Top 20 Japanese Games that Have Influenced the Gaming World (part 4)

The Legend of Zelda: Ocarina of Time (1998)

Thanks to its big, 3D world, Ocarina of Time was a stunning technical achievement when it was released. It appeared at a whopping 32-megabytes, complete with cut scenes generated in real time. With its lock-on camera and context clues, the game succeeded in bringing a 2D game into a 3D world, which was incredibly difficult and seemed effortless and intuitive.

Dance Dance Revolution (1998)

Dance Dance Revolution (DDR) quickly became a big hit when it was first released in 1998. The game was so revolutionary thanks to the way it combined gaming and physical activity. It shouldn’t be a surprise that this gaming tittle was created by Konami, which owns a chain of health clubs in Japan. DDR even laid the groundwork for future games such as Wii Sports.

Phantasy Star Online (2000)

At that time, speeds were slow, and the infrastructure for internet wasn’t quite there, particularly in Japan. However, when Phantasy Star Online hit the Dreamcast, it was bringing Sega’s science fantasy RPG series to online gaming and also showing a sign of things to come for consoles.

Fate/stay Night (2004)

Fate/stay Night was originally an adult PC game. It made the mainstream jump following a clean version hitting the PS2. The game, along with the franchise it spawned, hasn’t looked back but continued to become one of the world’s most successful visual novels that have ever been made. It has spun off anime and manga and also showed a lot of Japanese gamers how engaging interactive storytelling could be.

Resident Evil 4 (2005)

Resident Evil 4 is one of the most influential games that were released in the 2000s. Third-person shooters such as Gears of War to Ratchet took RE4’s over-the-shoulder camera view and ran long with it. In addition to the contribution of this important and currently widespread mechanic, Resident Evil 4 itself shows Resident Evil in top form.

Top 20 Japanese Games that Have Influenced the Gaming World (part 3)

Super Mario 64 (1996)

Nintendo has taken a notebook written by Super Mario Bros. they were popping up through the window Super Mario 64. It’s a speaker, but in 3D. You can go anywhere you like. Instead of moving down the set, the 2D approach, the game offers unparalleled freedom.

Citizen Evil 1 (1996)

Resident Evil introduced gamers to the horror of survival, a setting where players have less power and where survival, not killing, is the ultimate goal. The game was not made with a vacuum-big credit to Capcom’s 1989 NES Sweet Home article. But Resident Evil went on to describe the horror that survived and led to a follow-up, spin-offs, and a successful Hollywood film franchise.

Harvest Moon (1996)

Now known as the Story of Seasons, the game appeared on the SNES in Japan in 1996. You plant crops, make money, take care of animals, get married, and deal with storms. Today, there are plenty of free gaming games like this, but Harvest Moon has done it decades ago and removed microtransaction.

Final Fantasy VII (1997)

AKA, how character designer Tetsuya Nomura came to define the style of Final Fantasy house. Final Fantasy VII is a great game. Of course, fans will argue that there are better entries, but, as illustrated by FFVI, which makes FFVII so important in how it brought a generation of players to the PlayStation, and changed the way Final Fantasy games look. Styles and hair and belts would not be the same.

Beatmania (1997)

The play and series presented, Bemani, became the building block for many of the music plays that followed.

Castlevania: Symphony of the Night (1997)

Castlevania: Symphony of the Night came out when the games started moving to 3D. However, Symphony of the Night has shown how the 2D space limit actually opens up the exploration. The result is not one of the best games to beat PlayStation 1, but it is one of the best games ever.

Metal Gear Solid (1998)

At times, it was like watching a movie; at other times, it presented itself as a video game. It was crazy but serious, fun and funny, and, in its day, the view you could see. Metal Gear Solid has made the metal famous, showing a generation of players that they don’t have to kill enemies – they can just pass.

Top 20 Japanese Games that Have Influenced the Gaming World (part 2)

Sonic The Hedgehog (1991)

Going up against Mario is not easy. But Sonic The Hedgehog, thefirst Sonic game, with its wonderful blues and greens, blazing speed, and terrific platforming did a really good job of challenging Mario. In many ways, with all his ‘tude, Sonic was the anti-Mario. The perfect foil for an era in which Sega did what Ninten don’t.

