2495: A Step in the Right Direction

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When I heard that VICE Gaming was rebranding to Waypoint, my reaction was a hearty “shrug and move on”. In the past, VICE Gaming has been responsible for some truly terrible articles about games many of my friends and I are interested in, most notably the Senran Kagura series. I won’t bring them up here, but suffice to say, I’ve written many angry words in the past on the subject.

Consequently, when I happened to see this tweet earlier, my immediate reaction was to predict yet another ill-informed, overly judgemental article about the prevalence of boobs in the game, without exploring any of the things that actually make it an interesting series. (Yes, yes, gratuitous plug for my own work there, but I’ve written a lot about Senran Kagura.)

Out of curiosity — or perhaps partly to vindicate what I will freely admit was prejudice — I clicked through to the article when someone else shared it and took a look.

Here it is.

My goodness me.

I was genuinely surprised to read not the usual screed about how it’s a piece of misogynist filth that everyone should feel ashamed of the mere existence of, but instead a good interview with series creator Kenichiro Takaki about his philosophy towards character design, sexualised content and all manner of other things. Even more notably, the article acknowledges that Senran Kagura games are actually damn fine brawlers in their own right, and far from being simple ecchi delivery vehicles.

I have to give some kudos to Waypoint for publishing this article, and to Patrick Klepek for writing it in the first place. I’ve had my differences of opinion with how Klepek covers things in the industry in recent years — like many other full-time games journos, he has often shown a significant lean towards the oft-irrational “social justice” side of the spectrum — but in this instance, he’s done what he was once known for back in what many regard as “the good old days”. It’s a solid piece of reporting with some interesting questions and no moral high-horsing. Klepek acknowledges that Senran Kagura’s sexualisation is not the sort of thing that generally appeals to him, but doesn’t put it down for that; moreover, he even says that he’s enjoyed playing the games after a few hours.

The article is just plain nice to read; a breath of fresh air in the current climate. Every interview I’ve read with Takaki in the past has shown him to be an incredibly enthusiastic creator with a clear vision; he’s someone who’s passionate about his work and utterly in love with the characters he and his team have created, and this absolutely comes across in Waypoint’s piece. It makes me happy. It makes me really happy to see this.

And when I’m happy to read something, I absolutely don’t mind sharing it with other people. You’ll notice that I’ve added a direct link to the article in this piece rather than using archive.is to deprive the site of ad impressions, and this is because I firmly believe that this is the sort of thing we need to see a lot more of in the future.

I’ve grown very tired of writing the same article about the shitty deal Japanese games get when it comes to the Western games press, and yet every time I see another ill-informed rant on anime girls, I feel I have to say something, because not enough other people are. I’m sure you can understand and appreciate how absolutely wonderful it is to be able to share a piece of writing about the games I enjoy so much that doesn’t tear them to shreds, that doesn’t brand anyone who enjoys them as some sort of sexual deviant, and that does allow a creator to celebrate both the success and popularity of their work while acknowledging that it may not be to everyone’s liking.

While VICE Gaming’s past misdeeds mean that Waypoint has a lot of work to do in order to gain my trust, this article is very much a step in the right direction, and I think everyone — particularly those who have been angry about poor coverage of Japanese games in the past — should acknowledge that; hell, celebrate it, even.

Let’s see more of this in the future, please, and less of the moral crusading. Games are fun; games are thing that people get great joy from; games cater to diverse interests and tastes. The games press of recent years seems to have forgotten that somewhat, despite regularly spouting buzzwords like “diversity” (when what they actually mean in most cases is “people who aren’t white” rather than true all-encompassing diversity). But seeing articles like this gives me a glimmer of hope that we might have turned a corner.

Now we just need to see other sites follow suit — and Waypoint to continue in this manner.

[EDIT: It did not. How naive I was.]

2252: Estival Versus: Early Impressions

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As I said the other day after finishing Senran Kagura 2: Deep Crimsonthe follow-up to the Vita spinoff Shinovi Versus, Estival Versus, was waiting for me to stick it in my PS4 and start rumbling in the sunshine. So that’s what I’ve been doing.

A recap for those who aren’t familiar with the complete Senran Kagura series and its continuity: first came 3DS game Senran Kagura Burst (actually a remake of the Japan-only Senran Kagura: Portrait of Girls with an additional full-length story from the perspective of the “evil” shinobi), which introduced the ten girls who make up the cast members from “good” shinobi school Hanzou and “evil” shinobi school Hebijo (as well as recurring guest characters Daidouji and Rin) and took the form of a 2.5D brawler with simple RPG-style character progression.

Then came Vita game Senran Kagura Shinovi Versus, which followed on directly from Burst’s story and introduced ten new characters: five from another “good” shinobi school Gessen and five who took the place of the now-renegade Homura’s Crimson Squad at Hebijo. The story focused on characterisation of the four groups and their interactions with one another, but in its final moments teased what would become the main conflict of the Senran Kagura series: the clash between shinobi (both good and evil) and the demonic youma. Gameplay made the jump from fixed-perspective 2.5D to third-person 3D, leading many to (somewhat erroneously) draw comparisons to Koei Tecmo’s Warriors series.

This was followed by 3DS game Senran Kagura 2: Deep Crimson, which left behind the new Gessen and Hebijo characters in favour of focusing on the original cast once again, and pushing the shinobi-youma plot arc forward with the introduction of legendary character Kagura and a strong focus on the machinations of the evil Hebijo chairman Dougen. Deep Crimson returned to fixed camera angles but had a stronger sense of depth than Burst, making it feel more along the lines of a somewhat less setpiece-heavy Devil May Cry than Streets of Rage.

And then we come to Estival Versus, the latest release. (There was also Senran Kagura Bon Appetit among all that lot somewhere, but that’s a deliberately comedic spinoff rather than a canonical entry in the main narrative.) Estival Versus is the first of the series to appear on home consoles as well as handhelds thanks to its simultaneous PlayStation 4 and Vita releases, and it marks a return to Shinovi Versus’ 3D fighting formula, with battles unfolding in large 3D arenas rather than side-on, linear levels.

My initial impressions here are based exclusively on the PlayStation 4 version, I should probably point out; from what I understand, the Vita version is pretty solid, mind, it just runs at a lower framerate and resolution — and, obviously, is on a smaller screen (unless you use a PlayStation TV). As such, take comments about the technical performance of the game accordingly.

Well, then, that would seem like a decent place to start: for the most part, Estival Versus runs beautifully fluidly, with crisp, high-definition graphics, the beautiful character animation that has come to exemplify the series, and a smooth framerate that usually sticks around the 60 mark with a few exceptions when things get particularly busy. Even when the framerate drops, however, the action continues to feel fast and fluid, giving the game a pleasantly “arcadey” feel.

The jump to the big screen makes a surprising amount of difference. Combat feels rather more weighty than it did in Shinovi Versus, particularly when you use the characters that wield heavy, slow weapons rather than the more hack-and-slash-friendly characters. This is a good thing, on the whole; every character feels noticeably distinct from one another, and getting to learn some of the more challenging characters is satisfying.

Besides the returning cast from Shinovi Versus, there are a number of new characters, too: the three “Mikaruga Sisters”, each of whom handles very differently, along with some other characters who are particularly important to a number of aspects of Senran Kagura lore at large.

I can’t speak for the entire story yet, but Estival Versus so far seems to be following a similar pattern to Shinovi Versus: beginning with what sounds like it should be a throwaway plot that simply provides an excuse for all the characters to fight one another, but which actually turns out to be a means of exploring these characters in a considerable amount of depth. Here, the basic concept is that the casts from the four schools have been somehow whisked away to a tropical paradise where dead shinobi who have not yet found rest appear to linger. Shortly after arriving, the girls are challenged to take part in the “Shinobi bon dance” ritual — a battle royale that demands each of the groups smash the others’ festival platforms in an attempt to assert their dominance and, subsequently, be allowed home first.

It sounds kind of dumb initially, and indeed the first couple of chapters of the game largely consist of the girls messing around and being silly with one another. By the third “day” of the festival, however, things start picking up, and some of the central mysteries surrounding the situation the girls find themselves in start to unfold. I anticipate that by the eighth day, there will have been some very significant happenings in the world of Senran Kagura, though I shall refrain from conjecture here for fear of inadvertent spoilers.

