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Night Shyamalan" of animated works, a name big enough to fill in seats on opening night, but consistently funny enough for critical thinkers to jump in knowing they'll experience something amusing, even if unintentional.
Everyone wins. The studio heads make their profit, the majority get to be entertained, and the critics get a new punching bag for their inner circles. The world needs titles like Re:Zero. Titles that everyone will see. Cynical
cash grabs will always
come and go, but if I'm given a choice in the matter, I at least want my price of admission to be a show that's still entertaining. And with Re:Zero, that's what I got, a good ole dumb time.
Re:Zero is a great show if you don't care for subtlety, think 2-D waifus are laifu and are impressed by characters emoting in boisterous ways. But in terms of actual quality, this is an anime that puffs its chest out, holding its breath for as long as it can, with the slightest release exposing it for what it truly is: hot air.
I could count on one hand the number of shows I've ever used the forbidden "pretentious" word on without so much as second guessing my stance and I would unequivocally state here and now that Re:Zero became one of them. A show that strong-armed me into using a buzzword that I promised myself I would use only as a final ultimatum.
[15] Symphony of the Night introduced a major change to the gameplay, incorporating role-playing elements and a nonlinear map that the player could freely explore, which was previously seen in Simon's Quest and Nintendo's Metroid series. [19][28] Elements of Symphony of the Night would influence the gameplay of future titles, beginning with the Game Boy Advance entries Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow, which were released from 2001 to 2003. [15] Aria of Sorrow received a 2005 sequel, Dawn of Sorrow for the Nintendo DS, which was followed by Portrait of Ruin (2006) and Order of Ecclesia (2008). [15] Under the development of Konami's Kobe branch, the first game in the series to employ 3D graphics was Castlevania for Nintendo 64 in 1999, and it received an expansion called Castlevania: Legacy of Darkness later that year. [25] In 2003, the next 3D Castlevania title, Lament of Innocence debuted for the PlayStation 2 with combat-oriented hack and
slash gameplay that drew comparisons to Devil May Cry and retroactively, God of War. [29][30] It was followed two years later by Castlevania: Curse of Darkness. [15] A reboot of the franchise launched with Castlevania: Lords of Shadow in 2010, a multi-platform 3D action title developed by MercurySteam and co-produced by Hideo Kojima. [11] It was followed by two sequels, Lords of Shadow – Mirror of Fate for Nintendo 3DS in 2013, and Lords of Shadow 2 in 2014. [15] Lords of Shadow 2 was the last mainline game in the franchise to date, due to Konami shifting
focus to mobile games and gambling in the 2010s. [31] In 2021, rumours began circulating that, following internal restructuring at Konami to refocus on PC and console games, a new main entry in the series was in development. [32][33] Spin-offs[edit] Castlevania has spawned numerous spin-offs, the first being the 1990 platformer, Kid Dracula for the Famicom, a parody which stars the eponymous character.
Being the visible mascot was one of the greatest things to happen to me at SNK. I have many friends because of this, and I appreciate every one of them. GS: You went from
game counselor to Game Lord. Any downside to having such a visible title? CO: Although it was great to be the mascot, one of the problems I faced was that some people hated me because the name made me sound like I was obnoxious. I mean, who would ever call themselves a Lord? Some people really hated me and would post on [bulletin board systems] how much they disliked me and wanted to hurt me in real life. One guy was even a relative of an SNK employee! Thanks to the arrival of the PlayStation, the NeoGeo CD was doomed from the start. GS: Let's digress for a moment here.
Around 1993, John Barone, who was then basically running things at SNK of America, left to work in the gambling industry. Who ran SNK of America after that, and how did things change with Barone out of the picture? CO: It's kind of complicated, but Marty Kitazawa ran things when John Barone left. Marty was president throughout the '90s, mainly as a liaison between the Japanese and US arms of the company, but took a more active role when John left. Tracy Tate and Heh-Kyu Lee Sincock were also responsible for a fair number of daily operational tasks and made significant contributions to the company in terms of effort.