Let Megatech Satisfy Your Primal Desires (REDUX)

Really? I thought Fate became as popular as it is because of Astoflo.....
It seems you are a young fan at the point and only familiar with Fate Grand Order and its various spinoffs. As Fratsup said, Fate/Stay Night was extremely popular outside of the visual novel community due to its high-quality writing, excellent character designs, and de-emphasizing sexual content in favor of character development and action scenes. It received an anime adaptation by Studio DEEN and was the second anime adaptation of Type-Moon's works after Lunar Legend Tsukihime by J.C. Staff.
Even then it was mostly the advertising that was sexualized more than in game characters and in gaming it was mostly MMORPGs which were the most sexual rather than most games which apart from fantasy games were to based on military conflict to even have women in them.
I remember all the awful, eye-soring ads from Evony and countless other low-quality MMO games in the late 2000s. These were the ads I hated looking at aside from the ugly zombie ads and "work-from-home" scams that once populated the Internet.
In fact, there are tendencies to the opposite - but given that nationalists are gradually coming to power in Europe, and the chances of Trump’s re-presidency are not zero, so the hopes of right-wing populists are coming true. Although, to be honest, I will be happy if there is a new socialist revolution.
Uh, could you please drop this conversation. It's veering to current politics, and we don't want CalBear intervening here.
 
I mean I said sexualized not that there weren't females as leads or NPCs in video games.
The first Tomb Raider came out in 1996. Dino Crisis, Resident Evil: Nemesis, Parasite Eve in 1998 or 1999. Gex 3, Banjo Kazooie, Dead or Alive, Darkstalkers are also from the late nineties. However, it seems that the process rather developed gradually, starting in the mid-nineties, and reached a peak in the first half of the two thousandth.
 
However, it seems that the process rather developed gradually, starting in the mid-nineties, and reached a peak in the first half of the two thousandth.
The early 2000s were a peak of female representation, but it wasn't all positive or ideal. Ashley Graham from Resident Evil 4 was lambasted for being a stereotypical, sexualized damsel-in-distress character while her gameplay role as a companion was described as annoying, frustrating, and tedious due to how her AI was programmed to do, leading to situations where she would run into danger. Not to mention her extremely memorable yet banal phrase "LEON HALP!", which has become a meme in the Resident Evil fan community. These were the reasons why the character was completely redesigned for the remake.
 
The early 2000s were a peak of female representation, but it wasn't all positive or ideal. Ashley Graham from Resident Evil 4 was lambasted for being a stereotypical, sexualized damsel-in-distress character while her gameplay role as a companion was described as annoying, frustrating, and tedious due to how her AI was programmed to do, leading to situations where she would run into danger. Not to mention her extremely memorable yet banal phrase "LEON HALP!", which has become a meme in the Resident Evil fan community. These were the reasons why the character was completely redesigned for the remake.
I didn’t mean representation - I was talking about this particular period as the peak of the sexualization of female characters (which was linked to the development of technology, as well as tendencies to belittlement, among other things). Colleague Fratsup talked about representation.
Unpopular opinion - but I think Ashley gets a little over-criticism. That is, she has problems - both in terms of writing and in terms of implementation, but it is often forgotten that most people could not have done a better job. I'm definitely not. And at least it has its own game segments. And by the way, Ashley's improvement resulted in Ada being made a little worse - although her rethinking is largely due to the problems of the later games.
 
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The early 2000s were a peak of female representation, but it wasn't all positive or ideal.
Honestly I do think it was the peak and ideal since a lot of the current representation that tries to be progressive tends to be of questionable quality. Although to be honest most games made after 2008 or at least 2015 are of questionable quality.
particular period as the peak of the sexualization of female characters
I guess this depends if you include mobile gaming into this equation, because if we do then mobile gaming has the 2000s beat. In terms of the console market and AAA games I will also agree that currently it is way desexualised.
That is, she has problems - both in terms of writing and in terms of implementation,
I think most people just find her annoying and not cool unlike Ada or other resident evil women.
 
