What if an RTS Race Had to Deal with Bureaucracy?

I used to be really into watching Starcraft and Starcraft II, before falling off around ten years ago. However, over the past year or so, I’ve become aware of the many attempts to breathe new life into the real-time strategy genre through a variety of new games: Battle Aces, Stormgate, and so on. I’m uncertain as to whether we’ll end up seeing another renaissance, but it has me recalling the age-old question concerning RTS: How important should execution be?

I think the obvious answer everyone can agree on is that it should at least matter a little. That’s what makes it a real-time strategy game, and the degree of importance is where people will debate endlessly. But I wonder whether you can design a race within a game to be less execution-intensive without making them either too balanced or unfair. Essentially, what if this “low input” race tested different skills that were neither better nor worse than the others, but also had an inherent flaw in that it couldn’t rely on execution as much as others could?

I started to imagine a race that would basically be an empire with a huge and powerful army that is encumbered by its sheer size and maybe a bit of bureaucracy. What if there was a race whose units could be amassed more easily while also being stronger individually, but there was some drawback that kept the player from being able to control them more precisely? 

For example, maybe there is a cap on how many actions could be executed in a given period. This could resemble playing a commander who can only oversee the broader strokes of their forces, and has to leave the details to subordinates.

Perhaps the cap could be over a longer chunk of time (like 700 actions every five minutes?), so there can be moments where you can control your forces more directly, but you end up sacrificing the ability to respond more quickly a minute or two down the line. You’d have to choose when you can execute effectively, knowing that you’ll be more vulnerable at other times, or you could choose to play at a steady pace.

Another possible way to mimic a slow and convoluted chain of command would be to actually introduce a purposeful input delay. This could simulate you giving orders from on high that take time to get through to the lowest levels of the army. Maybe it has to do with controlling your forces, or it could be that upgrades or switching unit compositions take a longer while to happen.

In all these cases, the idea would be that this race can be effective and can be difficult to play in its own right, but it doesn’t hinge on physical execution as much. At the same time, it would allow other players and races who do want to use their honed macro and micro skills to defeat this race if they manage to hit hard at vulnerable moments. I have no idea whether something like this could ever work out, but I think there’s a way to have a reasonable and enjoyable compromise between those who want the high APM and real-time tactics and those who want to be methodical strategists.

I Want a Punch-Out!! Soulslike

I started playing Elden Ring recently, and it’s my first time with a Soulslike of any kind. Having to make my character stronger while also improving my own skills, all while interacting with an unfriendly world full of giant boss monsters has been a fun and frustrating experience.

It also made me really want to see a Punch-Out!! Soulslike.

Think about it: Punch-Out!! is a franchise that’s all about fighting enemies twice your size, where you have to figure out their quirks and tells, strike them during brief moments of vulnerability, and not overextend lest Mike Tyson send you to the mat with one uppercut. 

What if your player character started from scratch and had to train up? It could be a series of boss fights, but what if it were more like an Elden Ring open world, and you could visit different gyms to practice or spar with others? What if other fighters (CPU or human) could come to your gym? Established major boxers you could face in more official or formal settings, but maybe there are also bad actors who want to fight dirty and jump you in an alley?

It’s been over 15 years since the last Punch-Out!!, for the Wii. I would love to see something that would capture the spirit of the franchise, but if Nintendo wanted to take a different angle, I think this would be a welcome and interesting change. 

An Elden RING, if you will.

Ultimate Character Combo: Idols, Gals, and the Jougasaki Sisters

As character types, the “idol” and the “gal” (or gyaru) have both been around in Japanese media for decades. However, they seem to have hit even greater notoriety in recent times. On the idol side, there’s been heavy hitters like Oshi no Ko and Love Live! Then there are works like Hokkaido Girls are Super Adorable and An Otaku Who’s Kind to Gals, where gals are the main heroines or the central focus.

The idol is an idealized symbol of pure devotion to the fans, for better or worse. Fan support is why she’s able to grow as a performer. The gal is attractive, forward, and runs up against traditional Japanese beauty standards. When portrayed with a heart of gold (or as someone who’s secretly a virgin), she transforms into dork kryptonite. 

What happens when the two are combined? Naturally, it would make for a powerful character.