Street Fighter II (1991)

There were several fighting games that debut before Street Fighter II, but after it, no fighting game was the same. You couldn’t miss it if you were in arcades in the early 1990s. In addition to influencing the genre, Street Fighter II was so famous that Nintendo actually designed the SNES controller around this title.

Super Mario Kart (1992)

In terms of fighting games, although Nintendo didn’t just make a racing game, they created their own racing subgenre. There is some argument raised that Mario Kart, which has sold more than 90 million copies, participates in the World of Warcraft as one of the most successful spin-offs ever before.

Super Metroid (1994)

Super Metroid was a flop in Japan when it was originally released in 1994. Gaming players didn’t seem to realize how much Super Metroid brilliantly works. The sound design sets the mood, the visual flair makes it wonderful to have a look at, and cinematic techniques move the story along. There’s an amazing flexibility to the game that you see in modern gaming titles that let players enjoy the experience however they feel fit. You can also do that if you want to race through it. Super Metroid gives the players tremendous freedom in how they played the game.

Chrono Trigger (1995)

Chrono Trigger is a ground-breaking game that had elements seen as standard now, from eschewing random encounters to multiple endings. In addition, an impressive team of developers, an enjoyable story, and an evocative score, all will make you end up with one of the best JPRGs that have ever come out of Japan.

Top 20 Japanese Games that Have Influenced the Gaming World (part 1)

Over the years, Japanese developers have produced a mind-boggling number of video games. Among those games, there are some games that have deeply influenced Japanese gaming, worldwide gaming, or both. Here are 20 of those.

Pac-Man (1980)

Pac-Man, the gaming’s first superstar character, has such an enormous impact. The basic game design is timeless up to now, with players trying to avoid enemies day by day until they got a power-up. Pac-Man’s design and concepts have influenced countless games throughout the years.

Super Mario Bros. (1985)

Super Mario Bros. is not only one of the most important video games ever made, but also one of the most important creative works in the last four decades.

Final Fantasy (1987)

Final Fantasy’s conception and development is one of the great yarns in the world of gaming. Due to the word “Final” in the title and their back against the wall, Square firstly thought this game was going to bankrupt them. But can you imagine Japanese gaming without Final Fantasy?

Dragon Quest (1986)

Dragon Quest hasn’t quite reached the international level of Final Fantasy’s popularity. But in its native Japan, this game is a cultural institution, which has influenced generations of Japanese gamers and game creators. The success of the Dragon Quest helped a young game designer get the greenlight for the RPG. The developer’s name was Hironobu Sakaguchi with his extremely successful game Final Fantasy.

Baseball Stars (1989)

When it comes to baseball games, Baseball Stars is one of the best in the world. It was fun to play and had several features that influenced future sports games and became standard. Using the game’s manager feature, players could create your own teams and players. Players could improve their abilities by using in-game cash earned after wins. Players could play a 125-game season, which could be saved by battery backup.

AT&T seems not to sell its gaming studios

Warner Bros. Interactive Entertainment, owner of studios including NetherRealm, Rocksteady, and TT Games, is seemingly no longer up for sale.

Last month’s reports showed that parent company AT&T, which acquired Warner Bros. two years ago, was looking to offload its gaming division for about $4 billion in a deal that might include a commercial licensing agreement where AT&T can go on to get revenue from its IP like LEGO and Harry Potter. Electronic Arts, Activision Blizzard, and Take-Two, all initially expressed interest, but not any deal followed. Then reports came in that Microsoft had also showed an interest in acquiring the outfit.

However, now it seems AT&T has reconsidered the sale and it is restructuring the organization, instead of selling off its gaming concern to help mitigate its debts. CEO Jason Kilar told staff Warner Bros. Interactive in an email to staff that remains part of the Studios and Networks groups.

A statement from the company says that the Warner Bros. Motion Pictures Group continues to be led by Chairman Toby Emmerich and Warner Bros. Warner Bros. Interactive remains part of the Studios and Networks group, along with their Global Brands and Franchises team including DC led by Pam Lifford, and their Kids, Young Adults and Classics business led by Tom Ascheim, all of which focused on engaging fans with their brands and franchises through games as well as other interactive experiences.

The email didn’t shed light on the change, nor what may next be in store for WB’s gaming division, but Kilar acknowledged to all staff that the changes elsewhere in the organization were much to take in and that they will also successfully navigate them as well.