I guess this depends if you include mobile gaming into this equation, because if we do then mobile gaming has the 2000s beat. In terms of the console market and AAA games I will also agree that currently it is way desexualised.
I would not say that this is direct desexualization - rather, they are trying to use more hidden techniques and make it less obvious. In most cases, prototypes (if they exist) are models.
Honestly I do think it was the peak and ideal since a lot of the current representation that tries to be progressive tends to be of questionable quality. Although to be honest most games made after 2008 or at least 2015 are of questionable quality.
However, there is a reason why designs Of female characters from this era became an easy target for ridicule. And I don’t think that talking about the representation of women makes sense without the participation of women (at least two so that different arguments can be heard). And as noted above, this dialogue can very easily become too politicized.
 
Sweethearts and Old Flames (Part 6) New
Excerpt of “Tokimeki Memorial/Heartthrob Memorial” article by Hannah Everheart from Hardcore Gaming 101

Tokimeki Memorial, or its localized name, Heartthrob Memorial, is a quintessential dating simulation series by Konami. The player takes a role of a freshman at a Japanese high school, tasked with dating one of the many selectable girls in order to receive the confession from winning girl. Within a time limit of three years, the player must allocate time to speak with one of the girls and either increase or decrease the love meter through simple multiple-choice questions while developing their statistics through academic and athletic activities.

The first game of the series was released for the PC Engine as a game for the Super CD-ROM2 peripheral. Though this was not the first dating sim in Japan, as Doukyuusei, a visual novel by the ELF Corporation released for PC-98 in 1993, it was extremely successful for a multitude of reasons. Unlike Doukyuusei, Tokimeki Memorial eschewed adult content and nudity in favor of lighthearted, chaste romances with the female characters. It allowed player freedom in the form of choosing to date any of the romantic interests with dialogue choices and cultivate their abilities through in-game training, standing in sharp contrast to the reliance of character events and conversations at fixed times and places.

These changes and additions enabled the first game to popularize the dating sim genre in Japan by making it accessible to casual and younger players. As a result, the first game was a surprise success upon its release in defiance of Konami’s prediction of the title having little recognition and ultimately failing in sales. The success of the game popularized the dating sim genre outside of the PC-98 and shed its negative reputation as smutty games with no plot and flat characters.

Tokimeki Memorial and the series it spawned became Konami’s major franchise, worth millions of yen during its heyday from sales of games and licensed merchandise in the 1990s. Throughout the decade, various dating sim games were released to capitalize on the success of the first game. Sakura Wars was the only dating sim series to outlast the ones that were immediately forgotten after the fad ended such as Photo Genic, Eberouge, Sentimental Graffiti, and NoëL.

--#--

Excerpt from “Review: Doukyuusei: Bangin’ Summer” by L.B. Dubhey, the January 2023 issue of CUU: The Future of Interactive Entertainment.

For many fans of anime games, the dating sim genre in particular, Doukyuusei is a seminal game that influenced Heartthrob Memorial and established a genre unto its own. However, the game did not receive any releases in the West due to the ELF Corporation’s refusal to license any of their games following the commercial failure of Knights of Xentar in the United States, with the exception of YU-NO: A Girl Who Chants Love at the Bound of this World and Words Worth, and their decision to stay in Japan even in the light of many bishoujo game companies moving to the United States, hastened by the company’s eventual closure in 2015.

The remake of the classic game by FANZA Games offers an opportunity for players to revisit the roots of the genre with a brand new graphics. The developers did an impressive task turning a roughly 30 year old game into an anime game that looks just as pristine as any contemporary release. While players accustomed to the menu-based and statistics-based gameplay might find the high difficulty and location-and-time-based gameplay daunting, the optional features mitigate it in navigation.