Estival Versus so far appears to be a very fun game indeed, with a solid single-player mode, some interesting-sounding online multiplayer modes (both cooperative and adversarial) and the now-obligatory Dressing Room feature, which allows you to play dress-up with your favourite girls, pose up to five of them in a diorama and then snap pictures of them from various angles. I’m not sure I’d recommend it to someone as their first Senran Kagura game, since, like Deep Crimson, it’s the midpoint of a series — a series that currently has no end in sight, I should add — and, unlike many other franchises out there, it begins by immediately working on the assumption that you already know who these characters are, how they relate to one another and what they went through together in the previous games. Like Deep Crimson, there are some efforts made to give a bit of context in the early hours of the narrative, but you’ll get far more out of it if you’ve played through the stories of Burst, Shinovi Versus and Deep Crimson beforehand to understand where things are in these girls’ world right now.

Very much looking forward to seeing how things develop — and perhaps jumping into the multiplayer a bit, too. If you have a copy and are playing online, feel free to add my PSN ID Angry_Jedi to your friends list; do please leave a note with your friend request if you know me from here or Twitter, however!

2250: Is There Anything More to ‘Senran Kagura 2’ Than Big, Bouncing Cartoon Breasts?

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Senran Kagura 2: Deep Crimson is actually something of an increasing rarity in the modern games sphere: it’s a sequel that actually rewards knowledge of its predecessors rather than acting as a standalone story or reboot. For sure, you can play through Deep Crimson without having played Senran Kagura Burst or Senran Kagura Shinovi Versus — despite the “2” in the title, this is actually the third in the series canonically, or fourth if you count the original Japanese release of the first half of Burst as Senran Kagura: Portrait of Girls — but you will get far, far more out of it if you have knowledge of the setting, characters and backstory of what’s going on.

Senran Kagura as a series concerns itself with the happenings in the secret world of the shinobi. Trained in secret at specialised academies, shinobi are split into two main groups: “good” and “evil”. “Good” shinobi follow orders, help people, Do No Wrong, that sort of thing. “Evil” shinobi do the more shadowy work that is more traditionally associated with those of the ninja persuasion — assassination, espionage and generally being a bit of a bastard without anyone finding out about it until it’s much too late.

youma1Life can’t be interpreted in such black-and-white terms, however; there are myriad shades of grey, and this becomes particularly apparent over the course of the Senran Kagura series’ overarching narrative threads and themes. In Senran Kagura Burst, the “good” shinobi of Hanzou Academy came to understand a little more about their “evil” Hebijo counterparts and that they weren’t so different despite their theoretically opposing ideologies; in Senran Kagura Shinovi Versus, we learned the truth about this stark good-evil divide: it’s an artificially created construct intended to provoke bloodshed between the two opposing sides, the net result of which lures horrific creatures known as youma out of the darkness so they can be slain by high-ranking shinobi.

In Deep Crimson, the questions over what “good” and “evil” really mean are further raised when the Hanzou students are tasked with initially capturing and then slaying a young girl called Kagura. Kagura, it seems, is destined to fend off the youma in particularly spectacular fashion, so surely the “good” shinobi want to keep her safe rather than splatter her over the nearest wall? Being good little, well, good shinobi, though, they set about making preparations for their mission, because good shinobi follow orders and don’t question them. It takes the “evil” shinobi of Homura’s Crimson Squad — the former Hebijo students — to convince them to think for themselves and realise that questioning this sort of drastic action is really probably okay if you stop to think about it for just a moment or two. And indeed, there’s quite a lot more to Kagura than initially appears.

youma2In Senran Kagura Burst, the relationships between the Hanzou and Hebijo girls was explored through each of them fighting one another and coming to an understanding with their opposing counterpart. It was revealed that “evil” is actually a more inclusive concept than “good” in the world of Senran Kagura, since “good” can turn people away for “not being good enough”, while “evil” accepts everyone, no matter how nice or nasty they might have been in the past. Indeed, Burst’s storyline — particularly the Hebijo-specific path — takes great pains to humanise the Hebijo girls and depict them as interesting, flawed and often tragic characters who all have their own reasons for turning to the darker path.

In Deep Crimson, these relationships are further explored in a number of different ways, both through the narrative and through the game mechanics. A significant addition to Burst’s 2.5D brawling action is the ability to play missions in cooperative pairs, either with another player on a second 3DS system or with the AI taking control of the other character and you being able to switch the one you’re in direct control of at will. The game’s narrative makes a point of putting “opposing” — or perhaps it’s better to say “complementary” — characters together; here, rather than fighting against each other, as in Burst, the girls come to understand one another better by fighting alongside one another against the shared threat of the youma. This doesn’t, of course, preclude the fact that a number of comic misunderstandings lead to physical altercations between these pairs at several points in the story — Senran Kagura as a series has always known how to strike a good balance between pathos, drama and humour — but the net result of all the girls’ battles right up until the end of the game is that they all come to understand, appreciate and like one another better.

youma3This paired-up action is more than just a gimmick, too; the way it’s presented really creates a strong sense of these characters being real people and having actual feelings towards one another. Whether it’s the tomboyish, loudmouthed Katsuragi giving the emotionless Hikage an enthusiastic high-five after a successful combat or the dour but utterly besotted Yagyuu catching her darling Hibari in a perfect princess hold after a joint special attack, the game’s beautiful animations are absolutely packed with personality, giving each character both a unique look and feel, making them all instantly recognisable.

This uniqueness extends to the way each of the girls plays as well. Far more so than in Senran Kagura Burst, at least, each girl has a very different fighting style, with their own unique button combinations required to unleash combo attacks and specific moves. While you can get away with button-mashing to a certain degree early in the game, once you start fighting more powerful bosses — and even more powerful individual enemies — factors such as positioning, launching, air control and dodging become significantly more important, and there are even some RPG-style status effects to inflict and contend with, just to make things that little bit more interesting.

Each character’s three special moves are unique, too; while some are simple area-effect nukes around the character position, others are charge attacks across the arena, good for cutting through swathes of enemies, while others have more specialised uses that can turn the tide of battle in your favour. Of particular note is Haruka’s “Death Kiss” move, which charms anyone hit with a large heart-shaped projectile and prevents them from attacking for a brief period; frustrating and combo-breaking when it hits you, massively useful when you’re able to do it yourself.

youma4Unfolding across five separate chapters — each with an escalating focus and scope from the previous — and culminating with some dramatic moments of personal growth and epic conflict in the final chapter, Deep Crimson’s narrative is a strong one that is paced well and feels like it’s the series really hitting its stride. While Burst in particular felt like it was more concerned with introducing the characters and their relationships with one another — no bad thing in a series as characterisation-focused as this — Deep Crimson feels like the overall narrative of the series is moving significantly forwards. The characters aren’t treading water: their personal growth in the previous installments is acknowledged and used as a basis for this game’s narrative to build on, and this is where the particularly rewarding aspect of complete series familiarity comes in. It has, so far, been an absolute pleasure to witness these girls growing up and finding out more about themselves, their place in the world as people — and their place in the world as shinobi.

As I say, you can absolutely get some appreciation out of Deep Crimson if considering it in a vacuum, but the Senran Kagura series as a whole is at its most rewarding when you take in every piece of information available out there: creator Kenichiro Takaki and his team have created a very strong and believable setting and sense of context across these games, with some wonderfully human-feeling characters that interact with one another in relatable, believable ways — even when they’re being silly rather than serious. Like other prolific Japanese series such as Neptunia, the cast has transcended its original context to become a convincing set of “virtual actors” who wouldn’t feel out of place in situations other than fighting for their lives — indeed, we’ve already seen them put their weapons down and do other things in the immensely silly (but immensely entertaining) Senran Kagura Bon Appetit — and I sincerely hope that we see a lot more of these girls in the coming years.

Fortunately, I needn’t lament that my time with them has come to a close with the conclusion of Deep Crimson’s story, since Estival Versus has just released and is eagerly awaiting insertion into my PS4. More thoughts on that to come when I’ve spent some time with it.

Oh, hold on now, I didn’t answer the question in the headline, did I?

YES

2249: Catching Up on Deep Crimson

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My copy of Senran Kagura Estival Versus arrived the other day. I haven’t booted it up yet, because I realised that I was yet to play through its predecessor, the 3DS-based Senran Kagura 2: Deep Crimson. Since the Senran Kagura series is heavily narrative-based and subsequent installments often make reference to events in their predecessors — even between the “main” series on 3DS and the Versus subseries on Sony platforms — I didn’t want to jump into Estival Versus until I had, at the very least, beaten the main story of Deep Crimson.

I find the contrast between the 3DS and Sony incarnations of Senran Kagura to be quite interesting. The 3DS games, being the “canonical” storylines, for want of a better word, play like modernisations of 2.5D brawlers such as Streets of Rage, while the Sony games unfold with more of a sense of “3D”, feeling more like a blend between Dissidia Final Fantasy and Omega Force’s Warriors/Musou series. I’m torn as to which I prefer, to be honest; I’ve always had a major soft spot for 2.5D brawlers, and, upon firing up Senran Kagura Burst for the first time and discovering it was essentially a new Streets of Rage game, I was delighted. That said, the Versus series seems to be the one that tends to be more well-received, and I like the larger, extended cast that they incorporate.