The news comes just after Rocksteady has confirmed that it is working on a Suicide Squad game. The Batman Arkham developer revealed in a tweet showing an image of a decrepit-looking Superman with a target on his head that the Suicide Squad game will be announced during the DC Fandom event on 22nd August.

Facebook and Sony increase output of gaming devices

Facebook and Sony are preparing to ramp up the output of upcoming gaming devices by as much as 50 percent, showing how the two big tech companies are profiting from users’ thirst for home entertainment during the global Covid-19 pandemic, the Nikkei Asian Review has learned.

According to sources, the global leading provider of virtual reality headsets by market share Facebook’s Oculus is eyeing growth of at least 50 percent from last year for its latest version of head-mounted VR devices, pushing production to two million units.

Meanwhile, sources familiar with the matter said that Sony, the world’s No. 2 video game console maker only after Nintendo by shipments, has also raised production orders for its upcoming PlayStation 5 to about 9 million units, from the around 6 million units it had planned in spring. After the Japanese company launched the PlayStation 4 in 2013 and an upgrade in 2016, the PlayStation 5 is the first new generation of the console in seven years.

The big tech companies’ optimism is a robust sign for a wide variety of suppliers in the entertainment segment for the last half of 2020, while many tech industry players are still finding ways to offset the declining smartphone market.

Facebook’s move further underlines its ambition to further expand its footprint in the emerging VR market, where it is the leader with a 35% market share.

In comparison to the cyclical and relatively mature games console market, dominated by Sony, Nintendo, and Microsoft, market watchers said VR was still a nascent market with a lot of players trying new applications. However, gaming is still the most important segment.

Facebook is going to further expand standalone VR, giving users a more immersive experience than PC and smartphone-based VR headsets. Other companies are also jostling for a market share. For example, HTC, formerly a leading smartphone maker, changed its focus from handsets to VR. Sony launched its first PlayStation VR in 2015. Google, Huawei Technologies, and Samsung Electronics all introduced phone-based VR headsets, which use smartphones as the VR headset’s screens.

Tonic Games Group will manage game studios

Tonic Games Group has become the new parent company for game development studios Mediatonic and Fortitude and will oversee the publishing label The Irregular Corporation. It is a sign the company has moved up the world of gaming and wants to build a sustainable long-term business.

The London-based Tonic Games Group has about 300 people making games in seven locations around the world. It has five studios and two publishing offices, and it is partnered with third-party studios in 13 countries across its brand family. These groups were scattered as separate companies, though they had the same ownership.

The new parent company was formed by game creators Dave Bailey, the CEO of Tonic Games Group, and Paul Croft, a co-founder and chief games officer. The parent company has a deep belief in having a positive impact with the games it creates as well as the way those games are created, Croft and Bailey said in an interview with GamesBeat.

Their goal is to find new ways to bring original franchises to the two billion people who play games nowadays. In 2005, Bailey and Croft started Mediatonic as a work-for-hire studio. Their first project, which was made while they were still in college, was a Flash game named Snowman Salvage, and they continued to build games for PopCap Games (presently owned by EA), PlayFirst, and Big Fish Games. It developed specialties in live services, heavily in demand now.

They also wanted to work on new games and new intellectual properties which were their own creations. They wanted a more resilient business.

Mediatonic has now grown into four studios with 230 people making titles like Yahtzee with Buddies for Scopely and Gears Pop for Xbox Game Studios. Mediatonic has 27 games in active development.

Tonic Games Group has a new office in London; however, the team can’t move into it yet due to the coronavirus pandemic. The company raised a $30 million round of funding one year ago, and it has diversified beyond the original business.

Review KAKEGURUI anime – The best gambling anime in Japan

Since ancient times gambling is often considered a chance, and the house is still profitable. But in Kakegurui, there is no such thing as luck or fortune; they are all tricks of cheating, how to read the opponent, and the art of gambling.

Not just a popular game in the casino, Kakegurui also develops new rules, and new gambling games bring creativity and newness. The game level also grows with each episode, getting more and more complex. The game begins with a cover, a pull, a hammer, but it is played on cards. The rule is to choose three cards drawn with three sheets, scissors, sticks, then choose a card to play, the same rules as the original game. Or the set of playing cards is the same, but there are 130 cards, the probability of winning is only 1/65. Therefore, in Kakegurui’s game, luck is almost impossible. Following Jabami, you will learn the tricky gambling tactics that the opponent uses. At the same time, we also witnessed how she gradually turned the situation, mastering the game in any case.