In thinking about the relative success of both archetypes, I began to wonder if there are any examples of such a convergence. Then I remembered that there are indeed a couple of characters who occupy that intersection: sisters Jougasaki Mika and RIka from The iDOLM@STER.

I am by no means an expert or even a dedicated fan of The iDOLM@STER. What I do understand, based on my limited knowledge, is that 1) Mika and Rika were introduced in the Cinderella Girls mobile game in 2011, and 2) I’ve been seeing their fanart for what seems like forever—Mika’s especially. In all instances, they exude “gal” energy. According to the popularity polls, Rika was initially ranked higher, but Mika emerged as more of an enduring mainstay. As if to reflect Mika’s notoriety, the Cinderella Girls anime portrays Mika not as one of the main characters, but an established idol whom others look up to.

One thing I don’t know is whether Mika and Rika have been merely a reflection of the two trends or if they actually contributed to their presence in significant ways. In other words, while I can guess that their popularity has come from being gal idols, how often is it the case that the Jougasakis are the reason people got into one or both sides? Gal subculture has been around for a long time, but I don’t recall them being nearly as prominent as characters in 2011—at least, not in the way they are today, and not in terms of their cultural presence around in the 90s and early 2000s.

While one can hardly attribute the increased visibility of idols to primarily Jougasaki Mika or Rika (they are from games where nearly everyone is an idol, after all), I can’t help but wonder if they’re significantly responsible for shining a greater spotlight on “gal characters” in a way that has persisted over a decade later. If the sisters have played a large role, it would make them influential in a way few other characters can match.

And if there are any other examples of gal idols, I’d like to learn about them.

Bad Dudettes, Good Fighting: Holo X Break

When I first tried the hololive fan game Holocure, I was stepping into a recent video game genre that I had never experienced. But things were different with the developer’s new hololive-themed title: the side-scrolling beat-em-’up Holo X Break. In it, players take control of the members of NePoLaBo (hololive’s 5th generation) and brawl their way through waves of goons in order to defeat Secret Society holoX (hololive’s 6th generation) and rescue the CEO of hololive, Yagoo.

Beat-’em-ups are near and dear to my heart. I remember being a small kid, barely able to reach the joystick at my local Blimpie’s arcade section, staring in awe at games like Final Fight and Teenage Mutant Ninja Turtles. They were once the games that best showed off the heights of video game graphics, eventually becoming a decidedly “retro” genre as the decades passed. 

A big part of the appeal of Holo X Break is, naturally, getting to indulge in hololive fandom. All four initial playable characters have their own strengths, weaknesses, and unique abilities based on their personas. Nene is a peppy girl from another world who throws beetles and can heal herself and others. Polka is a witty clown who has a balanced moveset and can create objects out of thin air. Lamy is an alcohol-loving snow elf who can magically freeze enemies. And Botan is a lion girl whose  skill in FPS games translates into a specialization in ranged weaponry. Everyone is voiced by the VTubers themselves, and numerous cute references and cameos are also strewn throughout.

The gameplay stands on its own quite well, though I found that I had to get used to its pecuilarities. Holo X Break is a curious mix of genres, built on the straightforward nature of beat-em’ups but also adding in randomized power-ups in the vein of rogue-like descendants such as Holocure. But unlike Holocure, a lot of the extra things you can do are not just automatic, and have to be actively selected. Between the core movesets featuring both basic and special techniques and an ultimate, five item slots you can fill with weapons and healing that you have to cycle through in real time, and the equipment that you can pick up and wear (or store for later)—all while being attacked by throngs of enemies—and it can feel overwhelming.

With time, I got the hang of things, especially when I realized how the game wants to be played. I wanted to hoard items, but Holo X Break discourages that, and intends for you to use your weapons liberally. It wants you to spend coins to upgrade your equipment in between stages as much as possible rather than trying to “save more for later,” even punishing you by taking away all coins upon death. Different enemies require different tactics, and figuring out who to prioritize when they gang up on you is part of the challenge. According to the developer, Holo X Break is heavily inspired by the game Little Fighters 2, but given that I’ve never played that, I find that it feels more like the older Technos games: Double Dragon, River City Ransom, etc.

