tie-in title. By the end, it added up to 100 issues—and realistically, only the Captain America issues mattered to the main story. Even recently, with the Blood Hunt event, there were a ton of extra miniseries that felt completely unnecessary once you read the main comic. These moments made me want to read Marvel less because it felt like the company didn’t care as much and was just exploiting my love for the Marvel Universe.

After Avengers: Endgame briefly became the highest-grossing film of all time, not even a global pandemic could stop Marvel Studios from flooring the gas pedal. In 2021, they significantly ramped up output: four Disney+ shows and four theatrical films in a single year. Every quarter, there were two concurrent Marvel projects demanding attention. Villains and lesser-known Avengers got shows and films, while brand-new characters were introduced to replicate the Guardians of the Galaxy surprise. But aside from Spider-Man—who’s a cheat code, honestly—and Doctor Strange, most of those new additions didn’t stick. They ended up confusing and exhausting audiences. Feige and his Parliament seemed to ignore Marvel’s publishing history in their “research.” They repeated a mistake the company knows all too well: burnout.

Their slowdown in 2024, with fewer projects, feels like a step in the right direction. Still, they could’ve done a better job connecting more grounded films like Captain America: Brave New World and Thunderbolts to shows like Daredevil: Born Again and Ironheart. Only time will tell if a leaner Marvel output leads to the higher-quality releases fans deserve.

Not using your marquee characters during most of Phases 4 & 5

Hulk explaining something
Image: Marvel

Why did it take so long for Black Widow to get her movie? With a star like Scarlett Johansson, who’s been with the MCU since Iron Man 2, you’d think she’d earn her movie before the big Thanos throwdown. For some reason, it came out after the character was dead. Then they didn’t even put it in theaters. I know Hawkeye might not be a marquee name, but he was an Avenger, and his story got demoted to just a TV show. For some reason, Sam Wilson becoming Captain America—with the Winter Soldier as his partner—was also a show. The Falcon and the Winter Soldier should have definitely been a movie instead of a television series. Fans know these characters just as well as they did Black Widow and could’ve brought in an audience at an important time for starting a new story.

Now, here’s the thing: I like Shang-Chi—he’s the master of Kung Fu. The Eternals are deep-cut characters and would’ve been a good counter to that planned DC New Gods film, battling big Jack Kirby ideas against each other. Why couldn’t they crack an Armor Wars movie with Don Cheadle’s James Rhodes, especially with an Academy Award and Emmy nominations on his résumé? What’s the deal with Hulk, and how come he’s yet to have another movie—instead of Anthony Mackie’s Cap getting shoehorned into a Hulk story?

Marvel should use the names people know to draw them to theaters. Charlie Cox’s Daredevil showing up in No Way Home and She-Hulk: Attorney At Law made the interconnected universe feel fun. Ghost Rider needs to get a second chance, perhaps with the Robbie Reyes version from the comics to attract some of Fast and Furious fans A muscle car with wheels on fire is an attractive visual. While they’ve also let that Nova Corps setup from a decade ago atrophy, they should still build new heroes while also building upon what the larger fanbase already knows. That can help generate excitement.

Going small with their next big arc instead of bigger

Aliens arriving
Image: Marvel

The multiverse angle hasn’t worked as well as Marvel had hoped. While it was an interesting setup for Spider-Man and Doctor Strange, building the entire second MCU saga around alternate versions of familiar characters—or ones from previous adaptations—hasn’t connected with audiences as expected. Seeing Tom Holland’s Spidey meet past Spider-Men and fight their villains, almost forming an MCU version of the Sinister Six, was thrilling. Doctor Strange traveling through realities worked, too. But Marvel’s push toward the 2015 Secret Wars comics concept, with multiple versions of the same characters clashing, feels clunky. A better move would’ve been adapting the original ’80s Secret Wars, with a godlike being like Doom forcing heroes and villains to fight on Battleworld—a much simpler, more engaging concept. WWE has done this every year with Survivor Series. It’s not hard to grasp.

When they announced a Secret Invasion show, I thought that story would’ve made a stronger backbone for a new three-phase saga right after Endgame. In the comics, massive universe-changing events are often followed by more grounded, Earth-based threats—or cosmic stories that only affect a few heroes. After Civil War, we got World War Hulk, which pitted Hulk against the Illuminati during a fractured time for superheroes. Then came Original Sin, a murder mystery that helped bridge to Infinity, AXIS, and finally Secret Wars 2015. Even if those stories weren’t all perfect, they gave readers breathing room and kept the stakes personal and digestible.

Marvel could have taken a similar approach with the Skrulls—seeding them in shows and movies for years before building to a full-scale takeover. That would’ve been Invasion of the Body Snatchers on a superhero scale—not the misfire of a show we got.

Other events like Acts of Vengeance, The Kree/Skrull War, Shadowland, or even newer stories like Blood Hunt could’ve worked like the original Avengers films did. Each phase would carry a thematic thread across films and series, with big Avengers team-ups as satisfying payoffs. It’s baffling that Marvel drifted from the very formula that made it so successful.

Where are all of the classic Marvel supervillains?

Villains coming together
Image: Marvel Comics

Why was Red Skull only used in one movie? He’s a Nazi—basically a bad guy cheat code perfect for recurring use. No Masters of Evil. No Fin Fang Foom, despite the popularity of Godzilla-style movies. They turned MODOK into a badly rendered joke in Quantumania. Where was Thor’s classic villainess, The Enchantress? She could’ve spanned movies and shows and made a better long-term threat than Valentina Allegra de Fontaine trying to be a darker, quippier Nick Fury.

Why not adapt The Korvac Saga? It could’ve followed a fractured Avengers team dealing with the fallout of the Blip and the loss of Tony, Cap, and Natasha. Watching the team disassemble after failing against Korvac would’ve explained their six-year absence better than just ignoring them.

One of the MCU’s biggest issues is how it softens or discards its villains. Zemo, for example, was right about super soldiers and the Avengers’ collateral damage. He’s not a villain anymore, just an anti-hero. Gone are the villains who want to rule the world or rob a bank. Instead, they make these characters so sympathetic that audiences often side with them more than the heroes. Marvel seems more invested in their villains than their leads.

I get making villains complex, but Marvel often goes too far, or just turns its heroes into the villains. Wanda’s destruction in Multiverse of Madness doesn’t feel earned if we’re still meant to root for her. Gorr in Love and Thunder was a terrible adaptation; it’s hard to argue with him given how useless the MCU’s gods are. Dar-Benn in The Marvels responds to Captain Marvel bombing her home world. The Leader in Brave New World is portrayed more like a suppressed genius than a threat. And Thunderbolts* is about helping a hero through depression.

When Marvel does give us a true villain, like The High Evolutionary in Guardians Vol. 3, it works. He’s evil, cruel, and compelling. That’s the direction they need. Daredevil: Born Again’s Kingpin brings that old menace back. Same with Loki at his best. Let’s see more villains like that—the kind that made Marvel worth watching in the first place.

It should’ve never been Kang to begin with

Kang and Doom fighting
Image: Marvel Comics

Kang is a classic Marvel supervillain, but Kang is confusing. Even diehard Marvel Comics fans struggle to explain him. Beyond everything with Jonathan Majors and Marvel’s decision not to recast, it says a lot that the character didn’t resonate. Who or what is Kang? How do you explain Nathaniel Richards and his ties to Reed Richards and Doctor Doom without using either character—or even acknowledging they exist? And then you have him lose to Ant-Man. ANT-MAN!

Compare that to how Thanos was built up: introduced as Loki’s superior, intimidating enough to boss around Ronan the Accuser, and then finally unleashed in Infinity War. It worked.

I’ve read tons of comics but never ran into Kang until Avengers: Forever, where Avengers from different eras united to stop him and other Kangs. It was good, but I had to research just to fully understand it. The more you deal with Kang, the more research you need. Time travel villains don’t have to be confusing, but Kang often is. He’s mostly an Avengers foe, and not a Marvel-wide threat like Thanos. There were other cosmic-level villains to choose from, yet Marvel picked one of the hardest to adapt.

Maybe they planned to hint at his connections—like being Rama-Tut in ancient Egypt or using Doom’s time platform to link him to Fantastic Four. But instead, we got a post-credit scene of the Council of Kangs—just multiple Jonathan Majors in bad makeup. His MCU debut was shaky too: He Who Remains beating other Kangs to control the timeline isn’t a strong hook. Try explaining Loki season one and how it ties into Quantumania without sounding unhinged. Thanos just needed magic rocks. Simple.

Maybe Kang should’ve been a one-off like Red Skull. Instead, they introduced him in two quirky projects and had him fight Scott Lang and his ants. Then he loses, shows up in Loki with a goofy haircut, and gets evaporated. He had a strong first appearance, but Marvel didn’t know what to do with him. Turning him into the core of the Multiverse Saga was likely the big mistake.

Secret Wars has always been about Doom—not Kang.

How come there have been no Avengers, or any other teams, since Endgame?

The Avengers joined together
Image: Marvel

What I don’t care for is how the MCU has turned The Avengers into a brand instead of a consistent presence. Because of the films’ box office success, Marvel now treats the team like a summer comic book event—something you “build up to.” In comics, both Marvel and DC have always had tentpole summer crossovers—House of M, Civil War, and Secret Invasion from Marvel; Identity Crisis, Infinite Crisis, and 52 from DC. These events bring together a wide cast of heroes, spark tie-in stories, and launch new characters. But between those events, The Avengers, X-Men, Fantastic Four are always around.