Sumeragi Kohaku’s spritely, clean color palette compliments the character sprites originally designed by Masaki Takei for the 16-bit computers the original was released for. This gives the characters a certain tinge of expressiveness and vivacity that would even rival that of Hamashima Shigeo’s works for ClockUp – Euphoria, Maggot Baits, and Fraternite available from MangaGamer. Augmenting the sprites is the implementation of highly animated sprites as with Bandai’s Digimon Survive. As a whole, the cast looks as though they came out of Rent-A-Girlfriend, with their bright, glowing eyes and shiny skin, but less searing than say, the eroge adaptation of Oshi no Ko and more leaning to designs of Oregairu.

The English voice acting is the strongest asset the game possesses. The all-star voice actors, both new and veteran, lend their talent in voicing the characters. This gives the characters a soft, pleasing and ordinary tone compared to the melodramatic, overblown voices commonly heard in recent romantic anime. Colleen O’Shaughnessey gives a strong performance as the lonely, redheaded rich girl Mai Sakuragi. Her performance is sensitive and classy, befitting the character itself, but in specific scenes, she tried too hard to emulate Judith Appleton.

I highly recommend Doukyuusei for anyone interested in a piece of anime game history, remade for a new generation, or just seeking an alternative from the dearth of new dating sim releases and Megatech Software’s Heartthrob Memorial V and their fourth overpriced annual DLC.

Final Score:

  • Graphics: 9.5
  • Sound: 8.9
  • Control: 9.5
  • Story: 7.1
  • Replay Value: 3.0
  • Difficulty: Adjustable
  • Summary: 7.6/10.0
Next page: Heartthrob Memorial V pinup

--#--

Excerpt from “’Typhoon’ WAD”, Usenet newsgroup

Topic: ‘Typhoon’ WAD

By: Daimonite

Posted on: June 25, 1994 11:05:15

When I was searching for a WAD to play, I stumbled upon a WAD titled ‘Typhoon’ in Megatech’s BBS. Apparently, this file is very large, 3 gigabytes. Took me 5 hours to download this and gobbled up my dial-up.

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By: LadiesMan

Posted on: June 25 11:10:01

> Apparently, this file is very large, 3 gigabytes. Took me 5 hours to download this and gobbled up my dial-up.

Holy Riddler & Two-Face! The time it took to download this could be used to watch five Homicide episodes back-to-back. Is your computer alright after this?

> Megatech’s BBS

That’s a name I’m familiar with.

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By: Daimonite

Posted on: June 25, 1994 11:16:34

> Is your computer alright after this?

It is fine and dandy. My computer can work well. Though, I’ll need to send it to the shop just to scan for viruses. Don’t want to break my best computer for some humungous WAD from a seedy place.

> That’s a name I’m familiar with.

Pardon, care to explain this?

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By: LadiesMan

Posted on: June 25, 1994 11:24:39

> Pardon, care to explain this?

It’s Megatech Software. They’re some sort of company releasing games with ‘anime’ style as they said in their information. I purchased two of their games: Cobra Mission and Metal & Lace. These games were underwhelming compared to the big boys. Art kind of looks silly, but M&L is much better on the eyes than the former. I think Francesca’s hot.
> Don’t want to break my best computer for some humungous WAD from a seedy place.

I can trust the company because I downloaded a demo for Knights of Xentar. It’s not like they’re going to give viruses or worms. But it seems odd. A Doom WAD is being offered next to their free demos of their games. Its size is closer to a full game than a typical WAD you’d find online. Honestly, I don’t know why they’re up to and why they’re doing it. I just saw it a day ago.

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By: Daimonite

Posted on: June 25, 1994 11:45:53

Well I’m going to play it for the next few days. Here’s to hoping my boss gets lenient enough for me to leave early. If he’s feeling good tomorrow, then I’d jump in. The details of the game, I’ll describe it for you should I complete it early. Rest assured, my friend, I am a master of Doom.

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By: SPREADTHEWORD

Posted on: June 25, 1994 11:48:53

SMILE! GOD LOVES YOU!

[File attachment]

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By: LadiesMan

Posted on: June 25, 1994 11:50:02

> SMILE! GOD LOVES YOU!

Will somebody quash that accursed spammer?!

--#--

Excerpt from “An Unabridged History of Anime Games” (2020) by Cynthia Wu and Hannah Everheart.