Speaking of enemies, I’ve always loved fighting bosses in video games, and having them be the members of holoX (a group I adore) only adds to the charm. Just like with NePoLaBo, they’re voiced by the actual talents, and their identities have been adapted in fun and interesting ways. Fighting against them feels a little more akin to taking on a Mega Man robot master, with the way you have to take into account their different abilities and movement tendencies. Getting to see La+ Darknesss shoot orbs of dark energy and summoning bolts of obsydian lightning is nothing short of rad.

While I had some setbacks (Lui in particular can be a real skill check), I did beat the game within a day. When I went online to check out other opinions, I found that its reception is a lot more mixed than holocure’s, and much of it seems to come from simple unfamiliarity with older beat-’em-ups, as well as the modern belief that gameplay should be a more streamlined experience. The game currently has no save system and unlimited continues, which brings me back to my childhood while being a source of frustration for others. 

In light of this, the developer plans on adding saves. I’ve also seen comments about not being able to get past the first boss, Koyori, despite playing for hours, and it made me realize just how difficult stepping into an unfamiliar genre can be, especially with a game that doesn’t pull its punches. One review complained that they were tired of just hitting the same button over and over—something that didn’t really bother me in the least, and hadn’t even realized was an issue in the first place. I actually don’t necessarily enjoy when games have all the fat and excess shaved off, so to speak, and I appreciate Holo X Break for not taking that route. 

I haven’t gone through everything Holo X Break, but I hope to savor every piece of it. And while I’m still looking forward to seeing holoX in Holocure, I’m happy to see them here. Now, if only I could play some co-op for the true beat-em’up experience.

Boy Meets Girl Meets Tick-Throw Spinning Piledriver: Hi Score Girl

I’m happy and grateful that the full Hi Score Girl manga series by Otoi Rekomaru is out in English. It’s one of those manga where, once upon a time, a US release would have been a pipe dream. A nostalgic nerd love story premised around Street Fighter II and the 90s Japan arcade scene? As significant as that era was in Japanese gaming history, it’s a niche among niches. And yet, here we are.

I first discovered the series eight years ago, and was immediately won over by two things. First, there was the eccentric nature of its main duo: the obnoxiously loud gamer kid Haruo and his friend/rival/love interest, the reticent and rampaging Akira. They initially meet at an arcade and feud over a Guile vs. Zangief matchup, and though they never stop butting heads, it’s silly and sweet how they essentially communicate through gaming. That’s not metaphorical either; Akira pretty much never talks. Second, the portrayal of the 90s games and the way Haruo based his very outlook on life on them could have only come from a genuine place. Otherwise, jokes like “messing up the secret select code for Akuma” and “Akira having sympathy for big grappler characters because she feels bad about how little they get chosen” wouldn’t land so well.

The characters age over the course of the 11 volumes, going from elementary to high school and growing alongside the rapid developments in gaming technology. Their transition into adulthood is concurrent with continuous upgrades to Street Fighter II, the advent of 3D fighting games like Virtua Fighter, and so on. A nice narrative device to be sure, but it’s actually surprising seeing how much Haruo actually matures as he comes to understand responsibility in his own way. He’s not the sharpest tool in the shed, but his convictions are real.

Hi Score Girl reminds me a lot of one of my all-time favorites, 81 Diver. The art is similarly rough, and the core relationship is as much a rivalry as it is a love story (if not moreso). That’s actually pretty rare in manga focused on het romance, and is usually the domain of fujoshi-adjacent works. But it’s convincing here because of how Otoi portrays the genuine desire for connection, and the way that gap is bridged through gaming. Sure, the premise of a boy meeting an ultra rich mega gamer girl is unrealistic in many ways, but the portrayal makes me want to believe in their love.

In addition to the authenticity of the passion for fighting games, I think what ultimately makes Hi Score Girl work is that while Haruo kind of exists primarily in his gaming-obsessed mental space, the life lessons he draws from games are ultimately his own. He’s a guy with an imaginary friend who gives him pep talks and acts as his conscience, and that friend is often just Guile. Haruo and Akira imbue greater meaning into games, and the games reciprocate by providing them the thrill of victory, the agony of defeat, the comfort of friendship, and the joy of love.

Interview: Super Robot Wars’ Terada Takanobu (Otakon 2023)

Terada Takanobu is a veteran game producer, and has been involved with the Super Robot Wars franchise since the 1990s. This interview as conducted at Otakon 2023 in Washington, DC.

Hello, it’s great to meet you. I’ve been a long-time fan of the Super Robot Wars series, and I’m very glad that is finally easy for people to play around the world.