I don’t have to pick a favourite, do I? No? Then I won’t. I love them all.

All right, Deep Crimson then. I’m coming up on the last missions of the game having blasted through the previous four chapters, and I’ve been really enjoying it so far. One thing that has developed considerably from Burst is the fact that each character feels very different to the others now. A lot of Burst could be got through by mashing the attack button and occasionally avoiding enemy attacks, though naturally you’d get more out of it — particularly in boss fights — if you learned some of the combos and when the characters’ special moves are especially effective. Deep Crimson, meanwhile, roundly punishes button-mashing, since there appears to be some sort of attack priority system going on, where hurling yourself at the front of an enemy while flailing wildly is a sure-fire way to get yourself defeated swiftly. Instead, mixing up light and strong attacks with air attacks, launches and special moves is essential; it feels much more like a “fighting game” than a button-mashing brawler, which is both enjoyable and rewarding. (Not that there’s anything wrong with a button-mashing brawler, of course; I still love me some Streets of Rage.)

Of particular note is the increased emphasis on special moves’ usefulness. I got through a lot of Burst and Shinovi Versus without making heavy use of these impressive, powerful moves, but Deep Crimson makes effective use of them a necessity. In a nice nod to series narrative continuity, all the girls start with their powered-up moves that they learned in the previous games, too, providing three distinct, situational moves to unleash at the appropriate time — and if you’ve wailed on your opponent enough to charge up your ninja scroll meter too, of course. There’s a nice mix between area-effect nukes, frontal cones, charge attacks and some outright bizarre abilities (Hibari’s “now I’m a giant and I’ma stomp on you!” move is particularly peculiar) that means learning how each character plays is essential; you can’t go in hitting buttons randomly and hope for the best, particularly in the tougher fights against stronger individual opponents or duos.

Narrative-wise, Deep Crimson raises the stakes significantly from Burst and even Shinovi VersusBurst was, up until its final moments, heavily slice-of-life in nature, albeit slice-of-life with shinobi battles. There was a big, ridiculous final boss battle in its final chapter that teased where the series might go in the future, but then it ended. Shinovi Versus, meanwhile, again concentrated on the daily lives and backstories of the characters, but ended with an even bigger tease about the truth behind shinobi in the modern world: their mission to reveal and battle youma, hugely destructive evil creatures who demand blood sacrifices and generally fuck shit up.

After two games of us only ever seeing one youma though — Burst’s final boss Orochi, whom you fight both on the inside and the outside depending on which of the two main narrative paths you follow — I was beginning to wonder if youma were going to be one of those threats that was always mentioned in hushed whispers but never actually seen. I thought it would be disappointing if we didn’t get to fight some big slobbering monsters, though, because although it’s fun to see some shinobi-on-shinobi action, some big slobbering monsters would mix things up nicely.

Deep Crimson is well aware that I probably wasn’t the only person feeling like this, and opens with a retelling of Burst’s final moments, and then only continues to escalate from there. It tells an interesting tale that delves further into the overall series mythology — particularly the role of the high-ranking ninjas and of Kagura, a mysterious young girl who shows up and appears to be destined to fight youma.

The particularly interesting thing about the narrative is how it plays with the concepts of good and evil. This is always something that Senran Kagura has been particularly good at, with the majority of both Burst and Shinovi Versus exploring the nature of what “good” and “evil” shinobi really mean, and how people can find ways to build bridges across the frothing waters of conflicting ideologies. With Deep Crimson, though, the Hanzou girls — canonically the “good guys” — find themselves confronted with an order that they’re not sure is really the right thing to do. Meanwhile, Homura’s Crimson Squad, the former Hebijo Academy students and the characters originally positioned as the “bad guys”, are placed in the position of doing what you’d traditionally expect the heroes of the piece to be doing.

The other thing that’s interesting — and the thing I love the most about Senran Kagura as a whole — is how it juxtaposes the heavy, violent and often philosophical shinobi drama with the breezy silliness of a bunch of teenage girls trying to figure out who they are and what their place in the world is. Every single character in Senran Kagura is a well-defined, interesting person with a unique and worthwhile backstory, and they all get their own time in the limelight. Some characters — Homura is a particularly good example — undergo a huge amount of personal growth and development over the course of the series, and it’s been a real pleasure so far to watch these girls grow up, learn about themselves and their place in shinobi society.

This latter aspect in particular is what makes me so infuriated when people dismiss the series as “just boobs”. There’s some truly remarkable character and plot development going on in this series. Yes, there are big jiggly boobs; yes there are panty shots; yes, combat usually concludes with all the participants stripped down to their undies, but none of this takes away from the well-written, extremely well-characterised drama (and comedy!) that provides the context for the action. It truly is a series deserving of more credit than it gets, and as I close in on the end of Deep Crimson I find myself enormously excited to jump in to Estival Versus, whose core concept promises to tug at the heartstrings particularly strongly. But that’s a story for another day, of course.

“Just boobs” my arse.

2248: Pinning Down the Problem with Coverage of Niche Games Like Senran Kagura

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I made a mistake last night; actually, I made two. I read a Kotaku article, and then I commented on it.

The article in question was Mike Fahey’s “Let’s See How Long it Takes Senran Kagura to Make You Uncomfortable”, which took the form of a Let’s Play of the first half an hour of the game — well, the first half an hour of story, to be precise, up to the opening credits — and which was written in an obnoxiously holier-than-thou tone, with Fahey claiming that he is okay with fanservice, but then going on to completely contradict himself by not engaging with latest Senran Kagura game Estival Versus on anything more than the most superficial level.

I’m not going to take that article apart piece by piece because I already did that in my comment, which, within two replies, had me being accused of being a paedophile — how predictable thou art, Internet — but instead I want to talk a bit more broadly about what I think the issue is with coverage of popular but niche-interest titles such as Senran Kagura and Japanese games in general.

Sex.

Not the presence of sexual, titillating, provocative, ecchi or even hentai content; I’m all for that, and happy whenever games feature it in an unabashed manner. But the fact that whenever mainstream games writers come across one of these games, that is all they can fucking talk about.

Let’s focus specifically on Senran Kagura for a moment. As legend has it, Senran Kagura as a series exists because creator Kenichiro Takaki wanted to see boobs popping out of the Nintendo 3DS’ stereoscopic 3D screen. A shallow inspiration, for sure, and if he’d left it at that — if Senran Kagura had been nothing but pretty girls thrusting their boobs in your face — then the series would have sunk without trace before it even became a series. Instead, we’re now confronted with Estival Versus, which is the sixth game in a series that has only been around since 2011 — a series which shows no sign of slowing down and, rather, much like fellow beloved niche series Neptunia, continues to go from strength to strength with each installment.

Surely “3D boobs” aren’t enough to carry six games’ worth of content, though, I hear you say, and you’d be absolutely right. The reason why Senran Kagura is so popular, and why it now spans four different platforms (Vita, PS4, 3DS and mobile) is because for all Takaki’s bluster about “tits are life, ass is hometown”, it is extremely, painfully obvious throughout every installment of the series that both Takaki and the people he works with absolutely adore these characters and want to tell interesting, enjoyable, emotional and thought-provoking stories with them. They also want to tell silly, funny, self-parodying stories with them. And they want us to watch these girls grow up, both as young women and as trainee shinobi. In other words, they want us to think of the complete Senran Kagura cast as, effectively, a set of “virtual actors” who can come back time and time again in different games, and fans will follow because they want to see what their favourite characters are up to, not because they want to see 3D boobs.

This is the frustrating thing that pieces such as Fahey’s nonsense completely fails to take into account. Sexuality is part of Senran Kagura’s aesthetic and appeal, sure, but it’s not the main point. There are far more interesting things to talk about, such as the relationships between the girls, the nature of good and evil, the series’ extensive use of Japanese mythology (specifically the subject of youma), the juxtaposition between the narratives’ slice of life elements and the more fantastical shinobi elements, and how each and every one of those characters has gone on a significant personal, emotional journey since their first appearance in their respective games. (Mobile game New Wave is arguably the exception to this, being your bog-standard Mobage virtual collectible card game with non-existent gameplay, but, what with it being a mobile game, I don’t really take it particularly seriously anyway.)

