Category Archives: Franchises

Game Saves World Billions in Productivity with Region Block

[Below is parody content?]

Popular movies and video games have long since been correlated with productivity loss. For example, popular science fiction franchise Star Wars has been the lead in this category, when its blockbuster film launches lead to countless students and employees to call out to go to the theaters on release day. Similarly, the recently launched Japanese video game, THE IDOLM@STER: Shiny Colors, cause millions of dollars in loss productivity, following its recent launch last week.

In a stroke of genius, the developers of Shiny Colors limited the game for play to Japanese internet users only. By region-limiting the HTML5-based game platform, Bandai Namco has saved an estimated $50B USD in productivity loss, experts say.

The free-to-play video game platform is the latest entry in the popular franchise, THE IDOLM@STER. The Japanese-gamer oriented properties started in 2005 and has spawned countless video games, TV shows, movies, and tie-ins of all kind, such as a mixed-reality VR theatrical show. While domestic audiences still beared the brunt of the damage in loss productivity, the prudent business move limited the damage to just Japanese domestic businesses.

“It is a noble sacrifice,” said financial analyst Akihiro Nakamura from UBS. “The joke was that the devops were going to all call out sick and play during launch, but the region blocking already saved us millions across our Americas and Europe branches. Despite their best efforts otherwise, Bandai-Namco is still going to boost their prospective stock price for this fiscal year just on the preliminary revenue projections.”


Spring 2018 Anime Selections

Here are some impressions, as per usual. On a personal note, I recently signed up for HiDive, and it doesn’t have Apple TV support, which is what I use to watch probably 75% of anime these days. It also doesn’t have Chromecast support, which is what I use to watch ~15% of anime these days (only usually because I’m at a friend’s house or Apple TV is having issues). The two technology platforms are kind of interchangeable, since I use both at home for various things. The rest of the time I watch either on my phone (because I’m on an airplane) or on my PC (because I happen to be in front of it), in that 10% remainder. It also means HiDive is kind of worthless to me right now.

The problem with HiDive is that it doesn’t support how I watch anime most of the time. If it takes less effort to me to XDCC some files and watch it on Apple TV via Plex, than load up the video I want on HiDive, cast my whole phone, then hit play, this competing product is just a waste of my time that happened to cost money. Would it be OK for me to subscribe and not use it? I guess so. For now, the only real way to watch stuff on HiDive, short of inside a browser, is that I can dial up a video on my phone and stream my phone Airplay/Chromecast-like, but this sucks if all you have is your phone, and not a second device to play with in your living room. It is very much a first world problem, but this entire blog is more or less a first-world-issues only site.

That’s not even mentioning all the bugs in the Android app. And how the web version is making the same mistakes that plagued FUNi’s website back when they were solo on the streaming. Anyways.

On a less ranty, but still ranting, note, I picked up the EN version of BanG Dream game, administered out of Singapore. It’s perfectly fine and provides an updated experience than my first run-ins with the original JP version so long ago. They fixed most of the tuning issue with stamina usage and event point system. The more fleshed out exchange system now has some balance with grinding up character training mats. There are more songs you have access to right out of the gate, if just the newer covers alone.

Playing it also reminds me what I didn’t like about the game, which is having to put up with songs you don’t like or don’t want to listen to during multiplayer. This is why I almost never choose Random for song selection, anyway. Oh, and the usual abusers in the game that coast or outright cheat.

Then again, I get why some people instant-disconnect after the song selection screen. I really don’t have to want to put up with one more listen of Shuwarin. I’ve not fallen that far yet but it’s getting close. It would be really great if the game lets you blacklist a few songs!

OK, enough sidebars. Here are the initial offering (which is bound to shrink as the MLB season wears on).

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WUGLOVE Bus Tour Part 3: TUNAGO Tour Finale–Wake Up, Girls! 5th Anniversary Live

The long blog post title is important.

I was on the flight back from a weekender attending the 3rd WUG bus tour, or the finale of the TUNAGO tour–which is a Wake Up Girls fanclub event that focuses on the seven girls as solo performers. In years past they have always done the WUG solo events as a two-day act, where each of the seven WUGchans would do their solo shows for about 1 to 2 hours, back to back across 2 days. This year they made it fanclub only, and linked the events in weekends during March. Each of the events would run twice a day, a solo act for one WUGchan, and the venue would be at a small live house somewhere in Tohoku.

This is hard for dedicated WUGners because that means they have to traverse Northern Japan for the month of March. It’s kind of expensive especially for fans outside of Tohoku, which is most of us. Local Japanese fans complained, overseas WUGners grinned and beared with it. Having the events being FC-only meant the tickets were more or less available (unless you’re looking for Myu’s show, somehow hers were the most popular (probably because hers was in Sendai and it was the easiest one to get to. Also her new solo song was the best)), despite the smallish venues. To cap it all off is the Bus Tour, which costs 50000 or so yen, plus the optional Nijikai event (another ~6000). It’s an expensive proposition no matter who you are, I guess.