My first question: You recently announced that you were becoming a freelancer. How has that change been for you? Have there been any particular advantages or challenges that come with it?

There were lots of interests I wanted to pursue, so I decided to step down from the producer role to become a supervisor, and use that time to do the things I’d like to do.

I want to make toys and plastic models, and original robot animations—ones that are not Super Robot Wars OG.

Do you have any all-time favorite anime or even tokusatsu works?

My favorite super robot is Mazinger Z. As for tokusatsu, Ultraman and also Masked Rider. And more and more. 

Original Kamen Rider, or…?

It would have to be the first Masked Rider, fundamentally.

One signature element of SRW is the continued use of very creative 2D attack animations. What are the reasons you have stuck with this style even though so much has changed about video games over time?

In Super Robot Wars DD, we’re doing 2D animations and something between 2D and 3D too, so we’re diversifying. 

In SRW DD, the idea behind going for 3D animation is to better capture the original. But more than when I was a producer, I can now better create the content I make compared to before 

What has it been like developing mobile games, as well as having multiple games out there? Is it part of a broader strategy?

With regard to the overall strategy of creating mobile games, that lies with the publisher, Bandai Namco, so I can’t really speak to it. However, as for challenges in mobile games specifically, I’d say one that having a deadline every month is a bit challenging. For example, before, if it was for a console, you had three years to get the battle animations and the scenarios and put everything into one package. But now, with the mobile games, you have everything packaged every month.

You started at Banpresto in the 90s. Are there any staff from that era still at [its successor] BBSoft?

There are some.

Do you have any specific series or character units that you thought turned out especially well in terms of their presence in SRW? Or do you think there were any storylines that were executed very well?

It’s a bit difficult, because all of them are a lot of work, and I’m mainly putting effort into making what’s there. It’s a cyclic process of making and releasing and making. More than myself, it’s ultimately the users who decide what’s good.

Are there any titles you are especially proud of being able to obtain for SRW or thought you’d never get for the series?

Space Battle Yamato, aka Star Blazers. As for recently, too many. Hmm…recently, Gridman, Mobile Suit Victory Gundam, and Gun x Sword. In SRW DD, Devilman and Koutetsu Jeeg. What’s it called in English?

Translator: [Steel] Jeeg. 

Oh, just that directly.

Ogiue Maniax: There isn’t much of a Jeeg presence in America.

Ah, I see. Oh, and there are two Jeegs now: [Steel] Jeeg and [Steel God] Jeeg. 

The impression I have about SRW is that there are the “main” games—Alpha, F, F Final, V, X, T, 30, etc.—and then there are smaller ones that tend to be a little more daring with game mechanics and what series they include. One title I think of is SRW Neo, with Jushin Liger. Is there any truth to the idea that you see the smaller games as more experimental?

Before, yes, there was a difference with the more experimental ones. But now, SRW DD is the only one out, and in there, we try all sorts of things like Jushin Liger and Granzort. SRW DD does embrace the style of SRW, such as the game stages and the scenarios and everything.

I know that you cannot reveal any unannounced information, but has there ever been any consideration to include giant robots from non-Japanese media?

I’m not allowed to say what it was, but there were past attempts. There’s lots I would like to license, but it didn’t work out.

Do you receive feedback from the directors and other staff involved with the titles included in SRW? For example, have you ever had to interact with directors Tomino or Anno?

Yes, there has been some feedback—and actually, there have been some ideas that came from Tomino-san and Anno-san. And actually, I came across some suggestions that Kawamori-san of Macross had earlier. But I had to tell him that’s not something I have control over.

One last question: Over the years, you’ve worked with many voice actors, and unfortunately, some have passed away. Sometimes, they are replaced by new actors, and other times, you re-use existing voice clips. Do you have any say in who gets recast in SRW, or is it outside your control?

If it’s stated by the original source material, I will do as the source material requests. Otherwise, I have the freedom to choose.

Thank you very much!

Street Fighter 6 and the History of “Modern Controls”

Street Fighter 6 has succeeded in its goal of bringing in new players through a simplified control scheme labeled “Modern.” The signature special inputs that Street Fighter pioneered are basically replaced by one-button inputs and cardinal directions, with the caveat that damage dealt is reduced by 1/5. The Modern control scheme has also spiced up discussion in the community as competitive players try to figure out if having your most powerful moves be instantaneous is a worthwhile tradeoff for having fewer options overall. But this is not the first time fighting games  have included easier inputs, and I think it’s interesting to see how past games have tried to incorporate more accessible control schemes.