In the MCU, though, there’s been no proper team in action until Thunderbolts* and the upcoming Fantastic Four: First Steps. And that long wait just feels unnecessary.

One of the charming things about The Avengers in the comics is that the roster was often oddball: a couple of scrubs and one star. Within six issues, you had “Cap’s Kooky Quartet”—Captain America, Hawkeye, Quicksilver, and Scarlet Witch. No Hulk, Thor, or Iron Man. That model worked, and it still would today. Wouldn’t it be interesting to see a team of Shang-Chi, Wong, Sam Wilson and the new Falcon, and She-Hulk trying to help people? And maybe they’re not doing great at it.

Now that the Netflix characters are canon, was The Defenders ever referenced again? Did they team back up? Was it on the news? The MCU also keeps teasing Young Avengers or Champions, but won’t commit. These characters show up in cameos or secret side roles, but never truly form a team. Why not just pull the trigger and let them grow across projects?

This approach makes fans feel strung along. Instead of building real momentum or emotional investment, Marvel just keeps hinting at what’s next—without giving us the actual teams that made the comics worth coming back to every month.

They forgot how to use post-credit scenes after pioneering them

A man looking bewildered
Image: Marvel

Go all the way back to Phase One, and you see how each post-credit scene pushed the larger narrative leading to The Avengers. The end of Captain America: The First Avenger is directly followed by a post-credits scene, which is actually a scene from the film. This continued into Phase Two, and it felt like even if the movie you saw wasn’t the best, that last scene could give you the hype you needed to make sure you were in theaters for the next film. It perfectly captured the early days of Marvel Comics, where you’d see little cameos of characters from other comics in panels, and then, as you read, you’d see a little editor’s note directing you to check out another title.

Yet now, most of the post-credit scenes feel like dangling cliffhangers that will never be realized in a new movie or show. We were teased Blade in The Eternals years ago. What happened to Dane Whitman, the Black Knight? That was Kit Harington — Jon freaking Snow — and he can’t be brought back after all these years? Many Phase Four and Phase Five scenes felt, at times, like they were trolling the audience and going against what we expected.

While it seems like they’re getting back on track with the post-credit scene in Thunderbolts, it just feels a bit too late, as we’ve been burned too often. Building on what I stated earlier, with the phases functioning as story arcs on their own while still advancing the saga, they need to return to making each post-credit scene feel like it’s pushing the larger story forward. Even if they want it to be funny or a bit of a troll, there still has to be some meat there for our appetites to hook onto—so we don’t walk away feeling like our time was wasted.

Not everything needs to be an action comedy

Marvel superheroes joined together
Image: Marvel

This might just be a personal thing, but why does every Marvel movie need so much humor? It’s gotten to the point where the tension is constantly undercut by jokes, making it feel like the characters aren’t taking anything seriously. They make it seem like they know everything will work out. This also weakens the antagonists, reducing them to mere obstacles in the protagonist’s personal drama.

One of the biggest victims of this is Thor: Love and Thunder. It’s so silly that when Thor and his crew are on screen, it feels like Christian Bale is acting in a completely different film. Nothing ever feels dangerous; at best, it plays like a Scooby-Doo episode with superpowers. Even Deadpool & Wolverine, a movie I enjoyed, leaned too heavily into jokes. Compared to the first two Deadpool films, the humor here often overtakes the heart and personal stakes Wade once carried.

This overreliance on humor and the tendency to make every Marvel movie an action-comedy flattens the superhero genre. Not only has it become formulaic—it’s become a punchline. In the recent film Friendship, a character mentions going to see “the new Marvel” and everyone immediately gets the joke. That’s a bad sign. Marvel’s slump isn’t just about box office—it’s about perception. People are tuning out.

Marvel keeps promoting new movies or shows by claiming they’re tapping into other genres, but most of the time, they’re just more MCU fare with jokes at timed intervals. It feels like they’ve abandoned genre experimentation. Phase Two gave us real variety: The Winter Soldier worked as a political thriller, Ant-Man was a heist comedy, and Iron Man 3—a movie I don’t even like—at least felt like a Shane Black buddy action flick.

Marvel used to be the “cool” alternative to DC. Now it’s the “quirky” one. It’s time to dial back the humor—not to go dark, but to be sharp, confident, and cool again.

They don’t seem to care about the comics enough to base the stories on

A collection of Marvel comics
Image: Marvel Comics

Early on, the MCU felt very focused on adapting the tone and vibe of Marvel comics. While not one-to-one adaptations, they blended the spirit of classic Marvel, Modern Marvel, and the Ultimate line. Iron Man’s origin, for example, was captured perfectly, appealing to general audiences while wowing diehard fans by bringing beloved characters to life. Involving comic creators in the production helped strike the right balance to make it enjoyable for everyone.

But once the MCU hit massive success, it started treating the comics more as a hindrance than a guide. For me, that shift began with Captain America: Civil War. The setup and themes were changed completely. While the film technically split the heroes, most audiences were just excited to see Black Panther and Spider-Man debut. I’m not even a big fan of Mark Millar’s comic or his post-9/11 worldview, but the premise—young heroes botching a mission, sparking a national debate on superhero accountability—was compelling. In the movie, it boiled down to Tony being mad that Cap chose Bucky over him, and Zemo manipulating everyone. It stripped away the political nuance in favor of hero-on-hero spectacle.

Fans would ask what to read before watching Shang-Chi or The Marvels, and I had nothing to recommend. Even explainer accounts are often just guessing based on Wikipedia and trailers. Straying too far from the comics could repeat the mistake Game of Thrones made: abandoning the source led to a disappointing ending. Unlike that series, Marvel doesn’t have to guess—the stories are already there. Bringing more creators back into the fold would help course-correct.

The MCU should lean more on its strongest stories to win fans back. Let the comics lead, rather than just using characters as loose inspiration. I’d love to see them attempt stories like Annihilation, Avengers: Forever, Inferno, or Wolverine: Enemy of the State. They could spark wildly different films and shows, while recapturing the shared tone that once connected the comics and MCU so well.

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<i>World of Warcraft</i>: What’s Up With the Collector’s Bounty?

World of Warcraft: What’s Up With the Collector’s Bounty?

For the month of July, lean right into that terrible grinding obsession

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As part of the run-up to patch 11.2, Blizzard is closing out Season 2 of World of Warcraft: The War Within with a couple of special events. One of them is a buff called Collector’s Bounty which is aimed at transmog collectors and mount farmers. Here’s what you might want to know before you jump in.

There’s been some confusion about how Collector’s Bounty works. It was implemented on July 1 after the weekly reset, but took a couple of hours to kick in. Its effects were initially invisible. Now every character who logs into a modern TWW server will receive Collector’s Bounty on entry into the world.

A screenshot shows the Collector's Bounty buff.
Screenshot: Blizzard / Thomas Wilde / Kotaku

While this buff persists, bosses in every dungeon and raid instance in “legacy content” (any expansion before Dragonflight), drops double the normal loot. In dungeons, this typically means four to six items, while raid bosses can drop up to 12 depending on the raid’s difficulty setting. Anecdotally, it also seems as if dungeon monsters have a greater chance to drop green- and blue-quality items.

A screenshot shows loot rewards in WoW.
Screenshot: Blizzard / Thomas Wilde / Kotaku

This is a great opportunity to hunt down any transmogrification items you’ve been missing. (Personally, I use the AllTheThings add-on to track my collection, which is why my tooltips are slightly longer than usual).

Further, several specific items, such as rare mounts and legendary weapons, have a +5 percent chance to drop during Collector’s Bounty. This is 10 times their usual drop rate, and some obsessed players have been trying to get them for actual calendar years. Maybe now’s their chance.

A screenshot shows a solid loot drop in WoW.
Screenshot: Blizzard / Thomas Wilde / Kotaku

Specific items affected by Collector’s Bounty include:

Classic

  • Deathcharger’s Reins, Lord Rivendare, Stratholme
  • Bindings of the Windseeker, Baron Geddon and Garr, Molten Core
  • Red Qiraji Resonating Crystal, a trash drop in Temple of Ahn’Qiraj

Burning Crusade

A player character flies on a mount.
Screenshot: Blizzard / Thomas Wilde / Kotaku
  • Fiery Warhorse’s Reins, Attumen the Huntsman, Karazhan
  • Ashes of Al’ar, Kael’thas Sunstrider, Tempest Keep
  • Reins of the Raven Lord, Anzu, Sethekk Halls
  • Swift White Hawkstrider, Kael’thas Sunstrider, Magister’s Terrace
  • Thori’dal, the Stars’ Fury, Kil’jaeden, Sunwell Plateau

Wrath of the Lich King

A player character sits in a mount.
Screenshot: Blizzard / Thomas Wilde / Kotaku
  • Reins of the Azure Drake, Malygos, 10-man Eye of Eternity
  • Reins of the Blue Drake, Malygos, 25-man Eye of Eternity
  • Reins of the Grand Black War Mammoth, any boss in the Vault of Archaevon
  • Reins of the Blue Proto-Drake, Skadi the Ruthless, Utgarde Pinnacle
  • Mimiron’s Head, Yogg-Saron with 0 Keepers’ help, Ulduar
  • Reins of the Onyxian Drake, Onyxia, Onyxia’s Lair
  • Invincible’s Reins, the Lich King, 25-man heroic Icecrown Citadel

Cataclysm

  • Reins of the Drake of the North Wind, Altarius, Vortex Pinnacle
  • Reins of the Drake of the South Wind, Al’Akir, Throne of the Four Winds
  • Reins of the Vitreous Stone Drake, Slabhide, Stonecore
  • Armored Razzashi Raptor, Bloodlord Mandokir, Zul’Gurub
  • Swift Zulian Panther, High Priestess Kilnara, Zul’Gurub
  • Flametalon of Alysrazor, Alysrazor, Firelands
  • Smoldering Egg of Millagazor, Ragnaros, Firelands
  • Experiment 12-B, Ultraxion, Dragon Soul
  • Reins of the Blazing Drake, Madness of Deathwing, Dragon Soul
  • Life-Binder’s Handmaiden, Madness of Deathwing, heroic Dragon Soul

Mists of Pandaria

A player character rides a mount that looks like a constellation.
Screenshot: Blizzard / Thomas Wilde / Kotaku
  • Reins of the Astral Cloud Serpent, Elegon, Mogu’shan Vaults
  • Spawn of Horridon, Horridon, Throne of Thunder
  • Clutch of Ji-Kun, Ji-Kun, Throne of Thunder
  • Kor’kron Juggernaut, Garrosh Hellscream, mythic Siege of Orgrimmar

Note: While not specifically affected by Collector’s Bounty, SoO has a few secret transmogrification items as boss drops, such as the Kor’kron Dark Shaman set and Mannoroth’s Tusks, that should be easier to farm now.