To put it another way, when writing about Senran Kagura — or indeed any other Japanese game that decides to make use of a provocative art style or aesthetic — focusing entirely on the sexual elements and how “weird” they are or how “uncomfortable” they make you feel is doing both the game and the audience an enormous disservice. The majority of the games’ audience know what they’re getting into with regard to the fanservice, so they probably want to hear more about what makes each particular installment unique; what the most interesting parts of the narrative are; whether they stand by themselves or fit into a larger narrative — that sort of thing. Focusing on sexuality and how “problematic” this sort of thing is is nothing but lazy writing that requires little to no research; indeed, when Senran Kagura 2 came out last year, there was at least one review that proudly stated it was based on less than half an hour of playtime, and I’m honestly surprised we haven’t seen more Estival Versus bullshit. The European release isn’t until Friday, so perhaps there will be some more then — or perhaps I’ll be pleasantly surprised. I’m not holding my breath.

What I want to see, then, is someone covering a title like Senran Kagura and treating the sexy stuff as just what it is: part of how the game looks, but not the point. I’d even like to see someone challenge themselves to write about it without mentioning the sexy stuff at all if they didn’t think it was directly relevant to what they found interesting. I want to see someone engaging with it on a personal, emotional level: how did the story make them feel? Which characters did they relate to? Were they particularly attached to any specific pairings of characters? Which characters did they enjoy playing as, and did that match up with the characters they liked as people? Did they learn anything from the experience? Did they come away from the experience feeling like they had taken something away from it, either emotionally or in terms of knowledge or skills?

These sorts of things are surely basic questions when it comes to criticism of creative works, but it seems they’re too far beyond your average games journalist in 2016, who would rather post animated GIFs, talk about how jiggly boobies make his swimsuit area feel a bit funny and make implicit assumptions about people who do like this sort of thing — assumptions that are further reinforced by the attitudes of people in the comments section, who make people with differing viewpoints afraid to speak their mind for fear of being branded as something extremely unpleasant.#

The sad thing is that something like Senran Kagura ticks a whole lot of boxes that these hand-wringing idiots claim to want from their games: powerful, non-submissive women in lead roles; the presence of “people of colour” (God how I hate that fucking phrase); stories that acknowledge the complexity of emotions within the human heart and mind; gameplay that reflects the narrative themes; sensitive treatment of distinctly “adult” concepts, including trauma… the list goes on.

And yet because boobs, they either fail to see — or deliberately ignore — the presence of all these things. That’s just sad; not (just) because I’m fed up of reading this sort of spastic dribbling on wannabe tabloid sites (not to mention feeling the need to write my own spastic dribbling in response) but because there are a lot of people out there who are deliberately, willfully depriving themselves of some excellent, intriguing, engaging and emotional gaming experiences, all because they can’t look past something a bit sexy.

As I said on Twitter earlier today: thank heavens for social media and personal blogs, at least, where people who are actually into this sort of thing can find one another and enthuse about the things they love at great length without worrying about offending the always-offended. I just wish we hadn’t been so let down by the media.

2183: Why It Would Be a Mistake to Not Localise Valkyrie Drive Bhikkuni

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Earlier today, a tweet from Senran Kagura creator Kenichiro Takaki did the rounds, apparently indicating that his newest video game creation Valkyrie Drive Bhikkuni — part of an ambitious transmedia project that involves anime, mobile games and conventional games — would not be localised.

Takaki’s wording is a little ambiguous, due to English not being his first language, but if I’m interpreting his words correctly, it seems that there are no current plans to release a localised version of Valkyrie Drive Bhikkuni, but that he does want to release a localised version.

In other words, there’s a shred of hope in that tweet thanks to the word “currently”, particularly as the creator himself has expressed a desire to bring the game over. However, the final decision will be in the hands of Marvelous and their frequent localisation partners XSEED Games and Marvelous Europe, and this is where things become a little worrisome.

You might recall that a few weeks back there was something of a hoo-hah over Dead or Alive Xtreme 3, with a widely quoted comment apparently from a Tecmo Koei employee seeming to indicate that Western territories would not be receiving an official release of the game due to the unwelcome influence of loud-mouthed outrage megaphones in the games press and on social media at large. Whether or not those comments were actually true is beside the point; plenty of people believe them and have no reason not to given recent happenings. As a result, import specialist Play-Asia scored something of a coup by pointing out that there was an Asian English version available, and that, conveniently, they were offering it to those who wanted it — along with a cheeky biting of the thumb at so-called “social justice warriors” along the way, too. Fine with me.

The thing Valkyrie Drive Bhikkuni and Dead or Alive Xtreme 3 have in common is that they’re both provocative, sexy games that feature exclusively female characters in cute outfits, suggestive poses and varying states of undress. The similarities end there, of course, with DOAX3 being a beach volleyball/dating sim type affair, while Valkyrie Drive Bhikkuni is more along the lines of Takaki’s successful Senran Kagura franchise, but to the eyes of those who thing everything involving depictions of the female form — particularly in works of Japanese origin — is somehow worse than ISIS, there’s little difference; these are games for neckbeard basement-dwelling virgins, they’d say — games for desperate losers who’d never get their hands on a real woman.

This is enormously reductive thinking, as I’ve argued on a number of occasions in the past. I think it’s extremely important that video games as a medium feels that it is able to explore sex, sexiness, sexuality and deliberately provocative aesthetics. And, over the last few years, we’ve started to see more and more developers, publishers and localisation outfits apparently feeling the same way, with PlayStation platforms in particular getting more than their fair share of games that are unafraid to revel and delight in explorations of sexuality. Sure, a few have made it over with some edits here and there in the name of differing cultural norms — particularly with regard to the depiction of young-looking (“loli”) characters in provocative situations, even if, canonically, they are of an appropriate age to be engaging with such activities — but for the most part, the last two generations of hardware in particular have been a wonderful time to be a fan of Japanese gaming and sex-positive titles.

What the loud-mouthed outrage megaphones threaten to do, though, is undo this amount of progress we’ve seen over the last few years. Because yes, it is progress, whatever you may personally think of the games in question. These games seeing a successful release to a passionate audience in the West demonstrates that it is possible to release games to a niche rather than a mainstream audience — and, thus, if it’s possible to run a successful business catering to those who enjoy games involving pretty anime girls (which isn’t just white cis heterosexual men, I might add, as my Twitter Following list will attest) then it is certainly possible to cater to other audiences too: gay men, heterosexual women, gay women, asexual people, bisexual people, trans people and even the genderfluid otherkin bullshit that Tumblr seems to make up on a regular basis.

As such, seeing a relatively high-profile title from a high-profile niche-interest creator like Takaki at risk of not coming over for reasons as-yet unknown — but you can bet it’s something to do with the recent controversies, along with the amount of outright ill-informed abuse that has been spewed at the Senran Kagura series in particular over the last few years — is both saddening and worrying, but perhaps understandable. To be honest, were I in Takaki’s situation, as a creator who clearly loves both his work and his creations, I would feel enormously demoralised every time the mainstream press covered my games and wrote them off without, in many cases, even playing them — though I would take heart from the fact that there are plenty of passionate fans out there willing to spread the good word, even if the press isn’t. And in this age of social media, as the traditional games press becomes more and more irrelevant, sadly, it’s word of mouth that really counts more than anything.

I sincerely hope that Takaki, XSEED and Marvelous are able to reach some kind of arrangement where Western fans are able to pick up Valkyrie Drive Bhikkuni officially, without having to resort to possible Asian English imports, because refusing to release this sends a message to the wannabe “progressive” bullies of the world that their tactics — shaming creators and audience members of niche-interest products rather than being the change they want to see in the world and creating their own media that better reflects their interests — are working. And I really don’t want them to get that message, because for all their bleating about “diversity” and “representation”, nothing good ever comes from denying groups access to the media they want to enjoy; in fact, if anything, it makes the world a less diverse and representative place overall.

So fuck that. Takaki-san, XSEED, Marvelous: you announce an official Western (preferably European — we’re a lot more open-minded over here!) release of Valkyrie Drive Bhikkuni, and I — and numerous others I know — will more than happily pre-order it immediately, particularly if there’s a lovely limited edition on offer with, say, posters, figurines, soundtracks, dakimakuras and the like.

Do the right thing. Don’t let the crybullies of the world win. Take a stand. Show that you believe in your work, and in your audience. Tits are life, ass is hometown — and your games are happiness.

2178: Some Love for Marvelous Europe

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I received a package from Marvelous Europe today, containing five adorable chibi Senran Kagura figurines depicting Homura’s Crimson Squad at play (or, in Hikage’s case, as close to “play” as she could probably figure out). I was the lucky recipient of these figures because I retweeted or favourited something they posted on Twitter a short while ago, and I was fortunate enough to be selected as a “winner” of one of the prizes that was up for grabs at the time.