In the GameCube Capcom vs. SNK EO and the 3DS Street Fighter IV, the advantages their shortcuts provide is tremendous. The only thing that kept them at bay is that they were not the “main” tournament versions; if they were, high-level play would be fundamentally worse because the characters were simply not balanced with instant specials and such in mind.

Another approach comes from Granblue Fantasy Versus. In that game, players have simultaneous access to both traditional specials and simplified ones (on a cooldown timer), with the expectation that stronger players will use the former and newbies the latter. In actuality, competitive players use both, recognizing that faster inputs are more reliable in certain situations.

Then there’s Super Smash Bros., a game franchise built around more simplified controls. When traditional 2D fighter characters became playable, the big question was how they would be incorporated into the Smash system. The answer, it turns out, was to allow everything—you can use Smash-style special inputs and classic fighting game motions, the latter rewarding the player with greater damage and KO power. However, no Ryu, Ken, or Terry Bogard players worth their salt play a primarily “Modern”-esque style. And unlike Granblue, the simplified versions are only ever used when recovering offstage.

This is because the aforementioned distinction between damage and KO power is an important part of Smash. In SF6, your Shoryuken taking a bit less off might just mean you need to land one additional hit. In Smash Ultimate, it might mean not being able to finish off the opponent at all. The fighting-game characters are balanced around their ability to take stocks relatively early through their “true” specials, as they’re called by the community.

The saving grace of SF6’s Modern controls is probably the fact that they’re part of the game from the very beginning, and they make players feel powerful without going overboard. Unlike some games, you cannot have your cake and eat it too with respect to accessing both modes, and Modern comes with drawbacks that feel neither ineffectual nor overly harsh. Efficacy seems to vary from character to character, and players have to be cognizant of what they give up to obtain instant specials and supers—advantages the opponent can know about and play around. I expect them to be a staple of Street Fighter going forward, and are one big step in helping to chase the elusive specter of accessibility all while maintaining competitive integrity.

Anime Central 2023 Interview: Tanaka Rie

Tanaka Rie is a veteran voice actor with over two decades’ experience in anime.

How would you describe the voice acting industry back when you first started versus what it’s like today?

I feel like I’ve only been in the industry for 25 years, so there are other people who are much more senpai than I am. But back when I first started out, voice actors wouldn’t show their faces in the media a lot. Now, though, you see voice actors doing media, movies, TV shows, photo books, and such. So you start to see that it’s much more out there in the media. There are a lot of young kids nowadays who are really excited about the prospect of being voice actors, so in that sense it’s changed quite a bit.

You graduated from the famous Yoyogi Animation School. Are there any particular things you learned there that you feel have helped you greatly in your career?

I feel very fortunate and very blessed that I was able to attend Yoyogi Animation School. I only went for one year’s curriculum there, but I was able to gather a lot of experience. That’s because it’s very different when you’re a voice actor because in order to be a pro, you have to gather experience. And so even if you go to school, even if you go through a curriculum, and even if you graduate, you still have to get that experience at doing that job. But I do find that one thing that was really great was being able to be around other people who were also looking to be voice actors—that friendly competition, that rivalry. We also had auditions at school. 

When I originally went to the school, though, I debuted as a singer and not as a voice actor. I was with Sony for three years as a singer, and then went from there to being a voice actor. I feel that it was a very good experience. I’m glad I went to a vocational school.

When I think “Tanaka Rie,” the first character that comes to mind is Lacus Clyne from Gundam SEED. How did you approach playing the character, as well as Meer Campbell in SEED Destiny?

Lacus Clyne is the most difficult character I’ve ever played. She’s not a regular human, but rather one of a variation called Coordinators. They’re like a third era of humanity who are born having been adjusted and “coordinated,” and so Lacus’s emotional expressions were extremely challenging. Even through the full range of emotions, not much changes. She’s a human being, but she doesn’t emote in a very human way. In times of sadness or in times of joy, I had to portray her intense emotions in a calm and reserved manner. Whether she’s happy or crying, she doesn’t falter. 