To cut to the chase, now that everything is done and over with, I have a bit of mixed feelings about this year’s WUG bus tour. For starters, it’s very different than the prior tours in terms of activity. This time, the tour was nearly 500 strong, whereas prior tours had maybe half as many. The smaller counts allowed more personal-ish sessions at the earlier bus tours, such as watashikai and autograph events, and seeing the WUGchans more frequently. This time, we only saw them via the special niconama (which was streamed to the hotel rooms) as guest audience, at a greetings event at the hotel, and at the nijikai as surprise guests. And of course, the 5th anniversary live, which was the big event of the WUG bus tour part 3.

The somewhat-mixed, mostly-happy feeling I got from all this is kind of just a personal observation, but one universal part is how those of us in the WUG Love FC know how the prior bus tours went. This one being so different is going to lead to some disappointments. The tour in general is pretty lacking in terms of what’s really good for normal tourism, although the onsen ryokan we stayed at (Akiu Grand) served both as a WUG anime pilgrimage spot (same hotel in the anime) as well as a solid onsen ryokan. The food was a little on the weak side, though.

Well, enough waxing poetry on meta, here’s a blow-by-blow recall.

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Forever Million Live

Today is the last day of operation for the GREE-published version of Million Live, which is the original IDOLM@STER MILLION LIVE game. Ps call it “greemas” for short. It is the core product of that IP and it is now shut down as of this writing, just moments ago.

There are so many things I want to say so I’ll just keep it short and in bullets. Think of it as a way for me to commemorate this occasion.

This game was how my “gacha cherry” was popped. This meant my mental barriers were rationalized away and since then I spent good money on games I think that are worth it, which is namely just the other two major IDOLM@STER SNS games, Deresute and Theater Days. I also spend money on games that I think have entertained me a lot, just much less. (For example, I already spent maybe $160 in Pricone Redive but I probably will stop there. This is not even 10% of what I spent in Greemas.)

This game was occasionally very fun, but usually more a chore. The saving grace is that the chore part is pretty light, unless you wanted to do a crazy amount of ranking. In the finals stats page the game provided during its shutdown period, I was able to get the “IDOLM@STER” achievement 11 times, which is just to say I was able to produce at least 1 idol in the top percentiles. I forget exactly. But it’s little things like that which makes this game fun.

The thing I will miss the most about Greemas is how it is a game that really went to creative places. Like a Star Wars inspired event. Or taking traditional idol torture to the next level. Or the Namasuka Sunday events. Or Tokugawa’s Castle, literally. There were various sports meets. There was TGS. There was the live on the space station. It was nuts. Theater Days so far has not even came close to scratching that itch, although it does seem things might move in that direction finally…

Million Live might be the first time where the game and the live events were closely integrated, to the degree that you can have producer support walls and even ticket lotteries in the game. Will this tradition continue? I hope so.

It is definitely the first IM@S game where recorded lines from the live were delivered into game as content, days just after the event. It’s a great way to energize your hardcore eventing fan base. It also points at the live events as a part of the game. It is the kind of thing that makes me think that Million Live is an IP where the content revolves around the live events.

This is all besides the core community on Greemas. During the Theater Boost [idol voting for Theater Days] people were communicating on the idol boards on Greemas. Greemas also has a dialog engine where you can create commu screens and it ran contests on the best fan-submitted entries. On top of the basic player communication and lounges, there are no easy replacements for them.

Thank you Greemas. Million Live will continue without you, but it will never be the same and we will never forget the good (and bad) times!


To Wit, Magus’ Bore and Re-diving Into Pricone

To bounce off the evirus again, maybe this is what he was thinking of when he got snarky on adaptations? To quote:

To be honest, it sort of reaffirms my nagging suspicions that The Ancient Magus’ Bride works better as a manga than it does as an anime. I don’t believe this is the fault of the WIT STUDIO adaptation, because it is beautifully done and the quality has remained high throughout. Instead, I suspect the stories featured in the series might just lend themselves better to print than anime.

Having no real horse in the race and not have read the manga (but watched all the anime so far), somehow it makes sense. Like, this anime is not going to get me to read the manga. Maybe it serves as a meta, a talking point, for people to bring up the manga and get people interested (“Oh you are watching Magus’ Bride? The manga is so much better.”) but that’s like throwing on too much shade. I think the anime is decent, it is, to a more jaded viewer like me, something refreshing and different. It might still be kind of the same yokai story centered around a gifted human child, but this spin is way up my alley than, say, Natsume Yuujincho. Just like how Fate-verse is still the best for recasting western folklore and historic figures to do some dumb things, I don’t really like and I am not interested in the Japanese standards on this take. It’s refreshing, even if the anime and story content is quite drab and obtuse I think… Perfect for Kyoto Animation, in retrospect.