To be honest, I’d completely forgotten about it, since “RT to win!” Twitter posts are ten-a-penny, and also I very rarely win anything that involves the luck of the draw. I was delighted that Marvelous made good on their original offer, though, since I really like the figures a lot, even if they were a bit fiddly to put together. (There’s a teeny-tiny accessory for Yomi that I have no idea where to put, for example.)

This pleasant little interlude got me thinking about Marvelous Europe and how they appeared out of nowhere a little while back. Previously, games such as Senran Kagura made it over to Europe via a convoluted string of people and companies — Senran Kagura Burst, for example, was localised by XSEED and then brought to Europe by, if I remember correctly, PQube Games. Senran Kagura Burst actually got a physical release in Europe through this convoluted process, however, which made Americans super-salty because it only got a digital eShop release over there. They got their revenge with Vita follow-up Senran Kagura Shinovi Versus, though, since this was digital-only in Europe but had a special edition physical version in the states. Vita games are region-free, though, so fans such as myself simply imported.

Anyway, I recall being particularly aware of Marvelous Europe once Senran Kagura 2: Deep Crimson was first announced for Western release. Preorders for some ambitious-looking limited editions went up early, and I decided what the hell, I’ll jump in. After all, the limited editions put out by Idea Factory International — a very similar operation, bringing niche Japanese games to the West and giving them plenty of love and attention — had proven themselves to be rather lovely, so I had a good feeling about Marvelous Europe’s offerings.

So much so, in fact, that I also preordered both Corpse Party: Book of Shadows and Senran Kagura Estival Versus when they became available. Estival Versus is yet to be released, but both the Senran Kagura 2 and Corpse Party special editions were gorgeous, and both are releases I’m very happy to have in my collection.

The main reason I feel Marvelous Europe sets a great example for other publishers is that they clearly know their audience well. Their Twitter account is very “human”, often sharing irreverent, dry humour — particularly when the prudes of the games journalism business start whingeing about boobs, as they are so often wont to do these days — and interacting with fans rather than acting purely as a news outlet. Their positive attitude towards the games they release, their pride in their work and their total lack of shame in bringing controversial titles to an eager Western audience means that I’m more than happy to keep supporting them for as long as they keep releasing quality games for me to enjoy.

Keep it up, Marvelous Europe. You’re doing a marvellous job.

2163: The Shallow End of Deep Crimson

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I finally got around to firing up Senran Kagura 2: Deep Crimson today and so far I’m already very impressed — both with how it’s a significant improvement on the 3DS original game, and how it’s a markedly different experience to both its Nintendo-based predecessor and its Vita-based spinoff Senran Kagura Shinovi Versus.

For the uninitiated, Senran Kagura is a series involving two rival ninja schools, one of “good” shinobi and the other of “evil” shinobi. The Versus spinoff series introduces two additional groups into the mix, each with their own narrative, but the mainline series focuses on the conflict — and, at times, cooperation — between the Hebijo and Hanzou academies, and their respective elite classes.

Senran Kagura tells its stories via several forms of media within the game itself: narration-heavy visual novel sequences delivered from a first-person perspective by one of the characters, allowing us insight into how that particular character thinks, feels and responds to the situations in the narrative; more “game-like” talking head sequences between characters, involving animated, very expressive character models; and dialogue during gameplay itself. The series is noteworthy for its depth of characterisation, relatable casts and total lack of shame when it comes to discussing everything from the philosophy of “good” and “evil” to sexuality.

The first Senran Kagura game we saw in the West — actually a compilation of the first Japanese Senran Kagura game and its follow-up, which made the original “villains” of Hebijo playable and provided them with their own story — played out like a modern version of Streets of Rage. Unfolding from a side-on 2.5D perspective, you (usually) ran from right to left, beating up everyone who got in your way until a big flashing “GO” sign appeared indicating you should move onto the next area and repeat the process. Many levels concluded with a boss fight against one of the shinobi from the opposing school, and there was a bizarre final boss fight that kind of saw Shit Get Real just before the credits rolled.

Senran Kagura Shinovi Versus, meanwhile, eschewed its predecessor’s 2.5D nature in favour of something more akin to a scaled-down Dynasty Warriors. Battles now unfolded in full 3D arenas, though the basic structure of the game remained the same — fight enemy group, proceed to next area and/or wave of enemies, fight boss, win. The shift to 3D gave the game quite a different feel, but the combat was tight and responsive, and every character felt very different.

Senran Kagura 2 shifts the style of play once again, blending elements of the original game and Shinovi Versus to create something that — so far, anyway — seems to be a lot of fun. Rather than providing the full freedom of a 3D arena, Senran Kagura 2 instead unfolds from fixed camera angles, mostly presenting a vaguely side-on view, but with considerably more depth than the first game. The game actually makes very good use of the 3DS’ stereosopic 3D visuals to allow you to judge depth, range and distance, and, given the 3DS’ lack of a right stick to control the camera, this more “controlled” perspective on the action makes a lot of sense.

I’ve only played a few of the introductory levels so far, but already the game feels a lot more challenging than its predecessor, too; while button mashing will get you through trash enemies reasonably reliably, bosses no longer respond to such simple tactics, instead demanding that you position yourself carefully, wait for a suitable opening and then use an appropriate attack to get within range without putting yourself in danger. I can see the Super-Secret Ninja Arts being Super-Secret Ninja Useful too, since these are often a good means of throwing an enemy off balance as much as dealing significant amounts of damage to them.

I’m pretty excited about the new structure of the game, too; as well as the main story, Senran Kagura 2 features a couple of additional modes. Youma’s Nest sees you working your way through a “pyramid” of challenge levels and attempting to complete as many of these as possible without healing in order to earn rewards; Special Missions, meanwhile, allow you to earn new equipment for your shinobi as well as presenting you with challenges under various conditions.

There seems to be a whole lot more variety to the experience, and lots of things to unlock. I’m excited to get stuck in, because I both enjoy the Senran Kagura games as old-school brawlers, and enjoy spending time in the company of these lovely characters, too.

Hidden Nin-Po!

2059: Why I Care, and Why It’s Important to Fight

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I grew up with computer and video games journalism all around me.

I mean that literally: while I was growing up, both my father and my brother wrote for a newsstand magazine initially called Page 6, then subsequently New Atari User once it merged with another publication called, unsurprisingly, Atari User. My father regularly wrote about flight simulators and making music with computers and MIDI instruments, and my then-teenage brother had a steady stream of incoming Atari ST games which he would play, explore and then write about in chunks of anywhere between 250 and 1,000 words according to how much discussion the game in question warranted. Pretty much our entire collection of Atari ST games was made up of review copies; I think I remember purchasing a grand total of about four or five games altogether during the 16-bit era.

I was both fascinated by and proud of the work my father and brother did at the time — so much so that, in that way that kids do, I tried to imitate them. I would fire up AtariWriter on the Atari 8-bit — for some reason I always enjoyed using the 8-bit computers just that little bit more than the 16-bit ST — and write my own reviews of things that I’d played, trying my best to imitate the style and structure of my father’s and brother’s work. I would then print them out on our noisy Epson-compatible dot matrix printer and file them away in a blue binder that had come home from my father’s day job at some point — it once housed the IBM “Manager of Managers Programme” material, and I have no idea why I remember that — and pretend that I, too, was a published writer.

Some years later, I had the opportunity to follow in my family’s footsteps and provide my own contributions to New Atari User, and I took to this with great enthusiasm, reviewing games such as Psyclapse’s Defender-alike Anarchy and taking an in-depth look at Atari’s revolutionary but regrettably flawed forays into the handheld and home console markets, the Lynx and Jaguar. Meanwhile, by this point, my brother was getting ready to finish his school career and contemplate his future, whether that be heading off to university or jumping straight into a job.

He chose the latter option, finding himself working for Europress up in Macclesfield on a revolutionary new games magazine called Games-XGames-X was remarkable for one main reason: rather than being monthly, as most magazines were at the time, it was published weekly. This meant that it had the opportunity to be a whole lot more timely with the things it was writing about, and essentially acted as a precursor to the immediacy of Internet writing we have today. It ran for a decent number of issues before it folded, too, and was a pleasure to read, combining a somewhat irreverent, humorous editorial voice with authoritative, knowledgeable content from staffers who knew their stuff about gaming.

I followed my brother’s career with great interest and pride as it developed through a series of further magazines on which he took increasing levels of responsibility — among them Mega Drive Advanced Gaming (whose speculative feature about what Sonic 2 might be like from well before any details were actually revealed to the world remains one of my favourite video game magazine articles of all time, alongside its Super Mario 5 counterpart in its sister publication Control) and the deliciously classy PC Player — before eventually hitting what can arguably be called “the big time” in the games magazine industry of the late ’90s by landing the role of Editor on PC Zone.