Her name means “lake” [in Latin], and the director told me that the image of her is that of a tranquil lake that calms. Having to keep that image in mind was incredibly hard.

Lacus was a character in both SEED and SEED Destiny, whereas Meer Campbell debuted in SEED Destiny. People who’ve never seen these shows might be wondering who the heck Meer is, but she’s a copy of Lacus Clyne—a fan of Lacus who was surgically altered to look and sound like Lacus because Meer wanted to become her. She was a fake Lacus who was deceived by the villain of the series, Durandal, into believing she could become the real deal. 

Meer is actually a powerless and utterly normal human being, and so she has this very human quality to her. I found that it made her an incredibly easy character to play—Meer’s so human that it hurt. As a girl, she has a certain way of being and a strong personality. This comes out when she says, “I am Lacus!,” due to her brainwashing, and even when she’s confronted by the real Lacus Clyne, she still thinks, “I was Lacus, wasn’t I?” I loved Meer.

As I played her, I thought, the character of Meer really is a complicated girl. While Lacus was difficult to play, Meer was the opposite: a woman who was all too human. I could really empathize with her as a normal person. I approached her as a character one could easily empathize with. That’s what made Lacus so much more difficult, whereas when playing Meer, I could use the emotions I had going into the studio that day and put them into the character because she’s such a human character.

You were involved with the Precure franchise very early on in the role of Shiny Luminous. Do you have any memorable stories from working on Max Heart, and how does it feel to see Precure going for this long?

Luminous is not technically a Precure, and she’s actually a queen in that world. When I got the part, I thought she was a Precure, but in actuality she wasn’t. It was tricky in the sense that she’s a character who can transform like a Precure but isn’t actually one and doesn’t refer to herself as one. 

She transforms with a shout of “Luminous Shining Stream!” using her mascot Porun as a compact, but that doesn’t mean that she’s powerful. Precures fight using martial arts, throwing punches and kicks—that’s how they show their strength. Luminous can’t fight physically, though. She’s a character who runs away and guards using barriers, and thinks, “I’m going to protect everyone!” after she’s transformed. Luminous really tries her hardest, and because she can’t fight directly, she strives to safeguard Nagisa and Honoka, Cure Black and Cure White. However, when the time comes, all three are within her barrier to perform the attack Extreme Luminario. When that happens, all three are truly united.

When she’s Kujou Hikari, however, she’s just a normal schoolgirl who works part-time as an apprentice at a takoyaki cafe, and is rather shy. Playing her ended up requiring a lot of effort.

You play many “big sister–like” characters, such as Suigintou in Rozen Maiden, Maria in Hayate, Akira in Yamato 2199, and Maho in Girls und Panzer, yet you’re able to make them sound so different from one another. Do you have any advice for newer voice actors who would like to be able to diversify their style?

I’ve done so many roles, and when it comes to being a voice actor, we do a lot of solo recording these days. But before COVID-19, it was common to do voice recording as a group, and for like 23 people to share three mics.

When it comes to differentiating roles, well, there’s only 24 hours in a day. For example, you might have one project that goes from 10am to 3pm, and then another 4pm to 9pm, and you have to try your best to do well in both roles during those 24 hours. In that hour between, I make that “switch” inside me, like when I’m eating. While it’s tough to do so, being able to just go “I’m triggering that switch” is what being a professional voice actor is about. 

When I think about it, though, I don’t know for sure how I accomplish that. It’s true that my normal speaking voice isn’t the one I use for my characters, so perhaps it’s like putting on one mask and then switching to another. So it’ll be like: “Today I’m Nishizumi Maho.” “Today I’m Luminous.” “Today I’m Lacus Clyne.” I might be doing it unconsciously. But being able to “switch” like that is very important.

Those aiming to be voice actors shouldn’t just focus on voice acting but should learn from many things and observe more broadly. You often hear it said that you need to start your voice acting career in your teens, and if you wait until you graduate, it’ll be too late. They’ll even say that in the voice acting schools. But you’ll have some who start voice acting in high school, while others might go to college first or switch to becoming voice actors from a different career. It’s really about your own life, and the timing with which you decide, “I want to do this thing!” becomes important in terms of how you study and learn about the world and society. Between a voice actor who knows nothing of the world and one who has all kinds of experience, I find the latter more impressive. That’s what my senpai have always said as well, and it makes one want to try to have many different experiences.