Warlords of Draenor

  • Ironhoof Destroyer, Blackhand, mythic Blackrock Foundry
  • Felsteel Annihilator, Archimonde, mythic Hellfire Citadel

Legion

  • Living Infernal Core, Gul’dan, Nighthold
  • Fiendish Hellfire Core, Gul’dan, mythic Nighthold
  • Golden Hearthstone Card, Gul’dan, mythic Nighthold
  • Midnight’s Eternal Reins, Attumen the Huntsman, Return to Karazhan
  • Abyss Worm, Mistress Sassz’ine, Tomb of Sargeras
  • Antoran Charhound, F’harg, Antorus
  • Shackled Ur’zul, Argus the Unmaker, Antorus

In addition, keep an eye out for two high-demand cosmetic weapon drops from Antorus. Aggramar’s flaming sword Taeshalach has been a popular transmogrification option since Legion came out, and Argus has a low chance to drop his scythe.


Battle for Azeroth

  • Sharkbait’s Favorite Crackers, Harlan Sweete, mythic Freehold
  • Mummified Raptor Skull, King Dazar, mythic King’s Rest
  • Underrot Crawg Harness, Unbound Abomination, mythic Underrot
  • G.M.O.D., High Tinker Mekkatorque, Battle for Dazar’lor
  • Glacial Tidestorm, Jaina Proudmoore, mythic Battle for Dazar’lor
  • Ny’alotha Allseer, N’Zoth the Corruptor, Ny’alotha

While anyone in Champion-track TWW gear or better should blast through most BfA content like it isn’t there, this is also where raid encounter design can get a bit tricky. For example, the Stormwall Blockade encounter in Dazar’lor has an instant kill built into it if you don’t interrupt Catastrophic Tides in time. (If you’re a warlock, make sure your felhunter is out.)

The entrance to Ny’alotha can appear in either Uldum or the Vale of Eternal Blossoms depending on where the Black Empire is attacking in a given week. You can solo N’Zoth these days without the old BfA legendary cloak, but at current TWW gear levels, you cannot simply burst N’Zoth hard enough to ignore his central mechanics. You’ll need to enter his Mindgates and reclaim your Severed Consciousness or you’ll simply drop dead.


Shadowlands

  • Marrowfang’s Reins, Nalthor the Rimebinder, mythic Necrotic Wake
  • Cartel Master’s Gearglider, So’leah, Tazavesh
  • Sanctum Gloomcharger’s Reins, The Nine, Sanctum of Domination
  • Vengeance’s Reins, Sylvanas Windrunner, mythic Sanctum of Domination
  • Fractal Cypher of the Zereth Overseer, The Jailer, mythic Sepulcher of the First Ones

While there are a couple of ways to reach various parts of the Shadowlands without having to go through its introductory sequence, you’ll typically end up out of phase with most of the features and characters. To get into places like the Maw or Zereth Mortis on a new character, you’ll need to start their introductory quests by talking to the Knights of Ebon Blade in either Stormwind or Orgrimmar.

Like BfA, there are a few different bosses in Shadowlands with instant-kill gimmicks, particularly in mythic raids. While none of them have the firepower to really bother a level 80 character, given the stat inflation between this expansion and TWW, a few have abilities that can seriously ruin a solo raider’s day. Particular offenders here include the Jailer’s mind control, Soulrender Dormazain’s Warmonger Shackles, and Artificer Xy’mox’s Stasis Traps. Keep an eye on your dungeon journal.

At time of writing, So’leah is also difficult to beat solo, as her dungeon gimmick gives her a massive damage reduction bonus that you can’t dispel without a team. You can either autoattack her for 10 minutes, bring friends, or use a level 80 monk’s Touch of Death to bypass her shields and drop her in one hit.

Collector’s Bounty in World of Warcraft is currently planned to last until July 28.

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Oh God, No, Pokémon, What Have You Done?

Oh God, No, Pokémon, What Have You Done?

This three-way Geodude plush is upsetting both the laws of physics and my mood

By
John Walker

My eyes! What is this monstrosity?! Fetch me wooden stakes, holy water, silver bullets, shotguns, anything! Or has the Pokémon Company (TPCi) hired David Cronenberg to design its latest batch of plushies?

This absolutely hideous sight is in fact a deeply unsettling view of a new form of Pokémon plush, a Changing Cave Dweller Evolution Plush, added to the online Pokémon Center stores today. And, despite the unending horror that’s now burned into the deepest parts of my soul, it’s actually rather clever.

This is a cuddly toy version of Geodude, Graveler and Golem, all at once, where you can transform it into any of its three evolutionary stages.

This isn’t the first time TPCi has created convertible cuddlies—I have a Ditto that can be turned inside out to reveal a Ditto disguised as Snorlax. But it’s the first time the company has had the reality-bending idea of somehow creating a three-way conversion. I’m not sure science can truly support this thing’s existence. I’m not entirely sure this plush isn’t mentioned in the Book of Revelation.

All three plushies with arrows between.
Image: The Pokémon Company / Kotaku

I initially figured the first two stages were hidden inside the third, which would introduce its own entirely new set of concerns. But no, this is something else, something that, even looking at the images, I don’t quite understand. I’m pretty sure it involves folding space-time, which does come with some inherent risks.

The reverse of all three forms of the plush.
Image: The Pokémon Company / Kotaku

Plushies with a zipper are never the best for fulsome cuddling, but then this also makes an odd choice as a display item, given you’d only ever be looking at it in one form. All of which makes the $90 price for an 8" by 15" toy a little difficult to justify. Unless, of course, you chose to display it in its triforce form, perhaps to scare away neighborhood children or persistent poltergeists.

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<i>Resident Evil Requiem </i>Connects To A Lost Classic

Resident Evil Requiem Connects To A Lost Classic

Did the name Ashcroft sound familiar? There's a reason for that

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There were two big surprises when Resident Evil Requiem debuted at Summer Games Fest. One was the timing of its appearance, coming roughly 17 minutes after executive producer Jun Takeuchi asked us to wait a little longer. The other was how Requiem draws on a strange, almost-forgotten corner of the Resident Evil franchise.

If you’re an old-school RE fan, this article probably won’t tell you anything that you don’t already know. However, Resident Evil has been on an upswing for the last few years, which has brought a lot of new fans to the series. This is primarily meant for them.

Who is Grace Ashcroft?

The Requiem trailer introduced us to Grace Ashcroft, a young FBI agent who’s sent to visit the site of her mother Alyssa’s murder. For anyone who was playing RE 20 years ago, that instantly set off alarm bells.

Alyssa Ashcroft, a reporter for a local newspaper in Raccoon City, was one of eight playable characters in 2004’s Resident Evil Outbreak and its sequel, 2005’s File #2. Both were a unique online spin on the original survival horror formula where you could team with up to three other players to survive one of 10 scenarios set during the death of Raccoon City. This included the chance to revisit several key locations from the original versions of Resident Evil 2, 3, and Zero, such as Umbrella’s underground laboratories, the Raccoon Hospital, and the police station.

E3 2002 - Presentation RESIDENT EVIL ONLINE (“Outbreak”)

Outbreak initially sold very well off the strength of the Resident Evil name, but had famously terrible load times. It was also a PlayStation 2 exclusive, so to access online play, you had to buy a special network adapter. (Some territories, such as Australia, didn’t even get that.) If you did, Outbreak had its own famously janky lobby/matchmaking systems and, in a peculiar decision by the developers, didn’t have voice chat.

While File #2 fixed a lot of the first game’s mechanical issues and had better overall scenario design, word had already gotten around about Outbreak’s shortcomings. As a result, File #2 bombed in most markets, which reportedly put a stop to Capcom’s plans to continue the series. Some previews from the time suggested there were another 10 scenarios in planning stages, five of which could be partially accessed by using a Game Shark on the File #2 disc.

Capcom subsequently released Resident Evil 4 in 2005, which put a hard stop to the RE franchise’s classic era. Outbreak was subsequently allowed to fall into relative obscurity, to the point where it wasn’t clear if the games were an actual part of the series’ canon.

Since then, fan opinion has turned around on Outbreak. The online RE series’ biggest issue might be that they simply came out too early and/or on the wrong platform. If Outbreak had been released as an early Xbox Live title, for example, it might’ve had a warmer reception. As it was, Outbreak was an ambitious project that released on a console that wasn’t really suited for it.