Such was my interest in the games press and pride in my brother’s career that when it came time for my Year 10 Work Experience placement at school, I chose to take the awkward route and refuse any of the convenient positions my school would have been able to arrange for me, instead opting to spend a couple of weeks down in London with my brother helping out in the PC Zone offices. I spent a lot of time making tea and being mothered by art editor Thea, but I also had the opportunity to write a full review of the non-3D accelerated version of Virtua Fighter and write the captions for some screenshots in a number of different articles.

I was sold. This was what I wanted to do, and I was good at it. In the subsequent years, I found myself freelancing both for PC Zone — both during and after the time my brother was in charge, and in all honesty, even when he was editor, he wouldn’t have allowed me to contribute if he didn’t have faith in my abilities, so this certainly wasn’t a nepotism situation — and the Official UK Nintendo Magazine. Most of the time I found myself writing walkthroughs, which were things that no-one else really wanted to do, but which I enjoyed doing because it gave me an excuse to play through some favourite games in great detail while writing about them. (I liked it less when my preview copy of Turok 2 on N64 crashed on the last boss and I had to play the whole thing through again on a retail copy just to get a single screenshot, but thankfully this only happened once.) I even found myself writing a whole book on Carmageddon which was subsequently included in the Virgin Megastores special edition of the game one Christmas, and which can now be found as a .PDF e-book included with GOG.com’s rerelease of the game.

It would be a number of years before I’d have the opportunity to do some more work in the games press. I went to university, I trained as a teacher, I did some teaching work, I had a nervous breakdown, I did some other work. Eventually I found myself working alongside some friends I’d met on 1up.com — a site that my brother had taken charge of, initially as an extension of the magazine Electronic Gaming Monthly, but which subsequently became very much its own thing — on a site called Kombo. Kombo wasn’t a particularly big site, nor did it pay especially well, but during an extremely rough period of my life — shortly after my first wife had left me and I knew that I was going to end up having to move back home — it provided me with a connection to some other human beings as well as a trickle of income and a reason to get up in the morning. I proved myself to be pretty good at the whole news reporting thing, picking out interesting stories and presenting entertaining editorial spins on them where appropriate.

Kombo, unfortunately, folded after a while, and eventually I found myself living back at home again. After a period of unsuccessfully looking for work that I wanted to do, I stumbled into an opportunity to write some freelance articles for GamePro, yet another publication which my brother had worked on but had subsequently moved on from. I wrote the articles, they turned out well, and eventually found myself with a regular position on the site’s staff, covering the news shift on UK time so the site would have plenty of content by the time its native North America woke up. Again, I made a point of picking out interesting stories that other sites weren’t necessarily covering, and this helped to make GamePro a distinctive publication rather than one of the many identikit blogs out there. My contributions were effective, too; on a number of occasions, I was responsible for some significant traffic spikes to the site thanks to the interesting articles I’d written — though ultimately, sadly, it was all for naught as the publication folded, with most of its online content lost and the rest devoured by its sister site PC World.

A few years later, I was contacted by Jaz Rignall, with whom I’d previously worked at GamePro. Jaz was working on a new project that was hush-hush at the time, but he wanted me on board. Said project turned out to be USgamer, a North American counterpart to the popular Eurogamer. My job would be both to cover the news shift on USgamer, much as I had done on GamePro, as well as “localising” Eurogamer articles and republishing them on USgamer to give them a wider audience. Initially, we were given almost total editorial freedom with USgamer, with each of the writers contributing articles in their own particular areas of expertise and interest, and this made for a site with a very distinctive editorial voice that reminded me of 1up.com back in the glory days. Unfortunately, however, this proved too good to be true, and in the interests of that ol’ bugbear of online publications, traffic, we all ended up having to rein it in a bit and taking a more structured approach to “content strategy”.

It was during my GamePro-USgamer years that I first became conscious of something I hadn’t seen before in the games press: an apparently growing level of hostility towards the audience. This was at its clearest when Mass Effect 3 was released and the player base objected to what they felt was a poor ending to the series as well as EA’s increasingly exploitative DLC strategy, which in this case even went as far as to excise a whole playable character from the game if you didn’t purchase a particular edition. Suddenly, the press turned on gamers as a whole, declaring them “entitled” and claiming that they didn’t have a right to complain at BioWare choosing to end their series in that way. There’s an element of truth in there, of course — a work of art is its creator’s responsibility, not its audience’s — but the wilfully aggressive manner in which this argument was presented just didn’t sit right with me at all.

Around the same time, we started to get a lot more in the way of sociopolitical commentary in gaming. My friend Jeff Grubb, with whom I’d previously worked on Kombo, found himself on the receiving end of an Internet dogpile after reporting on some off-colour comments that Twisted Metal and God of War creator David Jaffe had made, but without editorialising on them or condemning them as being “wrong”. Such was the ferocity of attacks he suffered from supposedly respected critics such as Brendan Keogh and Justin McElroy that he had to retreat from Twitter for a while, and I became genuinely concerned for his safety. Thankfully he was all right, and was eventually able to dismiss the whole situation — though when the GamerGate thing broke last year, he once again came under attack for not condemning the people hurling abuse at Zoe Quinn and instead just reporting on the facts.

I was starting to feel a little uncomfortable about this. This was not the games press which I had admired from afar and eventually from within as I was growing up. I wasn’t sure what was happening, but I sure as hell didn’t like it.

Things came to a personal head for me when USgamer published a review of Hatsune Miku Project Diva F for PlayStation 3 in which the reviewer Dustin Quillen repeatedly referred to the game as “creepy” and “voyeuristic” and, in an earlier draft which was thankfully edited out, referred to people who might enjoy the game as “degenerates”. Both I and my colleague Cassandra Khaw took great exception to this, particularly as prior to this, we had both made USgamer a site that was inherently friendly to fans of Japanese games — an aspect of gaming which most modern gaming publications were, by this point, either ignoring completely or devoting a disproportionately small amount of their attention and effort towards. We made our feelings known, and, after a bit of arguing, this situation eventually resulted in the creation of my weekly JPgamer column for USgamer, a feature through which I made a number of very good friends, and which my audience seemed to appreciate very much indeed.

Things proceeded comfortably for some months from here, though I was conscious that the sociopolitical commentary surrounding gaming — particularly with regard to the treatment of women, spurred in part by Anita Sarkeesian’s high-profile Kickstarter campaign, and with regard to representation of people outside the heterosexual cissexual majority — was ramping up. This was particularly apparent on sites like Polygon, which appeared to have interpreted its original mission of “reinventing games journalism” as “posting as much inflammatory nonsense under the pretense of ‘progressiveness’ to blow things out of proportion as possible”, which, to be fair, is something Kotaku had been doing for years and still continues to this day.

Now, I’ve commented a number of times with regard to my feelings about this, but I’ll reiterate them here: I have absolutely no objection with people using theoretical frameworks such as feminism to talk about games — they’re a mature art form and means of creative expression by now, and as such it is absolutely possible to analyse them in these terms. Where the problem comes is when only a single ideology — in this case modern, borderline radical “third wave” feminism — becomes completely dominant to the exclusion of all others, and where any attempt to question, challenge or refute the claims made by this ideology is met by ridicule at best, harassment and abuse at worst.

This problem only gets worse when writers with no background in artistic criticism try to jump on board the feminist bandwagon by throwing in terms like “problematic”, “sexist” and “misogynist” at every opportunity, often without backing up their assertions with evidence or explanations of why they feel [x] is problematic, sexist and/or misogynist. This is high-school English stuff; even at the age of 34, I remember my English teacher Ms Derbyshire encouraging us to “PEE all over our work” by making a Point, giving an Example and Explaining its context and relevance, but this simply doesn’t happen a lot of the time; “sexist” and “misogynist” in particular are used as catch-all terms to look “progressive”, but because of the amount of power these words have managed to attain over the last few years, we’ve reached a situation where mainstream journalists now seemingly feel that they don’t have to back them up with evidence, explanations or theoretical context.

Which — finally — brings us to yesterday’s Senran Kagura 2 article, why it’s unacceptable and why it’s worth criticising rather than ignoring. Diver’s Senran Kagura 2 piece was the perfect example of what I’ve just described: he refers to the game as “unapologetically sexist” without giving any evidence other than the fact that the girls have big breasts and some of the art is sexualised. Pro-tip: “sexualised” or “sexy” is not the same as “sexist”.

