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Anime licenses that would work well with Western devs

Sony Santa Monica could probably do a great One Piece game. The God of War series, while tonally different, has the right scale and their combat system would compliment Luffy's fighting style perfectly. Hell, Kratos' blades act almost exactly like Luffy's arms do.

The recent battle with Pica reminded me of:

Kratos_en_el_brazo_de_Cronos.jpg

Of course, I'm not saying that this game would be great or that I want it, I'm just saying that the two might fit.
 
I would just love to see Gen Urobuchi write for a Triple A title.

Spec Ops and The Last of Us would seem like lighthearted Nintendo stories compared to the stuff he would come up with. There's a reason his name is synonymous with suffering.
 
There was a really promising looking Robotech/Macross game that was in development for the '64 before it got scrapped by a western studio.
 
I think Hellsing and Black Lagoon could work.

Hellsing mostly because you're a #fuckmotheringvampire and Black Lagoon, mostly due to general violence.

Though on the other hand, I'd like to see Lagoon as more of a Shenmue/Yakuza type game, which I don't think a western dev would ever come close to.
 
I mean, have you played some of these games based on anime lately? Eastern devs usually don't get it either.

Lately? Hell, going as far back as the PS2. Western devs wouldn't fuck it up any worse the the Japanese devs have. Need I remind people of the god-awful FMA PS2 games?
 
Not much that I would actually want to see them working on, or believe them to be suited to (I question if I would even give an anime I hated to the likes of Ninja Theory). That said...

Ghost in the Shell: Stand Alone Complex - Eidos Montreal (Deus Ex: Human Revolution team)
 
Lately? Hell, going as far back as the PS2. Western devs wouldn't fuck it up any worse the the Japanese devs have. Need I remind people of the god-awful FMA PS2 games?

Not just FMA, I think the only good anime games I've played were all published by NamcoBandai and even then, those tended to be hit or miss with me.

The CC2 guys in particular, set a higher standard with their Naruto and .Hack games.
 
I would love to see a Monster game but I'm not entirely certain how it would play out. Telltale could probably do it justice like the OP mentioned.. maybe once the HBO remake takes off, we might get some interest.
 
Claymore - Sony Santa Monica. Similar to God of war, Clare power ups along the game (speed , wind cutter etc...), awesome boss fights. I always wanted a claymore game :(

Berserk - CD Project RED
 
Initial D
im waiting for Evo to release takumi as your driver and akina's downhill DLC #BELIEVE #AKINASPEEDSTARS #DRIVECLUB

What Rockstar game is even sort of like Sanctuary? That doesn't make any sense.

i think they will nail the world in Sanctuary, they just need to evolve to the next level and create a more serious take on organized crime and politics

i was gonna say the dudes that made LA Noir but i didnt play the game. But i feel rockstar is the safest bet, specially how surgical are with their little details in their games IMO
 
Where are all these fantastic anime games that come out of japan?

and by anime games i mean actual anime properties not the artstyle.

While not the same thing, I can look at a game like persona 4 and confidently say that if the anime had came first the game would have been an excellent adaption of the source material. That inspires more confidence in me than a western studio westernizing an anime ip and with that probably removing most of what's unique and special about it.

Character designs would change, flavor of humor would change, themes and narrative style would be altered/adapted to "suit" western audiences.
Even if the plot is the same, the expression of the original work would be lost.

I don't find it realistic to expect western studios to keep the expression intact and thus I'm firmly against the idea. I don't mind if they are inspired to create their own version under a different name though, that's what would happen in practice anyway(sans the name).
 
Character designs would change, flavor of humor would change, themes and narrative style would be altered/adapted to "suit" western audiences.
Even if the plot is the same, the expression of the original work would be lost.

And that's a bad thing? If the adaptation is exactly like the source material it becomes pointless. The whole point of adaptation is to offer fresh pespective on beloved material.

Also..in some cases even pure westernization could work wonders.Currently too much of anime is filled with absolutely shitty fanservice and moe nonsense all of those would be cut out in western adaptaion.
 
I would love to see a Monster game but I'm not entirely certain how it would play out. Telltale could probably do it justice like the OP mentioned.. maybe once the HBO remake takes off, we might get some interest.

Holy shit, there is a Monster drama series by HBO?
Do we have full cast yet? Are they going to cast Japanese as Tenma?
 
Akira

oh wait!

akiraa.jpg

akira-1.png

akira-2.png

akira-4.png


http://www.hardcoregaming101.net/kusoge/kusoge08-old.htm



Akira has the dubious honour of being one of the worst Amiga games ever, voted 29 worst release by LemonAmiga users. Though considering it received the highest number of votes out of the top 30 worst titles, a total of 42 votes compared to only 12 for the de facto number one Luxor, you could argue that mathematically it's the de jure absolute worst. This is backed up by infamously low review scores: 36% in Amiga Computer, 18% in Amiga Format, 18% in CU Amiga Magazine, 16% in Amiga Power.

