JP Direct ends with a neat-looking Koei-Tecmo ADV, Buddy Mission Bond, out January 21🇯🇵 character designs by Yusuke Murata, has a kinda moving-manga aesthetic, maybe a little otome-ish
the conceit is that you're constantly buddying up two of the four protags based on the situation & their unique chemistry, with distinct investigation & infiltration phases
between this, the Famitan remakes, some of the genre marketing they've done in Japan, etc it seems Nintendo's making a real push back into ADV... why now, I wonder? like, is there some obvious flashpoint that I missed?
it just strikes me as odd because not that long ago, Miyamoto was lamenting that ADV are too cost-intensive to be profitable... maybe their strategy is to just not loc anything? iunno
(I had to check bc "not that long ago" is often quite long ago and nah, I wasn't crazy, mid-last year gamasutra.com/view/news/3459…)
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a fascinating (ongoing) thread from comic translator & former Capcom artist Katsuya Akitomo on his lifelong relationship with American comics🇯🇵 for context, Akitomo has been publicly credited by Akiman & Akira Nishitani for familiarising the '90s Capcom team with Marvel's work
"I didn't work on Darkstalkers outside of the pitch but I was asked for a chara for DS3 & suggested 'a man-eating bug disguised as a girl' who became Q-Bee; I was ripping off Uchuu Kazoku Carlvinson's Chika, but envisioned smtg more grotesque & less silly"
"Kingpin, the last boss of the Punisher arcade game, was originally so big that he filled half the screen, but Marvel told us 'he's a regular human, he can't be /that/ big' and made us change it"
IGN Japan's Indie Game Week STG showcase article's live, with features on Mechanical Star Astra, Squadron 51, BLUE SABERS Early Mission, DreadStar: The Quest for Revenge, Wings of Bluestar, CLIONEKO, 1993 Shenandoah, Star Hunter DX & SPACE / MECH / PILOT jp.ign.com/indie-game-wee…🇯🇵
Mechanical Star Astra: "of all the games featured here, this is the one STG fans should get hyped for" "there's nothing particularly novel about it, but we can't wait for the final game"
(fwiw they said something very similar about Blue Revolver)
Squadron 51: "the most unique game featured in this article", "the game itself is fairly conventional, the audiovisuals are the draw", "the spoken dialogue's in Brazilian Portuguese & it was impossible to read the EN subtitles during gameplay; I hope they address this in loc"
looking over the NGPC library now... presuming they deliberately skipped KOF R-1 & Samsho! for being pre-color, and that CvS is off the table, that just leaves Fatal Fury: First Contact as far as fighting games go
how much deeper will they dig, I wonder...
SNK's two Metal Slugs seem like a given, and they also own a handful of sports games, a few RPGs, a puzzle game or two, etc
as far as third-party licenses go, there's CvS & Card Fighters, Sonic Pocket Adventure, an Ogre Battle game, a few puzzle games, etc
there are only ~80 NGPC games and if you cut out all shovelware & super JP-specific stuff then it's closer to 50, and that's before weeding out the licensed/third-party IP
there's enough for a solid compilation, but not a ton of stuff I'd necessarily expect to sell on its own
Panel de Pon's 25 years old! this was Nintendo's first original, non-character-branded puzzle game, but they immediately corrected that "mistake"—almost every subsequent game was rebranded, reskinned or bundled with the likes of Tetris, Yoshi, Pokemon, Dr. Mario & Animal Crossing
the Panel de Pon commercial's sort of notorious for not matching the tone or communicating much about the game at all it's sort of in the milieu of the more out-there Puyo Puyo commercials of that era but that series was an established hit by that point...
Panel de Pon was co-created by Intelligent Systems &they had a soft spot for it—they put up an elaborate-for-the-time homepage that they maintained well into the '00s (it's still up! intsys.co.jp/game/panepon/🇯🇵) & the devs used to compete at the annual "Seika de Pon" fan tournament
I can only find references to it in other articles but apparently Famitsu 0220 ran a feature where they consulted with several STG manufacturers & other people on why horizontal STG default to left-to-right scrolling rather than right-to-left—here's what the devs said: (thread)
Capcom: just as vert STG default to the ship at the bottom facing upward, hori STG default to the ship on the left scrolling rightward so as to align with the placement of the stick & better synergise with the player
why stick position defaults to left side, they don't know
Namco: stage data is naturally written from top-left to bottom-right so games tend to scroll left-to-right without giving it much thought
Namco's Sky Kid scrolls right-to-left in consideration of JP players but they didn't get much feedback either way & surmise either's fine
former Westone president Ryuichi Nishizawa & Strictly Limited Games co-founder Dennis Mendel discuss the resurrection of Westone's unreleased arcade game, Tokeijikake no Aquario famitsu.com/news/202010/23…🇯🇵
to start with, here's Tokeijikake no Aquario actually running, which they haven't really shown as of yet
on why SLG is reviving Aquario: Mendel notes certain games aren't always properly evaluated in their day—he cites DICE's unreleased Mega Drive game Ultracore as a recent example; when the publisher cancelled that game, they didn't know DICE was going to become such a juggernaut