The reason Diver doesn’t give any evidence is that, despite appearances, Senran Kagura is not sexist. Senran Kagura as a series features an increasingly large cast of capable female protagonists who don’t need men to help them out, save them or tell them what to do. They’re comfortable with their bodies (for the most part — characters like Mirai are an exception, but this is used as one of the aspects of her overall character development) and many of them take ownership of their sexuality, with characters such as Katsuragi, Ryouna and Haruka being pretty up-front about their tastes and fetishes. Each game passes the Bechdel Test, as flawed and stupid as it is, with flying colours, and the overall story and lore of the Senran Kagura world is fleshed out to a surprisingly comprehensive degree, repeatedly refuting Diver’s shallow assertion that “it’s about breasts”.

Now, the reason why we shouldn’t stand for this, why we should criticise this and why we shouldn’t ignore it should be clear: passivity simply sends the message that it’s okay to carry on like this. Passivity is why things have gotten to the situation they are now; people haven’t been willing enough to stick up for themselves and demand better from the press that is supposed to be representing them. The perpetually offended outrage brigade already have the press on their side, whereas fans of games like Senran Kagura and its ilk only have each other to turn to. The “feminism as default” ideology adopted by most of the mainstream press these days means that there is absolutely no way that games such as Senran Kagura will ever get a fair shot at coverage and criticism because of an overwhelming unwillingness to engage with them on anything more than the most superficial level possible. And that’s unfair both to fans of the games, and to the people who make, publish and localise them for the fans.

Let me close with a few relevant quotes from the SPJ Code of Ethics, and how they relate in particular to the Senran Kagura piece but also to games journalism as a whole.

Journalists should:

– Take responsibility for the accuracy of their work. Verify information before releasing it. Use original sources whenever possible.

– Remember that neither speed nor format excuses inaccuracy.

– Provide context. Take special care not to misrepresent or oversimplify in promoting, previewing or summarizing a story.

– Gather, update and correct information throughout the life of a news story.

Diver’s piece breaks all of these principles. It is inaccurate, it does not verify its information, and it does not provide any sources. It outright boasts about its lack of context, misrepresents and oversimplifies the subject and, following its publication, Diver has proven that he is unwilling to “gather, update and correct information” regarding the game. It may not be a “news story” as such, but it should still be held accountable, and the audience should demand better.

Journalists should:

– Balance the public’s need for information against potential harm or discomfort. Pursuit of the news is not a license for arrogance or undue intrusiveness.

– Show compassion for those who may be affected by news coverage. Use heightened sensitivity when dealing with juveniles, victims of sex crimes, and sources or subjects who are inexperienced or unable to give consent. Consider cultural differences in approach and treatment.

[…]

– Avoid pandering to lurid curiosity, even if others do.

[…]

– Consider the long-term implications of the extended reach and permanence of publication. Provide updated and more complete information as appropriate.

Diver’s piece has the potential to cause if not outright harm then certainly discomfort. Consider if someone who knew nothing about Senran Kagura read nothing but Diver’s post, then met another person who told them that they were a huge Senran Kagura fan. What impact would Diver’s piece have on the first person’s perception of the second? I’d like to think that the first person would have enough in the way of critical faculties to realise that the second person probably isn’t a sex offender, but as human beings we are inherently judgemental creatures, and there will be at least a hint of negative prejudice there.

Not only that, but Diver’s piece shows woeful insensitivity towards a variety of people, including victims of sex crimes. He also shows a complete lack of consideration for “cultural differences in approach and treatment” with regard to Japanese games, in the process pandering to “lurid curiosity” by giving woefully ill-informed impressions of a creative work he spent no more than an hour with in total.

And on top of that, there is no consideration for the long-term implications of the extended reach and permanence of publication. Consider an extreme case, if you will: a lonely, depressed individual who finds great comfort in video games and who draws strength and courage from the things they enjoy, particularly if they’re as rich in story and characterisation as Senran Kagura is. Now consider how that lonely, depressed individual might react to reading Diver’s piece, with its dismissal of the thing that is so important to them and its implication that enjoying it makes them a deviant at best and a criminal at worst. The potential consequences aren’t pretty — granted, as previously noted, this is an extreme example, but you need to take these things into account.


The final thing I want to address is why we should give pieces like Diver’s any attention in the first place instead of just ignoring them: the argument runs that giving them attention just “gives them what they want”, and falls into the trap of clicking on clickbait.

Well, aside from the fact that not criticising these severe lapses in judgement sends the implicit message that It’s Okay To Keep Doing That, we live in an age where it is almost painfully easy to completely nullify clickbait through the use of archive sites and adblockers. In doing so, we are able to acknowledge, discuss and criticise bad and potentially harmful examples of writing without providing any benefit to the outlet on which they are published. Some may see that as a low blow, but it’s the Internet equivalent of “voting with your wallet”, and it’s important to do so.

Why? Because as is so often said that it’s become a running joke now, games journalism is broken. Completely broken. Until we get that message across, sites like Vice are going to continue doing a disservice to significant proportions of their audience — and that, to me, is completely unacceptable. So let’s do something about it.

TL;DR: I used to love games journalism, now I hate it, because it hates me for the things I love.

2058: Hi Games Journalism, It’s Time We Had Another Chat

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And so soon after the last one! My goodness me. It’s almost as if you don’t listen or have any consideration for your audience whatsoever. Although if you’re writing for “dead” people, I guess I shouldn’t be all that surprised, since the dead don’t usually talk back.

Today in Unacceptable Articles That Should Never Have Gotten Through the Editorial Process, If There Even Is One, I present Vice UK’s depressingly predictable article “Is There Anything More to Senran Kagura 2 Than Big, Bouncing Cartoon Breasts?”, written by one Mike Diver, someone whom I have never previously heard of, but whose credibility has, for me, already fallen in the toilet as a result of this single article.

I learned early on that you should never write a headline that is a question that can be answered with a single word. There are a number of reasons for this, the most obvious being that most people will look at the headline, think of their own personal answer to the question and then not bother to read the article to find out what the author thought. But beyond that, these sorts of headlines are often inherently loaded questions, too, demonstrating clear prejudice before you even get into the article itself. In the case of Diver’s article here, it’s immediately apparent that he has come to Senran Kagura 2 with the assumption that there is “nothing more” to the game than “big, bouncing cartoon breasts” and, as such, will probably take some convincing that, in fact, the series is considerably deeper than that. Or, more likely, he simply won’t even entertain the possibility that his prejudices might, in fact, be mistaken and based on flawed assumptions.

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Diver kicks off his article by burying the lede — admittedly only by a single paragraph, but he still opens the article by talking about Metal Gear Solid V, Mad Max and Super Mario Maker instead of Senran Kagura 2. This is an immediate warning sign; it sends the signal that he would rather be doing anything other than writing about Senran Kagura 2, which, of course, begs the question as to why he is writing about it in the first place, but I think we all probably know the answer to that already. (Hint: it rhymes with “dicks”.)

Diver’s second paragraph then introduces Senran Kagura 2 by giving some important context: the fact that he downloaded the game “a couple of weeks ago” and, since that time, has “played maybe an hour” of the game in total, across “five or six brief sessions” that we can extrapolate to have been no longer than ten minutes each. He also briefly discusses developer Tamsoft’s history, implying that the PS1 era’s Toshinden is their most noteworthy and “acceptable” work, while everything since (including Senran Kagura and Oneechanbara) has been “rather more exploitative fare”. (He’s not wrong to call Oneechanbara in particular exploitative, but in that game’s case in particular, it’s a direct reference to “exploitation” horror films and as such is rather more clever than he gives it credit for.)

“60 minutes is enough to know what [Senran Kagura 2 is] all about,” writes Diver. “Breasts. Boobs. Tits. Baps. Knockers, Bosoms. Norks. Melons. Insert your own local, colloquial variation, here. Seriously. That’s it. Breasts. This is a game about breasts.”

I would perhaps be more receptive to this appraisal were it not for the fact that Diver contradicts himself in the same paragraph by saying “oh, sure, there’s fighting too, and a storyline I cannot even begin to fathom on account of it directly following the events of its preceding game, Senran Kagura Burst, which I’d not even heard of prior to picking this up.”

Hold on there. Hold on just a minute. There’s a little thing that you can do as a journalist called “research”. If you’re not familiar with a series — and the fucking great “2” in Senran Kagura 2’s title should be a pretty obvious tip-off that it is part of a series and a sequel to something — then you should probably find out a bit more about it before you jump in halfway. You wouldn’t start reading The Lord of the Rings (or watching the movies) halfway through The Two Towers without at the very least familiarising yourself with a synopsis of what had come before; you wouldn’t start watching Breaking Bad halfway through its third season and then whinge that you had no idea what was going on; you wouldn’t read His Dark Materials starting at the third book. (Or at least, you shouldn’t do any of these things, or if you do, you shouldn’t moan that you “cannot even begin to fathom” what is going on, because it’s your own stupid fault.)