Alyssa Ashcroft poses for a picture.
Image: Capcom

12 years after File #2’s release, Alyssa Ashcroft made a cameo appearance in Resident Evil 7 as the author of a newspaper article that can be found in the main house on the Bakers’ estate. This made her the only confirmed survivor from Outbreak, as well as the only conclusive proof that fans ever got about Outbreak’s canonicity.

Now, Requiem appears to be a story about Alyssa’s daughter, partially set in the bombed-out ruins of Raccoon City. According to producer Masachika Kawata during the June 26th Capcom Direct, RE9 is set 30 years after the original disaster, placing it around 2028.

In addition to being a celebration of the franchise’s 30th anniversary, Requiem is another useful example of how there are no truly dead plot threads in Resident Evil. While there are dozens of dropped plots and characters throughout series history, Capcom routinely dives into its back catalog to find stories. If the next mainline entry in RE is, of all things, a follow-up to the Outbreak games, maybe your own favorite one-shot character has a chance to make their own return.

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<i>Death Stranding 2</i> Is The First Truly Good Social Media Network

Death Stranding 2 Is The First Truly Good Social Media Network

To go viral in Hideo Kojima's new video game you'll need to be a helpful person

By
Zack Zwiezen

One night, I pushed too far and took too many risks while playing Death Stranding 2. I was in the middle of an area infested with deadly BTs, aka evil tar ghosts who can kill you. I was running low on battery, meaning my exosuit would stop functioning and all my cargo would suddenly become too much for me to carry. I was properly screwed.

But then, after carefully trekking across one last hill, I spotted a small, glowing shelter not far from my location. I quickly made my way to it and was able to charge my battery, catch my breath, and protect myself for a bit from nearby BTs. As I arrived at this wonderful bit of hope that was created by another player, I smashed the PS5's touchpad, leaving hundreds of likes for the shelter’s creator in the space of a few seconds. And sometime later, they got a notification that a structure they built had helped someone and received some likes.

I know this because it happened to me many times while playing Death Stranding 2, which is both a video game from Hideo Kojima and the world’s first totally good and not bad social network.

The Likes Economy Of Death Stranding 2

Death Stranding 2: On The Beach launched last month to mostly positive reviews. I personally enjoyed this very strange open-world post-apocalyptic cargo delivery simulator starring Norman Reedus, even if I found the ending not very satisfying. But while Death Stranding 2 is a game obsessed with delivering packages, connecting in-game NPCs to a larger network, and saving the world, it is also a strange multiplayer experience.

To be clear: You never meet other players directly while playing, but you can see what they build, interact with their creations, and even leave behind holographic signs, structures, and supplies. And all of this—including the mushrooms that grow from the ground when players all pee in the same spot—can be “liked” in-game as if they are pieces of content on your phone’s timeline.

This is a big part of Death Stranding 2 that you can technically ignore. But good luck doing that. There is something deeply satisfying and rewarding about building a shelter or a funny sign and getting hundreds of likes for your effort. It creates this “Likes economy” where players work hard to “go viral.” However, to go viral in Death Stranding 2 means you have done something super helpful.

Unlike actual social media networks like Facebook or TikTok, the only way to go viral and get thousands of likes is by being a good, helpful person. If you place a ladder against a cliff and it leads to nothing, it’s likely that nobody will use it or like it. It will be buried under better, more helpful creations. And you can’t even dislike anything, either. You just have to ignore it.

Helpful Spam And No Racism

This “likes economy” does lead to many of Death Stranding 2's hubs and in-game shelters being surrounded by what amounts to spam. If you’ve played for even a few hours, you’ve likely experienced this when driving into a delivery centre and encountering the dozens of holographic signs that dot the pathway. Or you see that people have left guns, ammo, or healing items outside doorways, cluttering up the space in their efforts to win some likes.

Image for article titled Death Stranding 2 Is The First Truly Good Social Media Network
Screenshot: Kojima Productions / Kotaku

But while this spam is sometimes a bit annoying, it never feels mean spirited or shitty. It’s just a lot of people trying to be helpful all at once in one singular location.

Compare that to the shit you likely see every single day on social media in the real world, and it’s clear which is better. And as a bonus, Death Stranding 2 doesn’t let you leave text notes or voice messages in the world. No racist garbage or awful slurs are sprinkled around. It’s just people working together to make the world of Death Stranding 2 a better, easier place. It’s a social network that rewards kindness, empathy, care, and hope. And in 2025, we all need more of that.

I’m not foolish enough to believe Death Stranding 2's social network-like features will replace Twitter or Facebook. Nor do I think it will change the world. But it does provide something I thought impossible: A social network that doesn’t make me angry and sad every time I use it. And that’s something, at least.

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Celebrate Indie-Penance Day With 10 More Incredible Indie Games!

Celebrate Indie-Penance Day With 10 More Incredible Indie Games!

Another wonderful mix of indie games from genres science cannot explain

By
John Walker

Earlier today we told you about 10 fantastic-looking unknown games that really deserve your attention. But that’s not enough penance! We’ve done so much wrong. So here come another 10 indie games that are going under the radar, this Indie-Penance Day.

Same situation as before: these are the results of a clarion call released on BlueSky, for indies to submit links about their games via email, selected at random, and included below without my having played them. With something like 300 emails coming in now, it feels very unfair that only a minority of submissions can be picked, but it exemplifies the state of indie gaming. So many games, so few outlets willing to take a punt on covering them.

So I say to all other outlets, you’d think that articles like these might be something I “get away with” while the Kotaku team is away barbecuing their flags or whatever it is Americans do today, but the reality is: these articles do really good traffic!

There’s cold, capitalist money to be made in indie coverage! Don’t assume it all needs to be teasers for the trailer for the next Call of Duty skin drops—these Indie-Penance posts often end up in Kotaku’s most successful articles for the month.

Right, lecture over, let’s get on with cooing at really interesting-looking forthcoming indie games!

Lost Twins 2

Lost Twins II Co-op Trailer

This super-pretty game is about helping two characters—Ben and Abi—separately explore a puzzly, platforming world, in both single-player and co-op. What the trailer above doesn’t make clear is that there’s an extra level to it, where you rearrange the world they’re exploring like a sliding tile puzzle, to change how you approach the challenges.

The one thing I cannot figure out, however, is why this has a “2" in the title! There’s no evidence of a Lost Twins 1, making this incredibly odd. But who cares, when this game from a three-person Pakistani team looks so lovely.

Developer: Playdew
Release Date: August 2025
Steam Page

Your Holy & Virtuous Heretic

GameTrailers

I’m a sucker for a esoteric game name, so Your Holy & Virtuous Heretic draws me right in. That’s then doubled down on when the developer behind it is called ‘i will bite raw coffee beans.’ Fortunately, this super-lo-fi first-person, turn-based RPG looks as weird as its surrounding names. It’s about the occult, magic, technology, and turn-based combat, but combined with free exploration, and I’m just so damned intrigued. There’s a demo if you’re equally curious.

Developer: i will bite raw coffee beans
Release Date: TBA
Steam Page

Vicious Cycle

Vicious Cycle Gameplay Trailer

“Ride a bike into the dark forest,” Vicious Cycle instructs you, as you enter a very spooky-looking first-person puzzle adventure. The game is played in two ways: firstly by riding your bicycle through scary woods, dodging monsters and trying not to be dead; the second exploring on foot, solving puzzles in what look like quite escape-room-inspired ways. Looks like one for people who truly enjoy a good jump-scare. Like me. There’s a demo, too.

Developer: Brave Traveller Games
Release Date: 2025
Steam Page

Of Life and Land

Of Life and Land Full Release 2025

Released just recently, Of Life and Land is a settlement sim that’s proving very popular with the small number of people who’ve picked it up so far. You’re building a small town in the middle of the countryside, with nature playing a key role in the game. As you grow your settlement, you’ll start to have an increased effect on the wildlife around you, possibly causing some to become endangered or extinct, or even accidentally triggering over-population. It seems the game leaves you free to decide how you want to handle your impact, while also worrying about economies, resources and citizens’ needs.

Developer: Kerzoven
Release Date: Out Now
Steam Page

Drăculești

Drăculești - Dracula Spotlight Trailer

I often wonder at the name choices people make for games, given how hard they can be to remember how to spell or Google, but I think Drăculești might take the biscuit. I don’t even know how to make my keyboard do that smiley a, or tailed s. However, if anyone can find it again, this is a romantic horror visual novel, based around the Dracula myth. And yes, you can totes get down with ol’ Drac himself. There’s going to be a Kickstarter next week, to get the game across the finish line, but there’s already a demo available.

Developer: Fine Feathered Friends
Release Date: TBA
Steam Page

Heartspell: Horizon Academy

Heartspell: Horizon Academy

Right at the other end of the dating game market is Heartspell: Horizon Academy. It’s hooking up via the magic of match-3!

I’ve recently been dragged back into playing the fantastic Gems of War by my 10-year-old, who is totally hooked, and as great as that game is, you never get to smooch the monsters. Thank goodness, given the 10yo is playing. He definitely won’t be playing this, which looks like a fantastic mix of visual novel and Puzzle Quest-like match-3 puzzles, where you level up your magical abilities and make kissy-face at the local wizards. There’s a demo out which apparently has a full 90 minutes of game!