While waiting for the new gambling related animes in 2020, you can watch this fascinating anime again. Coming to Kakegurui, viewers seem to be easily swept away by Jabami’s crazy emotions. Her emotions seemed to flourish with every game. Start with a calm, gentle, friendly smile, humble way of speaking. After that, Jabami will happily catch his prey by letting the opponent be happy because of the feeling of overwhelming dominance, playing with luck, and studying the opponent’s tricks. And finally, she turned the flag over at the last minute, excited to enjoy the sweet taste, and the crazy joy of gambling.

Along with that character is Kakegurui’s eye-catching graphics, beautiful characters, smooth movement, illustrations when the characters explain the game tricks quite clearly. However, the most impressive impression is the expression of the character. Right from the first episode of the anime, many people were startled by the creepy expression of the character. Therefore, if you say “gambling is crazy”, then from expressions like happy trembling with excitement, saliva splashing when encouraging the opponent, or the eyes flashed, glowing brightly when catching catch the opponent was enough to make the viewer see how crazy it is.

Demon Slayer manga releases final chapter

Demon Slayer: Kimetsu no Yaiba is a success story different from any before it, so manga fans will surely not want to miss the chance to read its final chapter. The widely popular series is amongst the best-selling in the history of Shonen Jump. Earlier this month, reports confirmed that the hit series was planning to come to an end. Now, the final chapter of the manga is out, and moreover it is free for all to read. However, there’s no word on when an official English translation of the final chapter will become available.

The manga of the widely popular series Kimetsu no Yaiba, English name, Demon Slayer, has officially ended. The last and final 205th chapter was finally released on May 17th, 2020.

First appearing in 2016, Demon Slayer follows the story of Tanjiro and his sister, Nezuko, in their journey for revenge. The pair set off to find and slay the demon that not only killed their family but also turned Nezuko into a demon herself. They end up joining the Demon Slayer Corps with their newfound allies, Zebitsu and Inosuke.

The popularity of the manga made American publisher, Viz, pick up Demon Slayer for an official English release. The translated versions started becoming available in 2018 with a few chapters available for free on their website. Unfortunately, there hasn’t been news yet on the release of the official English translation of the 23rd volume of the manga. Currently, the paperback versions sold outside of Japan are only up to volume 13.

Despite the manga having finished, the Demon Slayer franchise will seemingly have no problem staying alive. To that effect, the anime adaptation has become one of the most popular animes since its release and boasts of a very active fanbase. There is also a movie in production that is slated to be released in October of this year, as well as a PS4 game, Tamagotchi toys, and an Android and iOS app all on their way.

Manga Rock site shuts down with Launch of beta app for INKR comics

On Tuesday, manga aggregator app Manga Rock shut down its website and launched a beta app for Android and iOS devices for INKR Comics, which is a new legitimate comics distribution platform. The service is cooperating with publishers such as North American comic and manga publisher Comic Loft, FanFan, Tokyopop, and Tan Comics to digitally publish manga, manhua, and webtoons. The staff of INKR Comics revealed a sample of the launch comic lineup on Sunday.

The platform features the following comics: Su Brothers’ School Life from Comic Loft; Battle Through the Heavens from Zhiyin Animation; Generation Wu by Han, Shaohui Li, and Billy Tan from Tan Comics; Hero And Shero from Tan Comics, and A World Ruled By Cats by Jian Jian from FanFan.

The app’s beta features Home and Explore tabs, an account system, and an adaptive viewer, and it will also add features like My Library and personalized recommendations in the near future.

The developer had once announced plans to make MR Comics a totally official comic platform. Its aim for the platform was to raise awareness of the issues of scanlations, develop contracts and relationships with creators and publishers, set up tools for creators and publishers to monetize and distribute content, as well as convert free scanlation readers and buyers of official content.

Staff formerly planned to remove all pirated content from Manga Rock last year and keep the service accessible while they are developing MR Comics but finally, they decided to remove Manga Rock while MR Comics are being developed since they were still hosting and supporting the practices of piracy inadvertently through the previous service.

Manga Rock launched in 2010, allowing users to either read manga chapters online or download them for reading offline. The disclaimer for the app confirmed that all manga, character, as well as logos belong to their copyright owners. It also stressed that Not A Basement Studio doesn’t have any affiliation with the website hosting the unauthorized manga scans.