Mobile games have become a major part of the entertainment industry, and you have worked on a great many. Do you do anything differently when voicing characters for mobile games versus anime or more traditional video games?

When it comes to mobile games, anime, and more traditional video games, the approach doesn’t really change. However, what is different is dubbing foreign media—dramas, movies, and such. That’s because they don’t want me to use “anime character voices” but rather something closer to my real voice. So the approach to voice acting for a TV show from abroad is different compared to doing something for a work that’s originally Japanese. 

In recent years, you started your own YouTube channel, playing games, releasing music, and showing your cosplay. What made you want to start streaming yourself?

During the coronavius pandemic, I thought, “Why not try?” but actually, the suggestion to make a YouTube channel began before COVID-19. I’d never done YouTube before, and between my main job as a voice actor and having to provide deliverables and content, I wasn’t sure if I had the capacity to handle doing it all. But I’ve always loved video games, and so when COVID-19 happened and things couldn’t continue as they had, I thought, “Well, guess I’m doing this.” But also, I thought about how I couldn’t interact with the fans—the tens of thousands of subscribers—and how hard it was for them, as well as how sad it made me as well as Vega-chan, who’s been working with me all this time. In terms of the scope of what we could do, we started with streaming from my home, and as things have opened back up, I can do more and even find sponsors. That said, things didn’t totally open back up, meaning it’s still a bit hard. So this is a kind of fanservice so I can connect to the fans through my voice, and I can give them joy through my broadcasts, where I deliver content twice a week. I love video games, and the fans like seeing me play them, so that makes me happy.

You are known for having a love of Indian curry. Do you have a favorite type of Indian curry?

Cashew curry! It has cashew and chicken. I always make sure to have cashews in my curry, and I love the spices. Indian food in Japan is amazing! I love it.

Would you like to give a message to your fans reading this interview?

I really cherish all my fans. Even if there are times you can’t hear my voice in anime or video games, I’ve been working hard with Vega-chan on my YouTube channel for a long while now, and fans can interact with me there. Also, there will be a lot of big projects coming up where you’ll be able to hear me again, and so to my fans not just in Japan but all over the world as well, please continue to support me. I look forward to seeing you all soon.

The Fun of Finding Your Style in Multiplayer Games

When I was playing Splatoon 3, I would do something that I barely attempted in previous games: try out as many weapons as I could to get a feel for them. Because upping a weapon’s “Freshness Rating” is how you get tickets to obtain other weapons, it’s both a welcome system and an opportunity to experiment. Combined with the forgiving leniency of Open Anarchy Battles, and I could even do so without worrying that it’d tank my rating. 

This relates to a topic I always find fascinating: How people figure out what “feels right” for them and why. It extends to just about any game where players have the freedom to choose their tools. The considerations one makes about skill level, comfort, satisfaction, community consensus on what’s strong and weak, etc. all factor in. 

And then there are all the attempts to help people figure out where they are. The famous Magic: The Gathering psychographic profiles, i.e. Timmy, Johnny, and Spike, are meant to be broad categories to designate how different cards appeal to different players. YouTubers create videos to help anyone who’s unsure of what weapons work for them in various shooters. Fighting games like Guilty Gear STRIVE and Street Fighter 6 now include in-game basic descriptions of how characters play so that newcomers can more quickly pick the archetype that appeals to them.

I think what fascinates me in particular about the whole “trying to find what fits you” aspect of multiplayer video games is that just because something is the “best” doesn’t mean it’s right for you. The example that immediately comes to my mind is the Smash Ultimate player, MKLeo. Despite Pyra and Mythra being widely considered a top tier character, they don’t quite click with MKLeo’s play style for some reason, and he’s actually gotten better results with the theoretically weaker Byleth. Even a player who had been undisputed #1 for years, can’t automatically go with the “superior” choice.

I love to watch videos discussing choice of weapon or character. I love discussions about it, salt and all, even in games I don’t actually play! I think it’s the way these choices are conduits for personal expression, and it’s what makes games beautiful.

The Real Diversity of Street Fighter 6 and Across the Spider-Verse

WARNING: SPOILERS FOR SPIDER-MAN: ACROSS THE SPIDER-VERSE (and I guess Street Fighter 6?)