Developer: Dire Kitten Games
Release Date: 2025
Steam Page

Omelet You Cook

Omelet You Cook Launch Trailer | Wholesome Direct 2025

I know, it looks like I’m going through the hundreds of emails and just picking out the puns. I swear that’s not what’s happening. (Which implies something far worse is happening—a pun epidemic in game titling.) But come on, Omelet You Cook. God, that’s good/bad.

It looks completely mad. A cooking roguelite, with a Dave the Diver aesthetic, where you have to make omelets (look, I know it’s Independence Day and all, but it’s “omelette,” Americans. It’s a French word!) for a student cafeteria. You know, omelets with donuts and pineapples. It came out in early access in the last month, for only $8, and there’s a demo as well.

Developer: Dan Schumacher, Hjalte Tagmose
Release Date: Out Now
Steam Page

Solarpunk

Solarpunk - Gameplay Trailer

I’m not sure survival has ever looked so relaxing. Solarpunk (yeah, it’s two words in the art, one word in the text—indie developers...) is about growing food, crafting gadgets, and building buildings, all on floating islands that can be explored via airships. There are ways to build automation for your farming and resource gathering, which seems ideal, since the art makes me want to sit on a deck with my feet up, supping a coffee, as the sun gently sets. Mmmmmmm. There’s a demo to check if it’s as chilled as it appears.

Developer: Cyberwave
Release Date: 2025
Steam Page

Balls, Dice & Stickers

Balls, Dice & Stickers - Alpha Teaser

Developer bilge submitted two unreleased games to this, the other being an excellent Kafkaesque horror based on obeying a pager, called Pager. But I couldn’t take my eye away from Balls, Dice & Stickers, the up-front name for a game about...well, you got there. And that’s most because I have no idea at all what is happening here. And I love it for that. Because there sure is a lot of stuff happening! You’re throwing balls at dice, while using stickers for bonus effects, I think? And it’s a roguelite, and a deckbuilder? Sure. Sure!

Developer: bilge
Release Date: 2025
Steam Page

Chicken Scratch

Chicken Scratch Trailer

Chicken Scratch is a multiplayer drawing game, where your job depends upon being able to convey bizarre prompts through art. But because you’re playing with up to seven people, it’s not so simple. This sounds like a combination of Pictionary and Telephone, as your friends try to interpret, add to or copy your drawing, then others guess the prompt you’d been given. Which sounds gloriously chaotic. Prompts are randomly generated (“Smiling Ice”, “Generous Novelist”, “Enraged Reindeer”), meaning there’s no end to the silliness. There’s a demo out now.

Developer: Keely Brown, Mat Belanger
Release Date: TBA
Steam Page

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ExoDOS, a project we profiled last year to catalogue and preserve every MS-DOS game ever released, is doing something special in these new and trying times: rounding up all their collected educational games and distributing them with notes and tips for parents.

This is some essential shit! My wife and I (mostly my wife, since I’m doing this) are entering our third week of home-schooling our kids Mon-Fri in the wake of our local school closures, and finding stuff for them to do and keep them interested/occupied is a nightmare. Every little thing helps, from Australia’s national broadcaster switching to educational programming to the Chromebooks we were able to borrow from their school, and this bundle may end up helping quite a bit!

Called Exo’s Retro Learning Pack, it includes 299 MS-DOS titles and 368 Windows 3.x games, and every title includes box art, screenshots, a description of what it’s about and even background information on what stuff this game will be teaching your kids, whether it’s math, history, literacy, you name it. With their own Launchbox launcher (pictured below), you should have little trouble running this on a modern Windows PC.

Image for article titled Loads Of Awesome Old PC Games Will Keep Your Damn Kids Busy

“The purpose is to provide families a way to educate and entertain their children during a time when the school system is unable to provide their services,” exo tells me. “Many adults grew up on these games, and I believe it gives them something to enjoy with their kids, just as we enjoy sharing the movies and books we grew up on. While folks can debate for days as to how modern games compare to older ones, I don’t think there is much of an argument to be made for current educational software.

“The apps my kids have on their tablets are very one-dimensional while often pushing ads in their face. There is nothing that allows my kids to sit on a team together and try to get their wagon across the United States, or solve all of the puzzle’s in Dr. Brain’s castle. Even modern paid software like ABC Mouse boils down to simplistic flash style animations.”

As with the exoDOS collection at large, the vast majority of these titles, while once sitting proudly on store shelves across the world, are no longer commercially available. “Unlike games, there has been very little effort to preserve these titles,” exo says. “So like all of my projects, the act of making these titles usable and distributing them is preservation in of itself.”

Some of the games included in the bundle are The Oregon Trail, Jones in the Fast Lane, Math Munchers, and several titles from the Carmen Sandiego series. As for age groups, there are titles suitable for toddlers right through to upper elementary school.

If you want to download the collection and try it out, a U.S.-based mirror is here, while a UK one is here.

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12 Years After Launch, <i>GTA V</i> Is Finally Arriving In Two More Countries

12 Years After Launch, GTA V Is Finally Arriving In Two More Countries

This might mean Grand Theft Auto 6 will launch without delay in this part of the world next year

By
Zack Zwiezen

Grand Theft Auto V was released worldwide in 2013. However, Rockstar’s massively popular open-world crime sim never officially launched in Saudi Arabia and the United Arab Emirates. That is finally changing later this month, and could be good news for gamers in those countries excited to play Grand Theft Auto 6 next year.

On July 3, the General Authority of Media Regulation in Saudi Arabia posted on Twitter that GTA V and Grand Theft Auto Online had both been officially rated by the organization. Both games will be available to buy and play in Saudi Arabia on July 17. The official PlayStation Middle East account also confirmed that GTA V and GTA Online would launch on the same day in the UAE.

“Enjoy the experience of the famous game Grand Theft Auto V & Grand Theft Auto Online, rated 21 and above,” posted the account, according to Google Translate. The 21+ rating is higher than those the game has received in most other countries and is roughly (but not exactly) equivalent to the ESRB’s AO (Adults Only) rating.

Still, it means that for the first time ever, gamers of appropriate age will be able to officially purchase GTA V and its online multiplayer spin-off in both the UAE and Saudi Arabia on PlayStation, Xbox, and PC in about two weeks.

Previously, players in these countries had to use workarounds, like importing physical copies of Grand Theft Auto V from other countries or creating fake accounts located in different regions for digital storefronts. Now, the full GTA V experience will be available without players having to jump through such hoops.

For gamers in this part of the world, this news is also exciting because it might be a good sign that Grand Theft Auto 6 won’t be delayed for years in the region due to rating classification issues. It might even launch in May 2026, like it’s set to everywhere else, following a delay earlier this year.

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Ex-<i>GTA</i> Producer Reportedly Blames <i>MindsEye </i>Flopping On 'Saboteurs' And Promises A Relaunch

Ex-GTA Producer Reportedly Blames MindsEye Flopping On 'Saboteurs' And Promises A Relaunch

Leslie Benzies isn't the first higher-up connected to the failed game to make these claims

By
Zack Zwiezen

The launch of semi-open-world action game MindsEye has been a bit of a disaster, attracting a low player count and bad reviews as studio Build A Rocket Boy has implemented layoffs while some buyers demand refunds. Now former Grand Theft Auto producer and Build A Rocket Boy CEO Leslie Benzies is reportedly blaming the rough launch on “saboteurs” and promising to relaunch MindsEye in the future.

In a new report from IGN, sources within the MindsEye developer told the outlet that Benzies has finally addressed staff about the issues facing the game in a short video call that allegedly happened on July 2.

IGN says two unnamed people who were present at the meeting with Benzies claimed that the former GTA Online producer insisted that Build A Rocket Boy would recover from the disastrous MindsEye launch. He also insisted that the studio would relaunch the troubled game, though exactly what that means isn’t specified. Finally, and most curiously, Benzies allegedly claimed that the struggles of MindsEye and the studio could partially be blamed on internal and external saboteurs.

In May, a month before MindsEye launched, Build A Rocket Boy’s co-CEO Mark Gerhard claimed that there was a “concerted effort” by “someone” to ruin the game’s reputation before release. In June, IO Interactive, the company that published MindsEye, pushed back on this theory, with IOI CEO Hakan Abrak telling IGN: “I don’t believe that. I just think the game should speak for itself on June 10th.”

Despite MindsEye’s publisher saying the theory of sabotage isn’t accurate, Benzies is still allegedly claiming otherwise. It’s odd to suggest the game was sabotaged, since as anyone who has played MindsEye can tell you, the game didn’t need dedicated trolls to ruin its reputation. The bland mission design, annoying mini-games, boring dialogue, bugs, and horrible performance on all platforms provided more than enough reason for people to not like MindsEye.

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Elden Ring Nightreign's New Superpowered Moth Boss Keeps Breaking

Sentient Pest has a buggy new form that stops players from killing it

By
Ethan Gach

Elden Ring Nightreign’s third enhanced boss dropped last night and it comes with a secret ability: going limp and becoming immune to damage. The Everdark Sovereign version of Sentient Pest was not so sentient for lots of players who faced an issue late in the battle where its transformation bugged out and made the battle impossible to finish. FromSoftware says a hotfix is coming on July 4th.

My crew logged on around 10 p.m. on Wednesday to try out the new Sentient Pest fight for ourselves. Initial impressions online suggested it wasn’t that tough, especially compared to the enhanced Gaping Jaw fight that kicked off Nightreign’s latest round of live-service summer events. This one revolves around a third enemy, a giant, red, glowing moth called the Animus that only becomes vulnerable when it’s resurrecting its two insect counterparts. It was cool but a bit of a sleeper. We beat it on the second try.