The release of the Tyhpoon WAD on the official BBS of Megatech Software was initially marked with disinterest and low downloads. A major factor claimed for the low numbers of downloads was the sheer size of the file, 4 gigabytes in total, with another citing the haphazard, messy code of the game. Players who downloaded the game during its early period following its release said that downloading the game slowed down their computer and sometimes cause it to crash and require a reboot. Further complications arose when the WAD was installed into the base game, leading to lagging, missing data, and other performance issues in the game. Some even reported that their computer crashed even if the mod was fully installed.

Nonetheless, the WAD slowly gained a small following in a week after its release date of 23rd June, 1994. Those who had managed to make their copy functional discovered the game to be a hidden gem. It was an extraordinary experience which contrasted the plethora of Doom WADs online. Many WADs were generally custom levels with textures and layouts themed after preexisting franchises like Aliens or Star Wars, which the latter was remarked upon by John Carmack, or modifications to the base game involving altered difficulty or new maps. What was made Typhoon completely unprecedented from all the WADs was that it was the first total conversion which could double as a standalone full game.

According to the Merriam-Webster Dictionary of Video Game Terminology, total conversion mod is defined as “a game mod running on the engine of the base game that replaces effectively all assets with new or altered assets with certain gameplay mechanics changed”. As a WAD, Typhoon fulfills the criteria defined by the definition. Likewise, it earned the designation of being the earliest megawads for Doom, with it meaning an exceptionally large mod.

The gameplay of the mod was identical to that of Doom and very standard for its time. In contrast, the mecha combat sequences and the boss battles were widely praised and considered as one of the memorable aspects, being described as “visceral” and “electrifying” by players, which complimented the grim soundtrack and sound effects by Ned Neidermeier. The fluid sprite animations of the monsters were graphically impressive by Doom modding standards, with one reviewer describing it as “livid and slimy”. The design of the weapons in the arsenal alongside its respective sound effects was acclaimed for its distinctiveness and intensity of it.

But the strongest asset of Typhoon was not its gameplay, but rather the cutscenes. It was extremely unusual and distinctive for a mod to contain said aspect, and ultimately innovative. Doom WADs tended to not play non-interactive event scenes that acted as an intermediary sequence between levels. These sequences consist of still images illustrated by Marvin Mariano and Ashley Takakaze, which depicted specific storyline events in anime-style between levels. Certain details in the sprits were animated, for example, eye blinking, mouthflaps, and the pulsation of monster flesh. The cutscenes were not voiced, as the mod was not intended for profit and the budget did not allow it.

The main basis of these sequences was the CGs from Megatech’s games, primarily Metal & Lace, which played after the player wins a match. Ashley heavily studied such CGs in order to understand how it worked and how it was applicable to the mod. Adding on to that, it was the same thing how she learned dithering by observing the character sprites and how patterns of color pixels create an impression of gradient despite the limited 16-bit palette. Cutscenes in Telenet’s Valis series, specifically the ones released for Sega Genesis, was pointed by Ashley herself as an inspiration for the animated details. As she said, “The game [Valis] was the closest thing to a playable She-Ra game. The main character [Yuuko Asou] ticks every box of a copy of the title character. Except for the blue hair and golden bikini, obviously. A little tidbit was that the cutscenes. These scenes told the game’s story with sprite-based static images. While it may seem downright primitive and crude by modern anime game standards, they were amazing because of the detail. I liked the small animations which made the characters speak or the background move. Hence, I wanted to replicate this in the mod as an exercise in my skills.”

Many of the issues plaguing the WAD were fixed by an update created by Katherine Anna Kang. She obtained permission from Erwin Mab to modify the code and fix the issues addressed. The amount of redundant and defective code were eliminated and rewritten with improvements, greatly reducing the size of the file. The patch was released two weeks after the initial release of the mod, in which it was accompanied with a readme file containing instructions how to install the game and recommending users to uninstall the initial version of Typhoon.