I’ve had the pleasure lately of experiencing two of the finest works of media this year: Street Fighter 6 and Spider-Man: Across the Spider-Verse. Both are at the pinnacle of their respective genres (fighting games and superhero movies) and seem to draw all the right lessons from the past. But one thing both titles really have in common—and which I think is so indicative of their approach—is strong character designs that are profoundly respectful of their casts’ diversity in terms of culture, background, and circumstances. 

The idea of an international roster far predates both works and even their respective origin points, i.e. Street Fighter the arcade game and the Spider-Man comics. Often, these past portrayals end up being flawed, if well-intentioned. Be it a manga like Kinnikuman featuring heroic wrestlers built entirely on stereotypes or having the brilliant detective Charlie Chan played by an actor in yellowface, it’s historically a mixed bag. These instances frequently betray a lack of exposure to other cultures by ones that consider themselves the default.

SF6 and AtSV know that their audiences aren’t limited mainly to one ethnic group anymore, and either have people from more diverse cultures on staff, or at least people eager to listen to people from other groups. Both SF6 and AtSV had to meet the challenge of revamping many existing designs—the former because many returning characters are supposed to be older, and the latter because it draws from so many different portrayals of Spider-Man. In this regard, both succeed in spades.

Here are a few examples:

In SF6, Chun-Li’s update conveys through her mannerisms and outfit that she has matured while still being undoubtedly recognizable as the queen of fighting games. Her clothes draw directly from Chinese culture without bordering on parody, and some of her animations have been changed to draw from actual Chinese kung fu styles. Her new standing medium kick, for example, is actually the Separation Kick from tai chi.

Zangief still looks like a hulking wrestler, but they actually changed his body type. In previous games, Zangief has more of a body builder’s physique—extremely chiseled all around—but in SF6, he exchanges that appearance for one with a bit more fat around his massive muscles. In other words, he looks more like he trains for practical strength, and the fact that the developers did this actually goes a decent way in diversifying the bodies in the game while remaining true to Zangief’s character.

Similarly, AtSV had Pavitr Prabhakar, an Indian Spider-Man whose costume feel less like symbols of India added to Spider-Man and more like what a Spider-themed superhero might look like if they grew organically out of Indian culture. Moreover, the writers of AtSV actually consulted with Indian and Indian American writers as well as Pavitr’s voice actor, Karan Soni, because they wanted greater cultural specificity and authenticity.

And even with all of this consideration for ethnicity, gender, sexuality, etc., all these characters are attractive in their own right. People like to see good-looking characters, but there’s no one standard of beauty. Both creative teams seem to understand that.  

A major factor in both works’ success is starting from the understanding that not just one group of people are going to enjoy it. Kimberly Jackson in SF6 is black and one of the three most prominent heroes, and the only one with a story that ties directly to the main antagonist. The protagonist of the Spider-Verse movies, Miles Morales, is Black and Puerto Rican—and he reflects many of the aspirations and anxieties of those who grow up in non-White households in the US.

It can be easy to forget that the first Miles Morales film, Into the Spider-Verse, came out in 2018—before the murder of George Floyd and the increased mainstream awareness of the deeply rooted problems with police in the US. In 2023, however, I couldn’t help but notice the views expressed on that topic in AtSV. Both Miles and another character, the Spider-Woman Gwen Stacy, have dads who are on the force. They’re officers of the law who honor and respect the people, and having them be positive role models is part of the Spider-Man lore, but making the police and unalloyed good would never be compatible with the lived experience of so many black and brown people, not to mention other groups.

At one point, Stacy (a white girl) outright states that the reason her dad took on the role of captain is because he would inevitably be replaced by someone worse than him. In other words, contrary to the idea that cops like the one who murdered George Floyd are simply “bad apples,” it is the tree itself that is rotten, and the occasional good apple is the exception rather than the rule. While perhaps the film could have stated it more directly, it goes to show just how much AtSV is trying to express perspectives beyond what is comfortable. 

The greatest strength of Street Fighter 6 and Across the Spider-Verse is that both works come across as genuinely wanting to engage with as many cultures as possible from all sides. They’re not just paying lip service to the notion of diversity but actually making it happen in a satisfying way. I hope that both Capcom and Marvel continue to draw inspiration from the world in all its glory and shame, and in turn, encourage others to do the same.