Not everyone was so lucky, though. The Nightreign subreddit quickly started filling up with clips of players who got stuck on the fight with no way to progress. Two of the enemies lay motionless on the ground while the third disappears. Some players said they were eventually able to wait it out and get the scripted part of the fight back into motion, while others said they had to try to attack the red moth out of bounds to unfreeze the fight.

The development team has already acknowledged the issue and is preparing a hotfix to go live tomorrow. “We have identified a bug in Elden Ring Nightreign that may occur during the Everdark Sovereign Sentient Pest fight, making Expeditions impossible to complete,” the official account posted on X on Thursday. “To address this issue, a partial temporary hotfix will be released tomorrow, July 4.”

Server maintenance will start at 4:00 p.m. ET, just in time for fans to get in some Independence Day barbecuing and fireworks before logging on to defeat more Nightlords. Sentient Pest completes the first trio of weekly rotating Everdark Sovereign boss fights, and it’s not yet clear when the next batch will drop, or if the game will continue cycling through these initial ones until they do.

A recent patch was pretty barebones but did include one nice new feature: actual item class descriptions. No more wondering if that big weapon you picked up is a great axe or colossal one. FromSoftware said it’s also planning to introduce a duos mode at some point in the future. We haven’t gotten an official roadmap for future free updates or DLC yet. I’m one trophy away from the platinum and excited to finally take a break, but all bets are off once more new content drops.

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<i>Ironheart</i> Just Introduced Doctor Doom’s Worst Nightmare

Ironheart Just Introduced Doctor Doom’s Worst Nightmare

Marvel fans have been waiting for this evil being to enter the MCU since Wandavision

By
Keith Nelson Jr

Not to be a prisoner of the moment, but Ironheart’s exceptional series finale did what it needed to do at a high level. The six-episode miniseries concluded last night by introducing one of the scariest entities in the history of Marvel Comics and avoided one of the MCU’s biggest pitfalls.

Ironheart often oscillated between cheesy comfort TV and complex coming-of-age drama. Riri Williams (Dominique Thorne) went from an overly ambitious student expelled from MIT who flew back home in an iron suit to a worthy herald of the Iron Man legacy. In the finale alone, she had to kick a cyborg in the nuts to reset it and take down Parker Robbins (Anthony Ramos) and his magical hood with an ingenious hologram trick Tony Stark would approve of. Then, the show went from a cool side-quest to a pivotal moment for the MCU’s future when she came face-to-face with the demonic entity that imbued The Hood with its powers—Mephisto (Sacha Baron Cohen).

Ever since Wanda Maximoff was messing around with dark magic in WandaVision, Marvel fans have been calling for the MCU arrival of the Lord of Lies from the comics. Mephisto is basically the devil who rules over tormented souls in his own hellish realm, which makes him practically immortal, in a sense. He gave Parker the powers to fulfill his wish of being disgustingly rich in exchange for the young man’s soul. Black veins spread across Parker’s body over time, as if Mephisto was slowly sucking the soul out of him throughout the season. After Riri seemed to have accepted Mephisto’s help by bringing her deceased friend back from the dead, it seems that one of Marvel’s scariest villains is here to stay.

Riri will almost definitely be in Avengers: Doomsday. After those same black veins that covered Parker’s body started covering Riri’s arm, it’s clear that the Prince of Darkness will also be joining. And that’s bad news for Doctor Doom. In the comics, Mephisto has played sick mind games on Doom, trapping his mother’s soul in hell and making him watch her be tortured. The MCU took liberties with comic book continuity (see: Zeke Stane and Ironheart fight); but the mere inclusion of a character that has caused that many problems for their next major villain almost guarantees they’ll cross paths.

That’s part of what made Ironheart’s finale so good compared to previous Marvel TV shows. At no point did the show feel like a bridge to the next run of movies like The Falcon and the Winter Soldier. It truly felt like a new chapter in the MCU. But, by the end of the season, it’s clear that the son of one of the first Iron Man villains is now an antihero. Iron Man’s heir apparent stuck the landing and then some, and now one of the most destructive comic book villains is officially in the MCU. Instead of churning out filler episodes to tide Marvel fans over until the next Avengers film, Ironheart successfully fleshed out its own unique world while also adding exciting changes to the future of the MCU.

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Happy Indie-Penance Day! Here Are 10 Amazing Indie Games You've Never Heard Of Before

Happy Indie-Penance Day! Here Are 10 Amazing Indie Games You've Never Heard Of Before

We've got the most incredibly eclectic list of unknown indies to add to your wishlist

By
John Walker

I’m so incredibly pleased to welcome you to the fifth—fifth!—annual celebration of unknown or under-known indie games, Indie-Penance Day. It’s the day Kotaku completes the sacrament of forgiveness for AAA coverage by dedicating large amounts of space to smaller games. It’s also a good pun.

How is this difference to Thanksgaming, you ask? Shush. It’s a good pun. Unlike “Thanksgaming.”

As ever, I solicited submissions from independent developers via social media, which has resulted in hundreds of emails (239 as I start writing this), from which I will choose entirely at random. And then use a level of discretion. I implore you to look through them all, and wishlist anything that grabs your interest—doing so makes a massive difference for the developers, because it affects the mysterious algorithms running under Steam, and helps these games get more attention. Also, it’ll remind you to buy the game when it’s out!

Given most of these will be unreleased games, I obviously haven’t played them, so inclusion here is not an indication of their quality—we’re going on vibes, folks. But anything that can help get eyes on any of the approximately 20,000 games that will be released on Steam this year makes a big difference.

Last bit of business: I’ve compiled this as a slideshow, and you have to just suck that up. It pays the bills, and it’s how I can get this on the site. (But top tip: if you’re browsing on desktop, just narrow your browser window to a portrait width and it’ll unfurl into one long article.)

Cupiclaw

Typin

It’s bizarre to note that Cupiclaw is not the first rogue-lite deckbuilding claw machine game I’ve seen! At the end of last year, Dungeon Clawler was released, and it’s combination of Slay the Spire and arcade machine is fantastic. And it only makes me want more games using the mechanic. Cupiclaw takes a very different approach, however, feeling more inspired by the likes of Balatro: here you scoop items from the claw machine into a prize pool, and the items you gather affect one another based on their properties. You could end up blowing up all your winnings, or massively multiplying them, with the ability to tweak the contents of the machine in between rounds. I can’t wait! And am installing the demo.

Developer: Typin
Release Date: TBA
Steam Page

In Hope Voiden

In Hope Voiden - Reveal Teaser Trailer

Browsing the unfiltered new release lists on Steam, as I do every week, I see a lot of games calling themselves “survival horror.” Few look like anything I’d want to play. But wow, In Hope Voiden is grabbing me. First, that name! What a name. Secondly, well just watch the trailer. Look at that art! It just looks stunning, and very, very spooky. It describes itself as having both permadeath and persistent consequences, which is deeply ambitious—you’ll play as 12 different characters, each with a unique task to complete, and their failures impinging on all the others. Wow.

Developer: Stillburch Games
Release Date: TBA
Steam Page

Time Travel Shanty

Time Travel Shanty - Prototype Teaser Trailer 2024

Time travelling pirates is a woefully under-used genre, so thank goodness for Time Travel Shanty. This is a third-person action game, with apparently some roguelite (because that’s law now) and some metroidvania. It looks like good fun, somewhere between Hades and Zelda, although right now movement looks a little stilted. (And there’s one heck of a typo in the trailer!) There’s no release date yet, so presumably still lots of time and work to come—definitely on my wishlist.

Developer: gypynkt
Release Date: TBA
Steam Page

Platypus Reclayed

Platypus Reclayed Demo - Steam Next Fest Trailer

In 2002, before widespread indie gaming was a twinkle in the milkman’s eye, there was a game called Platypus. It was a horizontal scrolling shooter, with all its art made via claymation, and was a critical, and lingering, success. Originally distributed via CD-ROM (because it would have to be!), it went on to get a PSP release, and then in 2009 was released for both PlayStation Network and Xbox Live Indie Games. Rather sadly, the original creators lost control, and a sequel was made and released without their involvement in 2007. But don’t frown! Original developer Anthony Flack has bought back the rights, and is working with a new team on a remake. That’s this. It’s a total remake, reprogrammed, and brand new claymation. Those gloopy clay explosions look so fun.

Developer: Claymatic Games
Release Date: TBA
Steam Page

Exark

Exark - BIG Summer Showcase 2025 Trailer

The world is ending. I mean, that’s not breaking news, but it’s also the premise in Exark, a pixel-based city-builder, set on an enormous flying ark on its journey toward the rim of the world.

I’m just enormously pleased to inform you this is a game that involves mining cheese, and indeed rearranging the organs of a manta ray-shaped demi-god. Those are the two elements I look for in any game, so I’m well in. Also, oh my goodness, look at the little idle animations on those pixel animals!

Developer: Robot Cat Limited
Release Date: TBA
Steam Page

Teeto

Teeto - Official Gameplay Trailer (May 2025)

With obvious Rare vibes, Teeto is a third-person action-platformer, in which you play a little blue dude giving a rabbit a piggyback. Apparently the rabbit made the blue blob? It’s from a New Zealand couple (apparently one proposed to the other via the game?!), with their own toddler providing voice work. Your globular blue guy can absorb objects from the world, taking on their properties, Kirby-style, while you leap around a world in the manner of a Spyro.