This tied with strong word-of-mouth regarding the mod’s qualities caused an upsurge of interest for it. Typhoon WAD set the Doom fandom ablaze with its high production values and intense gameplay with surprisingly striking spritework and an idiosyncratic soundtrack. Conversations centered on the mod was the hottest topic, often made BBSes and Usenet groups brim with conversations even in the first page, every day. Players began burning their copies on blank CDs or passed to other users in BBS. Justin Fisher, who later developed the first verified total conversion mod, Aliens TC, recommended the game and stated it was a “moody, riveting WAD with a thrilling, gory style” among modders who praised it.

By mid-July, Typhoon WAD was downloaded over 15,000 times in total, a new record for a Doom mod, by which no other mod could ever reach that claim. This was verified by and officially submitted into the Guinness Book of World Records for “the most-downloaded video game mod” in 1995 edition. It was popular enough that bootleg CD releases for sale with messily-made cover art and clumsy, rambling blurbs on the box were common in seedy, hole-in-the-wall video game store against the wishes of the developers as stated in the readme file. Crudely-translated versions of the game occasionally popped up in foreign countries, sporting grammar mistakes and broken text, such as Japan, Turkey, Malaysia, and Russia.

John Carmack, the one of the founders of id Software and lead programmer of Doom, took notice of the mod’s existence and its extreme popularity with the game’s community. This started when his partner and fellow game designer, John Romero, was recommended the mod by an enthusiast named ‘Dr. Sleep’ on the company’s official BBS. In turn, Romero informed Carmack about it and provided a link where to download the mod.

To Carmack’s surprise after downloading and playing the first level of Typhoon WAD, it was well-made and very captivating with its gameplay and design. “I was floored by it [Typhoon]. The graphics and sound were amazing, as if they were made from scratch and with deft. The maps were vast yet complex. The bosses and enemies were par on what we made instead of simple reskins. Sequences where the mecha was piloted to fight heavy enemies, by which Romero called it ‘The best shit I ever played’ upon seeing it. There’s nothing to compare with this mod from the others. It was less of a mod and more of a full-fledged game on its own.”

John Romero expressed a similar sentiment with Carmack. “The soundtrack was a blast, though it was too screechy for my taste and unnerved me greatly. The graphic intermissions, on the other hand, were a special treat. You wouldn’t find a Doom mod that had fully-furnished intermissions with a bit of animation for its time. Its artstyle was a little odd. It looked like those Saturday morning cartoons, for example, G.I. Joe, but with a huge heaping of gore and darkness. ‘This must be a full game that somehow got released for free online,’ I said to Carmack. It looked like a professional product, not something you’d do with a computer and the editing tools. Rightly I speculated this was a work of a development team with equipment and resources the level of id Software. Turns out that a company by the name of Megatech was the one who provided support for the game when I checked the credits and sent Carmack and his representatives to the source.”

The legacy of Typhoon in the gaming world remains influential and comprehensive. The mod was expanded and remade as a standalone full game with assistance of id Software, released in 1998. For a while between late 1994 to the release of Words Worth in 1999, there was a short-lived trend of creating mods based on anime or themed after anime that regularly appeared in WAD directories or online communities. Craig Hubbard, a game designer from Monolith Productions cited the mod as an influence on Shogo: Mobile Armor Division, referencing the foot-based and mecha-based first-person combat of the mod which was a foundation of Shogo’s central gameplay.

In Japan, the mod had an impact on anime games, particularly as a forerunner in spawning the subgenre of ‘anime shooters’. Nichibutsu advanced the development of their first FPS game, Expert, in which the game’s director, Isao Doi, said: “When the company asked us to make an action game for the PlayStation, we were suddenly stumped on what type of action game to make. Typhoon was a really popular shooter for the PC-98. Its gameplay was ideal for the PlayStation’s controller and we heard that Americans preferred the genre. I told my staff, ‘This is what an action game should be like!’, and thus became an example for us to work on. We played it to learn how a shooter game worked.”