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“There’s an extremely long, context-setting intro, but I fell asleep halfway through it,” continues Diver, again contradicting himself by demonstrating that the game clearly does make an effort to get people up to speed even if they haven’t played Burst, and also demonstrating a clear unwillingness to engage with the game on anything more than the most superficial level.

Here’s the thing: Senran Kagura, as a series, is essentially a visual novel in which story sequences are punctuated by brawler-style action sequences — the 3DS games feature 2.5D-style fighting similar to arcade classics such as Streets of Rage, while the Vita and PS4 games feature 3D brawling somewhat akin to the Dynasty Warriors series. Although the games are regarded as “brawlers”, their main reason for existence is not, as Diver claims, “breasts”, but to tell their stories. And they do this through a medium that Japan has proven time and time again to be an effective means of exploring and developing characters: the visual novel.

It is quite surprising to a lot of people coming to Senran Kagura for the first time quite how much effort the game makes with its storytelling. Certainly, it’s not particularly flashy in its execution — it alternates between “NVL”-style full screens of text overlaid on static backdrops or event images for longer, more dramatic sequences or internal monologues exploring characterisation, and “ADV”-style head-and-shoulders conversations for shorter, more incidental and immediate conversations between characters — but it’s an effective means of getting its point across. The longer NVL sequences put the story in context and often feature past-tense narration explaining things that happened in the past, while the shorter ADV sequences give us an insight into how the characters are right now, and how they are responding and reacting to one another.

In other words, ignore Senran Kagura’s visual novel sequences — or “fall asleep” during them — and you are Missing The Point fairly spectacularly, not to mention completely invalidating your own assertion that “this is a game about breasts”.

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“That a game like this can come out in 2015 is ridiculous,” continues Diver, now in full-on table-thumping mode. “It’s brazenly, unapologetically sexist. And it’s all as arousing as a dinner date with Des O’Connor, where [at this point Diver trails off into his own bizarre fantasy which I will spare you for now]. The thin waists and titanic whimwams might represent wank fantasy material for teenage boys who, for some reason, can’t bring themselves to find actual pornography on the Internet, but to a grown adult, a married man, a father of two, this is just the dullest, most tired tripe masquerading as titillation. I get more excited making toast.”

Here we get to one of the important issues with Diver’s appraisal of the series: his assumption that it is pornography. As anyone who has actually played the series will tell you at great length, Senran Kagura is most certainly not pornography. It has positive attitudes towards sexuality — most notably fetishes such as sadism and masochism as well as lesbianism — but that doesn’t make it pornographic.

Even the game’s notorious “clothes ripping” mechanic and its jiggly breasts don’t make it pornographic; both of those things have been put in there for two reasons: firstly, simply as part of the game’s aesthetic, in the same way that Bayonetta has masturbating angels and naked witches all over the place but isn’t “porn” — to be honest, you sort of stop actively noticing it after a while, and it just becomes “the way the game looks” — and secondly, as a reflection of the characters’ attitudes towards their own bodies, sexuality and selves as a whole. Compare Haruka’s positive glee as her opponent shreds her defenses to Mirai’s embarrassment at her skinny, childlike body no longer being hidden by her big, baggy Gothic Lolita dress as a great example of how this is used as a means of characterising the cast in a non-verbal manner.

Diver then plays what he clearly believes to be his trump card: that he’s a “grown adult, a married man, a father of two” and that this somehow makes him better than all this. To refute this, all we have to do is go back to his first paragraph, where he mentions Metal Gear Solid V (a game in which you can make a horse shit on command), Mad Max (a game in which you fix up a pretend car and blow up people you don’t like) and Super Mario Maker (a game in which you fashion crudely-drawn penises out of platforms floating in the sky in a magical mushroom kingdom, and then invite your friends over to giggle childishly as they leap all over them). I don’t actually think all of these games can be reduced down to these stupid descriptions, of course — but in the same way, Senran Kagura as a series cannot be reduced down to “this game is about breasts”, particularly after just 60 minutes across five or six sessions with a single game in the fucking series.

It continues, though. “Yet this is a game — a series, which has spawned its own manga and anime offshoots — with so many fans,” says Diver with apparent surprise that something he doesn’t like could possibly be popular or well-received. “Sales of the games to date have passed the million mark [significant for a niche-interest title like this] and coverage elsewhere has emphasised the gameplay improvements made to Deep Crimson, compared to its predecessor. And, you know, I’m absolutely fine with people playing this game, and enjoying it (be fair, most likely in the privacy of their own homes, despite the portability of the platform), and claiming that they’re primarily in it for everything but what’s inside all those fancy blouses.”

No you’re not, Mr Diver. You are not “fine with people playing this game, and enjoying it”, as your incredibly judgemental parentheses indicate. But we’ve already covered this; in your five or six ten-minute sessions with the game, you made no effort to engage with its more interesting aspects, and instead chose to reduce it down to “what’s inside all those fancy blouses”. I feel that you, sir, may be the one with the issue here.

“Of course, they’re fucking lying, as this is a game about breasts,” continues Diver, proving the point I made in the last paragraph. “And nothing else, so stop kidding yourself. You’re not playing Deep Crimson for its multi-layered gameplay, for its sole playable male…”

Hold on a minute. Games journalism as a whole is always whingeing about how there’s no female representation in games, and yet here we have a game with eleven playable female characters, each of whom are developed and explored in great detail across the course of the series as a whole, and yet the “sole playable male” is something worth fixating on or criticising? I’m not even sure what point Diver is trying to make by mentioning this — perhaps the mistaken assumption that horny young men refuse to play as women and as such will only want to play as Murasame? I don’t know. But I digress.

“…its pair battles or its tangled tale of… sorry, again, no idea, but I get that the baddies aren’t all that bad in the big scheme of things.”

Senran Kagura’s “baddies” want to summon youma and take control of these legendary monsters to assert their dominance over the world, and have no problems resorting to kidnapping and even murder in order to further their own goals. I guess Diver is right about one thing: he really does have “no idea” about what the game’s “tangled tale” is all about.

“You’re playing it because misshapen cartoon girls with weirdly massive eyes, piss-poorly made outfits and ginormous gazongas do it for you,” he continues. “And that’s okay, I suppose. Better that you feel up fictional girls on your 3DS screen rather than grope a stranger on the bus.”

Hold on a fucking minute there. The rest of this piece has been dismissive and judgemental, yes, but this particular passage crosses the line into just plain offensive. The not-at-all-subtle implication that people who enjoy Senran Kagura would be committing sexual assaults in public if they didn’t have their terrible, awful pornographic games to sate their depraved appetites and slake their thirst for young flesh is absolutely unacceptable. I don’t think any more really needs to be said about this, particularly as we’ve already had words about this. You do not imply that portions of your audience are criminals based on what kind of entertainment they choose to enjoy. You do not demonise people based on their open-mindedness. And you do not get to pass judgement on a game you have played for “five or six” ten-minute sessions without making any attempt to engage with it beyond “this is a game about breasts”.

This article is completely unacceptable, and should never have made it through Vice’s editorial process — if indeed there even is one. I’ve mentioned before that I strongly believe in a case for specialist writers who know what they are talking about in the field of video games, and nonsense like this just goes to prove the point. Diver’s article achieves nothing other than reinforcing prejudices and frustrating people who know better. It doesn’t drive discourse about gaming forwards, it’s utterly backwards and completely closed to debate; for all Diver’s protestations that he’s “fine” with people liking it and that it’s “okay, I suppose”, it’s abundantly clear that he believes anyone who has even a passing interest in the Senran Kagura series is a sexual deviant who is just one 3DS away from committing a criminal sexual assault in public.

Well, Mr Diver, your attitude is not fine. It is not “okay, I suppose”. Your piece is a vile, hateful, ill-considered and poorly researched screed about a topic you clearly have no business writing about. Go back to Mad Max and pimp up your wasteland-mobile, since that’s clearly what you’d rather be doing — though I’ll expect a 3,000-word essay from you about how the game’s depiction of women is “problematic” by the end of the week, assuming Polygon’s Phil Kollar doesn’t beat you to it.

In the words of Senran Kagura creator Kenichiro Takaki, “the world is full of stuff people will think is fun to them. It just seems so pointless to waste your time on things you don’t like or can’t understand.” If only a few more people took those words to heart.