Developer: Eat Pant Games
Release Date: TBA
Steam Page

Liha

Liha Caves Trailer

You know what Liha looks like to me? As if Descent were made by a Darwinia-era Introversion. And to be absolutely clear, that’s about as high as my compliments get.

Obviously, because otherwise there’s a $45 million fine from the Indie Police, this is a roguelite, where each of your 360 degree exploratory dives to collect tech and upgrades can end in disaster. But that sounds like a great concept, and I want to play it now. NOW. But it’s not out yet, dammit. Oh, but there is a demo!

Developer: Game Kombinat
Release Date: TBA
Steam Page

Rogue Eclipse

Mcdoogleh

So many explosions! This is a proper old-school space shooter, but presented in proper new-school pretties. Yes, roguelite, but inspired by both Star Fox and Armored Core, this really does seem to want to recapture space combat arcade gaming. Plus, I love the ambiguity in the art, the smokiness of the battles. You can see for yourself in a demo.

Developer: Huskrafts
Release Date: TBA
Steam Page

Leaving Home

Leaving home

I swear to god, I scour Steam for new point-and-click adventures all the time, so I have no idea how Leaving Home snuck past me last month. Thank goodness I stumbled on it here instead.

This is by Bart Bonte, who has been making super-stylized puzzle games for a long time, most especially during the Flash era. His latest, as you might have surmised from the title, is about leaving a home. But, not forever, just for the day. I’ve got it installing already.

Developer: Bart Bonte
Release Date: Out Now
Steam Page

Bat to the Beat

Bat to the Beat - Gameplay Trailer

As soccer becomes an ever-bigger deal in the U.S., you have to wonder which other British-dominated sports could make the transition. But surely never cricket. So massively popular in Australasia, Africa, South Asia and the West Indies, as well as the UK, it remains utterly unfathomable to the United States. So, what if someone took cricket, and combined with with a rhythm action game?!

Incredibly, that’s the conceit of Bat to the Beat, a game by Kunal Joshi, based out of Michigan. It sounds splendidly bonkers, and there’s a demo to double-check.

Developer: Kunal Joshi
Release Date: Q3 2025
Steam Page

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BioWare's Maligned Loot Shooter <i>Anthem </i>Will Go Offline Forever Next Year

BioWare's Maligned Loot Shooter Anthem Will Go Offline Forever Next Year

The failed loot shooter finally has an expiration date

By
Claire Jackson

BioWare’s doomed looter shooter may have had some neat aesthetics and was a competent-enough action RPG when it wanted to be, but as we all know well by now, it was a complete disaster for the devs and publisher EA. While a planned reboot of the game was canned and everyone who’s played the game has known that the servers would some day shutter, we didn’t know until now when that day would come.

According to a blog post from EA, Anthem will officially shut down on January 12, 2026. Including a FAQ with the blog, EA made it clear that “once the servers go offline, the game will no longer be playable.” So, no, it doesn’t look like Anthem will receive an offline mode update as fellow failed live-service title Redfall did. Anthem will also be delisted from EA Play as of August 15, 2025 (that’s next month, FYI).

As reported by former Kotaku writer Jason Schreier, Anthem’s development was, in short, hell. BioWare’s looter shooter was caught in production limbo for years, and multiple features weren’t even solidified until the last minute. As Schreier wrote in 2019, “it wasn’t even clear what kind of game Anthem was until that E3 demo in June of 2017.” When it was finally released, the game suffered from bugs and unrewarding gameplay loops, and felt like a soulless copy of similar shooters like Warframe or Destiny.

Despite visions among some players that Anthem might make a No Man’s Sky-style comeback, EA eventually pulled the plug on the ambitious 2.0 project it once hoped would revive the struggling shooter. It wasn’t long until copies of the game could be purchased for a mere penny at local GameStops.

While Anthem hasn’t received any content updates and was declared dead long ago, that hasn’t stopped some fans from squeezing what little exists in the game dry over the years. What remains of the community now has a ticking clock for snagging any remaining achievements or cool loot.

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A Bunch Of Big PS5 Games Are On Sale Right Now

A Bunch Of Big PS5 Games Are On Sale Right Now

Spider-Man, Uncharted, Returnal, Persona, and more are currently marked down until later this month

By
Zack Zwiezen

A big summer sale is currently happening on the PlayStation Store, with a ton of PS5 games discounted to $25 or less.

Summer means hot weather, sweaty shirts, cookouts, and a bunch of video game deals. Valve is currently running its big Steam summer sale. EA has a big summer sale happening, too. And PlayStation, not wanting to be left out, has also flipped the switch on a bunch of big summer deals for PS5 games.

Some highlights we spotted include the remastered Spider-Man game from Insomniac, a super low price on Jurassic World Evolution 2, and a great deal on the Uncharted 4 and Lost Legacy PS5 bundle.

The July PSN deal seems to end on July 17. So you have about two weeks to decide if you want to pick up any of these PS5 games while they’re on sale.


Here’s our list of some of the biggest and best deals we spotted after looking through all of the PS5 games currently on sale. Keep in mind that PS4 games and DLC are on sale, too.

  • Marvel’s Spider-Man Remastered - $25 ($50)
  • MLB The Show 25 - $40 ($70)
  • Returnal - $30 ($70)
  • Phasmophobia - $15 ($20)
  • Jurassic World Evolution 2 - $15 ($60)
  • Uncharted Legacy of Thieves Collection - $20 ($50)
  • Tales of Arise - $20 ($40)
  • Shin Megami Tensei V: Vengeance - $30 ($60)
  • Sonic Superstars - $24 ($60)
  • Persona 3 Reload - $32 ($70)
  • Five Nights At Freddy’s: Security Breach - $18 ($40)
  • Judgment - $10 ($40)
  • Lost Judgment - $12 ($60)
  • Like A Dragon Gaiden: TMWEHM - $18 ($50)
  • TMNT: Shredder’s Revenge - $15 ($25)
  • DIRT 5 - $15 ($60)
  • Wanted: Dead - $8 ($30)
  • Wild Hearts - $10 ($70)
  • Promise Mascot Agency - $20 ($25)
  • Dungeons of Hinterberg - $14 ($23)
  • Sandland - $30 ($60)
  • The Ascent - $8 ($30)
  • The Plucky Squire - $20 ($30)
  • Wild Bastards - $14 ($35)
  • Rogue Legacy 2 - $13 ($25)
  • Moonglow Bay - $13 ($25)

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Spider-Gwen’s New Comic Already Has Fans Reeling, And It’s Not Even Out Yet

Spider-Gwen’s New Comic Already Has Fans Reeling, And It’s Not Even Out Yet

The All-New Spider-Gwen comics are changing reality, but is it for the better?

By
Kenneth Shepard

Marvel’s multiverse shenanigans can be hard to keep track of, especially across its many, many different media franchises. The MCU has been following a multiverse arc since Endgame premiered in 2019, and there’s reason to believe Insomniac’s Spider-Man games might be dabbling in the Spider-Verse in the future. However, the multi-reality concept began in the comic books, where they’ve been dealing with the multiverse for decades.

One of the most prominent faces of these alternate dimensions is Gwen Stacy, Spider-Man’s sometimes girlfriend, who in one reality tragically dies, changing the course of the hero’s life forever. In a different timeline however, the two’s relationship was reversed, and Gwen became Spider-Gwen (or Ghost-Spider, or Spider-Woman) after the tragic loss of Peter. But now it looks like the comics are using some cosmic fuckery to alter things in the comic’s “main” timeline, and fans are less than thrilled.

All-New Spider-Gwen: The Ghost-Spider is a new comic run set to begin in August, and when fans saw the synopsis for the series back in May, it immediately raised eyebrows. All-New Spider-Gwen has its titular hero’s story rewoven into the fabric of the Marvel universe. Using the Cosmic Cube, a powerful object that can reshape realities, Gwen becomes part of Earth 616, the “Prime” reality in Marvel’s various continuities (the MCU universe name began as 616, but has since become a bit more complicated as the franchise has gone on, and is now called Earth-19999). How does this work logistically? What does it mean for both Gwen and Peter to be alive in the same universe? Does this not completely change Peter Parker’s trajectory in the main “canon?” There are plenty of questions the comics will likely answer when they start rolling out next month, but right now, a lot of Spider-Gwen fans are less concerned about how Marvel is going to explain all of this, and more bothered by how this undermines Spider-Gwen’s story.

Spider-Gwen isn’t just another hero with the same powers as Spider-Man. Her entire premise is to be a deliberate remix of his story, an exploration of the parallels between both of their worlds, and she is at the center of one of the most compelling “what if” scenarios in comic books. Plopping her into the “main” story runs counter to her very premise. Some fans think this is the natural end result of her rise in popularity after the Spider-Verse films, while others argue that Spider-Man lore has become so convoluted that this feels like Marvel running out of ideas.

It’s entirely possible this is merely an extended vacation in the main continuity before Gwen heads back to her original life, but the official synopsis says she’s “here to stay.” We’ll see how Marvel handles this reality-altering storyline, and whether this will crossover with the main Spider-Man books, when the first issue is released on August 20.

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Xbox Execs Reportedly Raved About ‘<i>Blade Runner</i> Meets <i>Destiny 2</i>’ Loot Shooter Before Canceling It

Xbox Execs Reportedly Raved About ‘Blade Runner Meets Destiny 2’ Loot Shooter Before Canceling It

Xbox boss Phil Spencer reportedly loved the game when he played it in March

By
Kenneth Shepard

There was a lot of carnage this week at Xbox after Microsoft laid off over 9000 employees across its many divisions. People lost their jobs and some of Xbox Game Studios’ upcoming projects have been canned. This included high-profile games like the Perfect Dark reboot and Rare’s new action-adventure game Everwild, but it also included a game we had never actually heard about until it was already gone. The Elder Scrolls Online team over at ZeniMax Online Studios was working on a new MMORPG codenamed “Blackbird,” and the first time most of the public was made aware of it was when it was canceled.