It's a standard side-scrolling action game where you alternatively play as the orange jacket-clad Kaneda or bandaged-up monster-to-be Tetsuo, with levels divided between riding on your futuristic motorcycle and regular platforming areas. It hits most of the same notes as the movie, including a fight through the sewers and attacks by many angry clown faces. The reasons for its absolute shiteness are many. For a start it's impossibly difficult. Not difficult in that you just need to practice, rather it's so badly programmed some areas can't be finished. The starting level is so tough allegedly no reviewer could pass it, requiring the publisher give them level passwords. It requires perfect memorization worse than the third stage of Battletoads, and this is right at the very beginning. Even with an emulator, save states and rewind facility, the margin for error in Level 1 is non-existent. Hilariously Level 4 can't be completed at all because a moving platform was placed beyond the reach of your jump. Enemies are stupidly tough, you're extremely weak, and landing on the end of a platform causes you to lose balance and fall off. The structural design is retarded throughout: Level 3 features keycards, and while you can reach the exit collecting only some of them, the level only ends if you've painstakingly found all of them, otherwise leaving you trapped and waiting for time to run out. The only decent thing about it is the music, which was outsourced to Tim Bartlett.

But how did it all go wrong? The Akira source material is so rich that game development should have been easy. Developed by ICE Software in the UK, I managed to track down almost everyone involved. Unsurprisingly all were keen to distance themselves. First was lead tester Martin Blackmore, who also helped with the cinemas. Now a big shot at Microsoft, heavily involved with Kinect, he couldn't recall how the game ended up so difficult: "I worked on Akira (Amiga) way back. I remember very little of the dev. Other than creating the cut scenes and photocopying a pic of a bug 100 times and sticking them all over studio. Each bug that got fixed, we pulled one down and crushed it. All-nighters eh?! Two AM madness!"

Assistant tester Tara Lewis has left no internet trail all these years, and if she's gotten married since then we'll never find her. Sole graphics artist Rupert Jones meanwhile, from all the evidence I've gathered, seems to have emigrated to Australia not long after. Next was Anders Johansson, now programmer on the Burnout games, and credited as the first of two programmers on Akira: "Sadly I don't think there's anything I can contribute to this, I had no involvement in anything design related and programming wise it was mainly back-end systems like loading, data compression and so on. Which I don't remember much about now anyway."

The lead programmer was Paul Atkinson, and presumably also the lead designer since no one else was credited. Finding him was a monumental task and required contacting his brother John at Codemasters. For the next six months I phoned once a week every week, sometimes two or three times. He said the next time he saw Paul he would bring up the subject – for whatever reason this took half a year. Eventually he gave me Paul’s email address, and he showed a willingness to be interviewed. During a follow-up email I received a reply from his wife, Lindsay Atkinson, who said he was ill. Six weeks later with no reply I emailed again, and Paul got his wife Lindsay to reply (sic): “To be honest with you he does not see any point in doing it, It a waste of his time, he will get no reward and sort of payment for doing it.”

Curiously no one wanted to remember their days at ICE Software. During my research though, I managed to find someone willing to talk. He revealed interesting things about Deborah Isaac, head of production on Akira, and Stuart Bell, head of the company. For said person's safety I agree to quote them anonymously: "Ah, Akira was developed before I joined. Deborah Isaac... well she ran the company with her husband Stuart Bell. They let the company go bust before they told us, after various excuses about why wages weren't paid. My opinion of them isn't high. 'Manage their way out of', and 'wet paper bag' spring to mind..."

I acquired the phone number for a D. Isaac and a Stewart D. Bell, in Warminster. Phoning up I got hold of a woman, and politely asked if she was Deborah Isaac from ICE Software. She hung up. Next day I phoned again and asked about ICE Software, and the woman whispered to a man in the background: "It's that guy asking about ICE Software again." After which I heard the man in the background scream: "TELL HIM TO FUCK OFF!!!" They hung up.

So there you have it, readers. Is it any wonder Akira on the Amiga ended up being so appallingly shit when you have people like that in charge of it?
 
I would like to have western devs work on Attack on Titan games, because I feel they would at least understand that what everyone who's anyone wants out of an Attack on Titan game is awesome open-world 3D Maneuver Gear action, and not visual novel garbage.

I mean, they might still fuck up the characters or story or whatever, but I feel they would at least identify the proper genre to make the goddamn game in, so that's a plus.
 
crayon shin chan- obsidian/south park studios
hunter x hunter CDPR
GTO- rockstar
gundam build strikers-the people who made skylanders
ms 08th team/gundam 0079-respawn
prince of tennis-2k sports
hajime no ippo-EA
big o- respawn
Cashern- Rocksteady
kill la kill- NT
lupin the 3rd-naughty dog
 
I would love for a western dev to take on Trigun. It has so much going for it:
- An old west setting, which is sorely needed in video games, and a sci-fi aspect, which everyone loves.
- Western devs and audiences love their guns but the whole shooting aspect could be flipped on it's head if the player is only aiming to disable or disarm and not kill the enemies.
And when you actually do have to take a life it has meaning!
- The anime is somewhat structured like a game moving from place to place, meeting people and fighting bigger and badder enemies.

And much more.
 
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