Mink’s Mission of Murder and Black Cyc’s Gun-Katana cited Typhoon as an inspiration. The former considered it one of many inspirations for it whereas the director and artist of the latter game, Ueda Metawo, stated Gun-Katana was a homage to Typhoon and a spiritual successor to it. As a young man, he recalled, Typhoon was one of his favorite game and he played it thoroughly on his PC-98.

--To be continued--
 
Amazing work man.

Although not sure if you should go so far in the future in terms of showing what happened. I mostly say since your ideas might chance, or do you already have a basic idea of where you are taking this timeline?
 
Thinking about what was happening after the release of Doom I think if they do release a full game they should go fully into the gore and sexual themes route since, they would be competing with several doom clones and build engine games which have shown that one can have extreme content in FPS games. I say this since by the time Build games come out it would be way harder to stand out, especially if other Doom clones/Build games take notice and use their resources to improve their own games.

That leaves a lot of competition and makes it harder to stand out. I think going full out into the sexual violence and gore as themes would allow such a game to stand out since the gore shown against say human or female enemies would be closer to horror due to being grotesque rather than outright titillating unless one is a gore hound of course.

Or one can go the opposite and go full Kawaii with say a game based on magical girls. Have that and it would stand out, although I actually see that doing worse than going for ero-guro simply because this would be the point where children/family games would be seen with increasing disdain by the gaming community. I mean violent games like Mortal Kombat, Duke, and Quake were all the rage while Mario was not doing as well or at least not to the general public.
 
Although not sure if you should go so far in the future in terms of showing what happened. I mostly say since your ideas might chance, or do you already have a basic idea of where you are taking this timeline?
I have a basic idea of how I'll take the timeline, but it will be very long and perhaps. I suppose at this rate, I'll finish it within seven years depending on how much free time and motivation I have. My writing style of 'making up stuff as going along" isn't a good habit for writing, though I never expected this timeline to become something I'd dedicated my time and energy onto.

Anyways, the parts where the story takes place in the 'contemporary era' (equivalent of OTL decade) is the future of the timeline. In that future era, the entire landscape of gaming is completely unrecognizable and different when compared with the OTL's gaming landscape. This is a result of the influence of Megatech Software and other licensors bringing the entire anime game trend to the United States along with an highly influential 'anime game' that revolutionized the entire gaming industry from the core.

If you want to peek into what future the timeline takes place, here are the points which I planned and mentioned before in thread:
  • The bishoujo game industry (here called 'anime games' in the ATL) spreads globally with the United States of America being in the forefront of said game development. Japanese companies move to the United States in order to obtain financial support and consultation from American companies. The art style of various 'anime games' incorporate Western character design elements - gritty, aggressive stylings of 90s Dark Age comics and 2000s video games - to appeal to a predominantly Western audience.
  • China, South Korea, Malaysia, Brazil, France, and Chile are all major players in the anime game industry outside the United States and Japan. These countries have a strong market with a built-in fanbase for anime games. The local companies in such countries develop and publish their own takes on 'anime games' with its own cultural gestures and socially-relevant narratives. For example, a Chinese company released an anime-themed adventure game adaptation of Jin Ping Mei, a historical fiction novel set in the late Ming dynasty, centered on domestic lives of three women.
  • Atari is revived and become the main Western contender in the console wars, after Nolan Bushnell partners with Bill Gates and Microsoft. The company produces the consoles Gryphon and its successors, Phoenix and Pegasus, which competed with consoles by Sony and Nintendo. Unlike Sony and Nintendo, Atari's general policy on mature content permitted the porting as well development of eroge to their systems.
  • Popular anime and manga, usually the ones aimed at young male audience (21-34 demographic), receive H-game adaptations or spinoffs. These games are usually produced by adult game imprints of major Japanese game companies such as Konami, Capcom, and Square-Enix and other times, bishoujo companies that did not move to the United States.
  • Megatech Software is a multi-million conglomerate consisting of the main company and its acquisitions, Otaku Publishing, Mixx Games, Telenet, Nichibutsu, and other companies. The company specializes in licensing and localizing 'anime games along with game development. Aside from these sectors, they also work on releasing merchandise based on their licenses and IPs alongside the ones from non-affiliated companies. Their main rivals are JAST, MangaGamer, Shiravune, and Electronic Art's subsidiary, Planet Games.