A new story from Bloomberg outlines the inhumane limbo several Microsoft employees have been dealing with during this layoff process, which left several people waiting for hours, if not a full day to find out the status of their jobs and projects. It also has a few details about Blackbird, and it sounds like Microsoft Gaming Chief Executive Officer Phil Spencer really enjoyed what he played of it earlier this year. According to Bloomberg’s sources, Spencer was so enamored with the game when he played it in March that Head of Xbox Game Studios Matt Booty had to physically take the controller from him so they could continue a meeting. All this praise from the powers that be made it a shock for the team when the game was abruptly canceled during Microsoft’s culling of its workforce.

While it’s unclear if the public will ever see this game in motion, Bloomberg describes it as a third-person looter-shooter akin to Destiny, but set within a new world with a “sci-fi, noir aesthetic” similar to that of Blade Runner. Bloomberg saw footage of the game and said it “placed a heavy emphasis on vertical movement,” with a lot of movement abilities like air-dashing, using a grappling hook, and wall-climbing to move across buildings.

Xbox’s internal studios have suffered during these cuts, but some of the company’s external partners have as well. Legendary Doom designer John Romero’s next project lost all its funding, forcing him to shut down his studio, Romero Games.

 

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<i>Tears Of The Kingdom </i>On Switch 2 Can Keep You Busy For A Long, Long Time

Tears Of The Kingdom On Switch 2 Can Keep You Busy For A Long, Long Time

With so much to do and explore, Link's second saga on the Switch finally gets the glow-up it deserves

By

Whether you’re a fan of the Legend of Zelda franchise or are simply looking for a thrilling open-world game to sink your teeth into on your fancy new Switch 2, you can rest assured that 2023’s Tears of the Kingdom can provide a hell of a good time. This is a dense, lengthy title that can keep you busy for weeks or longer. But if you like to plan ahead or are just curious about just how long it takes to beat Link’s massive second Nintendo Switch outing, let’s take a look.

How long does it take to beat The Legend of Zelda: Tears of the Kingdom?

The Legend of Zelda: Tears of the Kingdom is an enormous adventure that begs players to devote a lot of time to uncovering all of its incredible mysteries. But with a game so expansive, it’s hard to say exactly how long it’ll take you to do so. Due to the open-ended nature of the experience, each playthrough will be unique, after all.

That being said, the average playthrough of just The Legend of Zelda: Tears of the Kingdom’s campaign will take the average player around 50 hours. This would be ignoring a lot of optional content, however, therefore skipping some of the game’s best moments.

A playthrough of The Legend of Zelda: Tears of the Kingdom focused on completing all of the shrines, side-quests, and so forth can run upwards of 100 hours, especially if you’re taking your time and checking out all the sights or spending countless hours creating all sorts of weird contraptions and vehicles with Link’s Ultrahand ability. This is probably the best way for the general completionist to experience the game, as it allows you to see most of the important content without becoming exhausting.

But true completionists who can stomach the process of tracking down all one thousand korok seeds, collecting every item and armor piece, and clearing every single spot on the map, can look to spend in the vicinity of 200-250 hours with The Legend of Zelda: Tears of the Kingdom. Wowzers.

The Legend of Zelda: Tears of the Kingdom is available now for Nintendo Switch. You can also upgrade the game to the Nintendo Switch 2 version at an additional cost, which will net you upgraded visuals and performance.

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The 6 Thirstiest Mods For <i>Stardew Valley</i>

The 6 Thirstiest Mods For Stardew Valley

If the underlying sexual tensions of farming sims aren't enough, bring it out into the open

By

Whenever Stardew Valley comes up in everyday conversation, it’s always alongside terminology like “cozy” and “casual.” You never hear anyone call the game “sexy.” Why not? Well, for starters, it’s because the game’s made entirely of pixel art, which doesn’t allow for much experimentation or sexualization…Or does it? Of course it does.

As it turns out, the modding community caters to everyone, including those who want a little more on-screen nudity or depravity in their indie farming sims. It wasn’t difficult to find the six thirstiest mods for Stardew Valley. It was more challenging to narrow the list down to just those we could show you.

Be warned: This article contains sexually explicit and suggestive content.

Xtardew Valley

 A scene from Xtardew Valley in Stardew Valley
Screenshot: Pseudodiego / ConcernedApe

There’s lewd, and then there’s downright nude. Xtardew Valley opts for the latter by introducing adult-themed content into the pixel art farming sim. It includes additional relationship content for all bachelors and bachelorettes, along with a few of the townsfolk, and a big part of that is sex.

You can now have sex with nearly every romanceable female in the game, along with a few of the married women who were previously off limits, in a variety of strange locales, and positions. Occasionally, you’ll stumble on one of the iconic characters neck-deep in erotic situations, and we mean that literally and figuratively.

We recommend starting a new game with this one, as you may miss out on many of the unique scenes and heart events added to the game with Xtardew Valley. It somewhat broke my old save.

Yandere Haley Dialogue Expansion

A title card from the mod Yandere Haley Dialogue Expansion in Stardew Valley.
Screenshot: Kxgarashii / ConcernedApe

Thanks to anime’s influence, there are so many Dere types in the world, and Stardew Valley’s modding community is working overtime to implement them all. This one is the Yandere Haley Dialogue Expansion, and it turns everyone’s favorite giggly photographer into something a bit more extreme.

A yandere is a character that appears overly affectionate at first but winds up outright psychopathic due to their overwhelming admiration and love. They are jealous and possessive, and now you can enjoy that level of crazy in the game, with more than 170 new lines of dialogue, including pre-marriage, post-marriage, and festival scenes for Haley!

At one point, you’ll discover piles of photographs taken from outside the window of your farmhouse. It appears Haley likes to sneak around in the twilight hours, snapping photos of you at your most intimate moments. Oh, and don’t let her catch you with someone else. She has a few choice words should you start to get close to other characters, warning you of the consequences. All that said, it’s purely flavor dialogue for those who enjoy this personality type.

Devious Valley

Devious Valley.
Screenshot: undare / ConcernedApe

It’s time for the gentlemen to get a touch-up in Devious Valley, which implements male-led romance and sexual encounters by introducing new characters, a frat house, a pool filled with urine, and plenty of welcoming bears.

Furthermore, as a male character, you’ll encounter additional dialogue and cutscenes with the townsfolk. If you raise your relationship high enough with, say, Alex, he might fiend for you with a certain hunger that his pants betray.

If that’s not enough and you want to implement a little kink into the mix, there are milking machines for each bachelor in the game, so that’s something to consider…I guess.

Valley Girls

Valley Girls.
Screenshot: TrashRacc1124 / ConcernedApe

As most characters in Stardew Valley are grown ups, considering you can marry most of them, it only makes sense that they occasionally enjoy a horizontal refreshment as consenting adults.

With Valley Girls, every female now features a schedule in which they will wander off, find somewhere relatively secluded, and pleasure themselves—sometimes alone and sometimes with a partner. You can meet up for a thrilling romp in the backroom of Gus’ pub, for example, or in the locker room at the spa.

Be wary, however. In addition to pixel sprites getting it on, the mod features fully realized portraits of the game’s characters in all their morning glory. It’s downright not safe for work! But if that’s your cup of tea, I recommend visiting the beach occasionally. You’ll find Haley and Alex midway into a trip through the backdoor behind Elliot’s shack in the sand.

Nude Girls

Nude Girls.
Screenshot: TrashRacc1124 / Concerned Ape

Some people swap out the character portraits in Stardew Valley with anime or period attire to fit a role-play they’re working through. Some, however, prefer lewd portraits, and that’s where Nude Girls enters the scene. It replaces the current sprites, portraits, and outfits for many of the game’s female characters. Once installed, they swap to nude versions, bearing everything in dialogue and out in the world.

It’s important to note this is purely a flavor mod. There are no significant additions or alterations to the gameplay; it simply swaps the women around with scantily-clad, often wholly naked sprites and portraits. Trying to read about a character’s hardships while she’s flashing you is a little distracting, but some players enjoy that!

Lustdew Valley

Lustdew Valley
Screenshot: TrashRacc1124 / Concerned Ape

Thanks to mod author TrashRacc1124, Lustdew Valley works as an extension of Valley Girl by increasing the sexual occurrences across the Valley with new locations, objects, furniture, clothing, and cutscenes in due time. It’s essentially an overhaul that expands the game’s adult flavor significantly.

Lustdew Valley features a secretive bathroom entrance in the Valley Girls Bathroom, leading to new locations, interactive sex booths, gloryholes, and a completely new shop vendor with unique items, hats, and clothing. Of course, if you fancy yourself a connoisseur of a particular Czech-produced adult series, you’ll find the patrons of the new area to your liking.

By the way, there’s a new bundle to unlock, but it requires a handful of worn sex toys found throughout the bachelorettes’ rooms. I only saw the one for Haley and Emily since I tend to romance the former in my playthroughs.

Who knew the world of Stardew Valley modding could take such a turn? Anyone who’s been on the internet—that’s who. If you want a total overhaul that’s a little more wholesome, we recommend checking out Stardew Valley Expanded!

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