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Part 1, Part 2, Part 3, Part 4, Part 5

After some minor delays, welcome one and all, to Part Six of the Fire Emblem Fates Fan Survey Translation. This will be the final page of the Famitsu feature, so hold on to your butts.

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Part 1, Part 2, Part 3

Welcome to Part Four of the Famitsu Fire Emblem Fates Fan Survey Translation. This time we’ll be taking a look at the results for what people thought of the game’s marriage system, as well as some sequences that left an impression on players.

There will be minor spoilers here for all three games, but nothing super specific. Just keep that in mind.

Let’s get the ball rolling!

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Part One.

Welcome to Part Two of the Fire Emblem Fates Fan Survey Translation. This time we’ll be exploring some of the actual poll results

Before we get started it’s important to note (and Famitsu goes out of its way to mention this), that approximately the same number of men and women responded to these questions. In fact, that so many women participated is part of what makes the game so interesting, according to the magazine. As such, the poll results are not divided between men and women, and no effort is made to see where those splits were, save for a few written comments later on.

With that out of the way, let’s rock!

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This week’s issue of the Japanese gaming rag, Famitsu, hosted an eight page feature on Fire Emblem Fates. They polled fans on their opinion regarding multiple aspects of the game, and then presented the results here. There’s a lot of information here that could be interesting to English-speaking Fire Emblem fans, but keep in mind that the sample size was 2,386 people. This is hardly conclusive, but I still find it to be a fascinating read.

I will be splitting these posts up into a total of four (including this one). Each post will cover two out of the eight pages of the feature, that way things won’t get super cluttered.

On with the show!

The first two pages of the feature just serve as an introduction to the results on the other pages, though Famitsu itself points out three reasons why they think Fire Emblem If is such an attractive package..

  • It’s accessible to both casual and hardcore fans. Famitsu goes on to expand that the inclusion of both the Casual and Phoenix modes helps to alleviate the fear that many feel when they hear “Fire Emblem.” In Japan, the series has a reputation for its high level of difficulty and permadeath. Additionally, the fact that weapons no longer have a use limit, the first time since Fire Emblem Gaiden apparently, makes it easier to approach. That being said, Conquest still has plenty of challenge, so it’s not as though older fans have been abandoned.
  • The colorful cast of characters. This goes without saying, but both sides of the war (and subsequently both versions of the game) feature unique casts of characters that are deeply tied to the country they reside in. The peace loving Byakuya and the dark nation of Anya. They’re both attractive in their own ways. Famitsu then goes on to mention the marriage system, the relationship system, etc. You guys know the drill.
  • Gameplay depth. This one is kinda “duh,” but here it is anyway. Being able to change classes after a point, reverting back, picking skills, etc. You get as much out of these games as you’re willing to put in.

The following poll results are all relevant to these three points on some level or another, so it was important that we started off with this as a base.

Onward to part two!


Mamoru Hosoda has become a force to be reckoned with in the world of Japanese film. Responsible for films like Digimon Adventure: Our War Game and One Piece Movie: Baron Omatsuri and the Secret Island, mainstream cinema goers didn’t really get to know him until The Girl Who Leapt Through Time debuted. It didn’t take long for critics to cry out that he was the next Hayao Miyazaki, something that seemed to happen every time a new, fresh director emerged from the shadows. As was the case with most of those other directors, assigning Hosoda the label of “next Miyazaki” was ultimately a disservice to both him and the Studio Ghibli powerhouse.

The last two Hosoda films, Summer Wars and The Wolf Children, were both stories about the power of family. The former took a look at the bigger picture of what a family is, while the latter was a more personal story about a single mother’s experience raising two children.

Mamoru Hosoda’s latest, The Boy and the Beast, is yet another tale about family, and in some ways is interesting as a companion piece to The Wolf Children, but it’s also more than just that. It’s a martial arts film. It’s a coming of age story. It’s a tale about coming to terms with the people around you.

It also happens to be a damn fine film.

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Hi all.

I promised Fire Emblem Fates coverage, most likely for another site, and here it is. 

Check it out if you’re into that kind of thing.


There’s no doubt that Steins;Gate made a bit of a splash when it first debuted on the Xbox 360 in Japan. For all intents and purposes a traditional visual novel, it did fairly well on the dying system against all odds. It quickly developed a devoted fan following, and publisher 5pb decided to spread the love to other platforms, including the PlayStation 3, the Vita, and even mobile.

Western territories would watch from afar in the naive hope that some version of the game would make its way over, but it seemed like an impossibility. Instead, the anime get licensed and released, and was met with a strong, positive response.

One year ago, JAST released Steins;Gate in English on PCs. Now here we are, with official localizations of both the PS3 and Vita versions of the seminal time travel visual novel thanks to publisher PQube.

Was it worth the wait?

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Shinji Higuchi’s live action adaptation of Attack on Titan is a trainwreck. The characters and their motivations are all wrong and the setting misses the mark. Higuchi and his team took the basic premise, humanity is trapped behind giant walls while hiding from man-eating monsters, and threw the rest out.

If you come into Attack on Titan looking for an accurate recreation of your favorite manga or anime, give up on that immediately.

But hey, at least we got a fun little kaiju horror flick out of it.

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I’ll never forget that singular moment.

I was supervising the art club at one of the junior high schools in Japan that I taught at, when one of my female students presented me with a black plastic bag. She encouraged me to open it up, a smile beaming from her face as I peeked in and saw that she had brought me the entire The Idolmaster TV series on BD to borrow. I told her idols and such weren’t my thing, but she insisted that I watch it because she and the rest of her friends were super into the franchise.

Fine. What easier way to earn cool teacher points with my students than to do the easy thing they want me to do?

With a healthy bit of skepticism below the surface, I reluctantly borrowed the BDs and brought them home with me that day. 

Four years later and here I am reaching into my luggage, pulling out a copy of the deluxe The Idolmaster movie BD and setting it on my shelf.

What went wrong? What went right? What the hell is this The Idolmaster all about?

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I don’t particularly associate Marvelous with rhythm games. They’re undeniably a very prolific publisher (just look up their list of releases), but stuff involving pressing buttons to music isn’t exactly well tread territory for them. This makes their latest release for the Vita, IA/VT Colorful, a bit of a surprise. Starring the Vocaloid IA, it’s similar to Sega’s Project Diva series in that you play through one of the character’s many user-created songs, pressing buttons in time with the rhythm. Along the way, you unlock more music, more outfits for IA, new UI shells, and all sorts of goodies. It’s basically what you expect from a modern rhythm game.

Interestingly enough, the lead producer on the project was Kenichiro Takaki, known primarily for his work as the producer on Marvelous’ Senran Kagura action series.

IA/VT Colorful finally released on July 30th 2015, after what seemed like an endless series of delays. Was it worth pushing the game back so far, or did IA’s video game debut turn out to be a complete and total train wreck?

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