Except for Enterbrain that always release a new IP a few years but yeah the boom did collapse with the end of PSP too(for example a lot of anime got dating sim based games on PSP)
Ah, I remember this.

KimiKiss, Amagami, Photo Kano, and Seiren. The last one killed off any further attempts by Enterbrain to create dating sim franchises anymore because how unpopular Tsuneki's storyline ended, coupled with the discontinuation of the PlayStation Portable and PlayStation 3. The former two's anime adaptations received between acceptable to glowing reviews by THEM Anime Reviews, but in contrast, the latter two's anime adaptations were generally negative, and in the case for Photo Kano, with the reviewer (Nicoletta Christina Browne) labeling the show as 'sexist' and 'voyeuristic' because of the show's depictions of female characters and unhealthy behaviors portrayed for titillation.

Thinking about what was happening after the release of Doom I think if they do release a full game they should go fully into the gore and sexual themes route since, they would be competing with several doom clones and build engine games which have shown that one can have extreme content in FPS games. I say this since by the time Build games come out it would be way harder to stand out, especially if other Doom clones/Build games take notice and use their resources to improve their own games.

That leaves a lot of competition and makes it harder to stand out. I think going full out into the sexual violence and gore as themes would allow such a game to stand out since the gore shown against say human or female enemies would be closer to horror due to being grotesque rather than outright titillating unless one is a gore hound of course.
Let me consider these elements first before I research and draft the chapter. Typhoon, the anime-themed Doom WAD in the timeline, is already quite dark for a Doom mod since it takes inspiration from Akira and Wicked City and has a macabre soundtrack, but I don't think the development team and id Software would release something so appalling and grotesque, if a remake was ever made.
Or one can go the opposite and go full Kawaii with say a game based on magical girls. Have that and it would stand out, although I actually see that doing worse than going for ero-guro simply because this would be the point where children/family games would be seen with increasing disdain by the gaming community. I mean violent games like Mortal Kombat, Duke, and Quake were all the rage while Mario was not doing as well or at least not to the general public.
And I don't think they'll take a Kawaii route. It'll make Megatech and id Software a massive laughingstock by the audience in a time where violent, sexual, and mature video games were the vogue and the main demographic was increasingly aging. Players were preferring FPS, RPG, and RTS games over adventure, platformers, and puzzle games, which were slowly viewed as kiddy or outdated.

Afterword:
In the end, if you like this timeline, then I suggest you recommend it to others.
 
Ah, I remember this.

KimiKiss, Amagami, Photo Kano, and Seiren. The last one killed off any further attempts by Enterbrain to create dating sim franchises anymore because how unpopular Tsuneki's storyline ended, coupled with the discontinuation of the PlayStation Portable and PlayStation 3. The former two's anime adaptations received between acceptable to glowing reviews by THEM Anime Reviews, but in contrast, the latter two's anime adaptations were generally negative, and in the case for Photo Kano, with the reviewer (Nicoletta Christina Browne) labeling the show as 'sexist' and 'voyeuristic' because of the show's depictions of female characters and unhealthy behaviors portrayed for titillation.
Well, personally, I got the impression that until the 2010s, date sims were quite successful. Only then did the outflow of interest begin (in my opinion, it is more likely due to the spread of romantic quests in adventure games and role-playing games, as a result of which many people quickly lost interest).
  • The bishoujo game industry (here called 'anime games' in the ATL) spreads globally with the United States of America being in the forefront of said game development. Japanese companies move to the United States in order to obtain financial support and consultation from American companies. The art style of various 'anime games' incorporate Western character design elements - gritty, aggressive stylings of 90s Dark Age comics and 2000s video games - to appeal to a predominantly Western audience.

I’m not sure that it will be good - there is a risk of reorienting the entire gaming segment towards the Western market and, therefore, reorganizing preferences for a Western audience. In my opinion, the Japanese are interesting because they create things that no one else can come up with. In addition, the emphasis on an edgy and gritty aesthetic can become a limitation - for example, it is more difficult to attract a female audience.