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WIT STUDIO is also producing the anime in Princess Connect Re:Dive, which is the latest and greatest galge-mobage from Cygames. Having seriously played the original Princess Connect game, I was looking forward to this with some trepidation, and so far I think the developers have answered my concerns.

Big picture-wise, Princess Connect and Pricone:R are the player-versus-player realm wars equivalent to social gaming as the hoard of Korean grinders were to the EverQuests and WOWs of the 00s.  Well, it’s more like guild wars, ha ha. But in the greater Japanese social game pachinko-machine-like scene, it is a relative rarity. There are other games like this but none with the spit and shine of Pricone:R I think; well, certainly none with a Tanaka Kouhei score. Pricone the original was a browser-based game with some real-time stuff, and most of the graphics are rudimentary, as you’d expect a game launched in 2014-2015. Pricone:R on the other hand, is a little piece of Sakura Taisen heaven coupled with a standard auto-playing, character-party, fantasy RPG, side combat doohicky that you might see in the Danmachi social game or some such.

Which is to say, there’s a ton of actual anime in the Pricone:R game itself. Well, maybe a ton is exaggerating, but every commu chapter ends with an ending animation with animated next episode preview? LOL. About 90 percent of the commu is the standard talking sprite over a dialog box sort of deal, but they do drop those anime in and around fairly consistently. And WIT did well with them.

My worry in Pricone:R was that it would stop being a PVP focused affair, and it turned out to be a dumb thing to worry about, because it still is. It’s the only game I play that does not a have friend list (let alone friend support). It retains the whole clan mechanics, except so far it doesn’t have any elements of clan warfare (so you can’t filter clan recruits by time slots of when people will be online to play versus battles, as there are none such things). There are two PVP arenas players can participate for loot and glory, but they are both for individuals. Clan interaction so far is a mix of friends list and the ability to ask people for gear in exchange for rupees. The lack of clan-based PVP is still a concern, but I hope they address it soon since they have some outright “to be deployed later” place holders in the game right now.

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Some straight up disclosure and Pricone:R meta, because I’ve been playing it quite a bit lately. Some key thoughts:

  • Spend some money to make more money. The core of this game is a versus experience. Payout in arena and princess arena are in the 1000s of gems. By bucking the bell curve you can stand to make good dosh. The game is also fairly generous, because you can’t be competitive until you roll enough to get your core team up and running, and enough memory fragments to upgrade your 1* and 2* characters. If you want to save up gems for a future roll, you can, but know that you will not make as much gem-wise as someone who spend  them wisely. It literally is spending gems to earn gems, and there will be a balance point where the end result is a powerful team of characters and still lots of free gems in the bank. Playing it too safe means you might have a lot of gems, but your parties’ development will be lagging.
  • Princess Arena needs more balance tweaks. It’s hard to maintain rank, easy to gain rank. The result is it becomes expensive time-wise and a bit expensive gem-wise to reach heights in Princess Arena. Basically, you need to have 2 great teams to stay afloat, but just 1 great team to go up. This is mainly because NPCs have 3 good teams, which is harder to beat sometimes, but less of a sure thing on paper than in practice, so people don’t fight NPCs and instead fight people with 2 great teams, since you just have to beat their second-best team to win.
  • Comp is life, but actually levels are more important. Assuming at rank 7 and equal star power, a level 60 fully upgrade guy will beat a level 50 fully upgraded guy often. Even if the level 60 paper versus the level 50 scissors are, well, paper versus scissors in rock-paper-scissors. This is the zen of Princess Connect Redive. The essence. The zeitgeist. The soul. Whatever. In other words, don’t be the level 50 paper fighting a level 60 scissors. Things also gets much more complex when you deal with a team of 5 characters where the flaws of one guy can be covered up by another guy, but you get the idea.
  • Team comp thus can be boiled down by characters and their counters. Like, the ever popular Suzune/Io back row versus, say, Tamaki, who is flawed in Arena but powerful in this situation.
  • Anna is fun, she is not great, and her explosion power is what makes it fun. Don’t let people tell you that she sucks because her explosion power sucks. That’s like saying because individuals almost never win the lottery, having a free lottery ticket sucks. Without her explosion power, Anna is plenty good. If her power helps you even or win a losing game, so much the better.
  • This is still the game I call characters by seiyuu, but now that I’m talking to plebs on reddit and elsewhere I kind of have to learn the names of the characters.