These games are usually produced by adult game imprints of major Japanese game companies such as Konami, Capcom, and Square-Enix and other times, bishoujo companies that did not move to the United States.
I wonder if spin-offs of “not too anime” series will be common in the form of Visual Novels or something like that. Say for Resident Evil or Silent Hill?
 
me consider these elements first before I research and draft the chapter. Typhoon, the anime-themed Doom WAD in the timeline, is already quite dark for a Doom mod since it takes inspiration from Akira and Wicked City and has a macabre soundtrack, but I don't think the development team and id Software would release something so appalling and grotesque, if a remake was ever made.
I mean considering the type of games that were releasing after doom and you kinda get the feeling that everything goes, in a sort of wild west mentality before the tropes and general themes solidify themselves in the FPS genre.
not sure that it will be good - there is a risk of reorienting the entire gaming segment towards the Western market and, therefore, reorganizing preferences for a Western audience. In my opinion, the Japanese are interesting because they create things that no one else can come up with. In addition, the emphasis on an edgy and gritty aesthetic can become a limitation - for example, it is more difficult to attract a female audience.
I agree considering the way the Japanese market went in the late 2000s and their difficulty in adapting or failures in adapting to western sensibilities, it would be way better for Anime and Video Games studios to remain in Japan, especially since OTL has shown that the west does not treat the Japanese with much respect.

I do think a good from this is that the issue with localizers will be more well known and there will be greater accountability to release proper translations. I mean even before the progressive push, there was the edgy push with foul language and thing like that, and before that there was the blatant censorship. Really getting a proper translations in Japanese works was hard until recently.
 
foul language
To be honest, I don’t like obscene language (I don’t use it, and I don’t like listening to it). Although it is worth considering that this is often the result of adaptation. The system of swearing in Japan is peculiar - there are fewer “real” swear words in Japanese, and it is not the word that matters much more, but the context and manner of pronunciation. If you translate Japanese speech literally, you end up with something very formal and bookish - and I often observed that in dubbing, for one reason or another, the speech is ruder or the characters swear more often.
 
I did not mean that the localizers translated bad language but that they sometimes added it where there wasn't any.

Although I do think that there might be a split in this timeline over localized works and translated ones, which might evolve into Anime produced in Japan but directed and dubbed by Americans in that the US staff are the ones doing the story avoiding any mistranslation since everything would be original in English anyways.
 
I agree considering the way the Japanese market went in the late 2000s and their difficulty in adapting or failures in adapting to western sensibilities, it would be way better for Anime and Video Games studios to remain in Japan, especially since OTL has shown that the west does not treat the Japanese with much respect.
There was a time where Japanese games tried to copy Western games once Western games got the lead in the late 2000s, during the release of the Xbox 360.

The 2010 remake of Splatterhouse was the one of the many attempts by Namco to appeal to American audiences by using Western sensibilities and thematics, before that were Dead to Rights: Retribution, Team Ninja's Enslaved: Odyssey to the West, and a hack-and-slash adaptation of an anime, Afro Samurai [1]. The increasing focus on the Active Time Battle in Final Fantasy, particularly from XIII onwards, were evidently informed by Square-Enix's view that turn-based role-playing games were a dying genre and that the younger playerbase didn't find the gameplay interesting compared to the 3D action games from Western developers [2] [3].

References:
[1] "Splatterhouse 2010: What Went Wrong", Polygon: https://www.polygon.com/features/2018/5/21/17370590/splatterhouse-2010-what-went-wrong
[2] "Final Fantasy 16 Dev Explains Why Game Isn't Turn-Based", GameRant: https://gamerant.com/final-fantasy-16-no-turn-based-combat-why/
[3] "How action led the way in Final Fantasy 16's bid to reinvent the long-running RPG series", GamesRadar: https://www.gamesradar.com/how-acti...-bid-to-reinvent-the-long-running-rpg-series/
 
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