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Sega is Giving Up on Retro Gaming and Many of Its Legacy Game Franchises?

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“We are not a retro company.”

This statement from Sega’s CEO casts a shadow over the future of the company’s beloved legacy franchises. While competitors like Nintendo and Sony have embraced their storied pasts with new games and nostalgia-rich celebrations, Sega seems reluctant to revisit many IPs that once made it a gaming powerhouse.

Beyond Sonic the Hedgehog, Sega’s vault is filled with legendary titles that defined genres and inspired generations of gamers. Yet many of these franchises—from Golden Axe to Shinobi—have been left to gather dust, raising questions about Sega’s commitment to its heritage. Let’s take a closer look at these iconic series, their impact, and their current status.


Golden Axe: The King of Co-Op Beat-Em-Ups

Debuting in 1989, Golden Axe was a co-op arcade masterpiece that let players hack and slash their way through a high-fantasy world. The game’s iconic characters—Ax Battler, Tyris Flare, and Gilius Thunderhead—became instant fan favorites. At its peak, Golden Axe was a pillar of Sega’s arcade dominance, later ported to the Sega Genesis and becoming a staple in its library.

  • Last Appearance: The franchise saw a brief revival with Golden Axe: Beast Rider in 2008, which was poorly received. Reports from a Reddit thread suggest that a Golden Axe reboot was in development but possibly scrapped due to internal disagreements about its direction. An animated adult comedy series based on the franchise has also been announced, but details are sparse.

Space Harrier: Ahead of Its Time

Yu Suzuki’s Space Harrier (1985) was revolutionary for its pseudo-3D visuals and fast-paced gameplay. The game influenced countless rail shooters and stood as a testament to Sega’s innovative spirit during the arcade golden age.

  • Last Appearance: Aside from occasional re-releases and cameos in Sega’s crossover games, Space Harrier has largely remained dormant. An arcade sequel called Planet Harriers was released in 2000.

Shinobi: The Original Stealth Ninja

Sega’s Shinobi series, first launched in 1987, set the standard for ninja-themed action games. Players took on the role of Joe Musashi, a stealthy yet lethal warrior tasked with battling criminal organizations. The game’s intricate level designs and challenging gameplay earned it a loyal following.

  • Last Appearance: The last major entry, Shinobi (2011) for the Nintendo 3DS, brought the series back to its roots but failed to generate enough interest for future titles.

Space Channel 5: Funky and Fresh

Space Channel 5 (1999) was a rhythm game like no other. With its quirky protagonist Ulala and groovy soundtrack, it became a cult hit on the Sega Dreamcast. It was a bold, creative venture that showcased Sega’s willingness to experiment.

  • Last Appearance: A VR game, Space Channel 5 VR: Kinda Funky News Flash!, launched in 2020, but it didn’t resonate with a wider audience.

Phantasy Star: RPG Royalty

Launched in 1987, Phantasy Star was one of the earliest console RPGs to combine a sci-fi setting with deep storytelling. The series transitioned into the online gaming space with Phantasy Star Online (2000), a groundbreaking MMORPG that redefined multiplayer experiences.

  • Current Status: The Phantasy Star Online series lives on with Phantasy Star Online 2: New Genesis (2021), but the original turn-based RPG series has been shelved. However, Sega recently teased potential expansions to their RPG portfolio in a press release, indicating that new projects are in development.

Altered Beast: “Rise from Your Grave!”

Altered Beast (1988) was an arcade hit known for its transformation mechanics and mythical setting. It became synonymous with the Sega Genesis, as it was bundled with the console during its early days.

  • Last Appearance: Apart from a 2005 reboot on the PlayStation 2 (released only in Japan), the franchise has been largely ignored.

Alex Kidd: Sega’s Pre-Sonic Mascot

Before Sonic, Sega’s face was Alex Kidd. Debuting in Alex Kidd in Miracle World (1986), this platformer was Sega’s answer to Super Mario Bros. While Alex had charm, he never reached Mario’s level of popularity.

  • Last Appearance: A faithful remake of Alex Kidd in Miracle World launched in 2021 by Merge Games, a third-party developer, but there’s no indication of future entries.

Comparing Sega to Nintendo and Sony

Sega’s approach to its legacy stands in stark contrast to competitors like Nintendo and Sony. Nintendo continually revitalizes its classic IPs with fresh entries (The Legend of Zelda: Tears of the Kingdom, Super Mario Wonder) and celebrates its history through initiatives like the Super Nintendo World theme park. Even Sony has leaned into nostalgia with projects like Astro Bot, which serves as a love letter to PlayStation’s heritage.

By contrast, Sega’s reluctance to embrace its past is palpable. The company’s CEO’s declaration of “not being a retro company” underscores a strategy that focuses on future innovations at the cost of nostalgia-driven initiatives. While Sega occasionally re-releases its older games or adds them to compilations, there’s little effort to breathe new life into these franchises.

Sega’s Controversial Delisting of Classic Games

Sega is delisting several bundles of classic games from digital storefronts, including Steam, along with “select individual” titles, on December 6, 2024. This action impacts over 60 games, including fan favorites like the Streets of Rage trilogy, Crazy Taxi, and Jet Set Radio. According to Sega, this move is part of their efforts to promote the SEGA Mega Drive and Genesis Classics and Dreamcast Classics bundles, which will remain available until the delisting date. After December 6, the games will no longer be available for purchase but will remain playable for those who already own them.

In an official statement, Sega said, “No worries if you already own a game or bundle. These gems will still live in your Steam library. You can download and play SEGA Classics games whenever you want, as long as you own them before December 6th.”

While the bundles offer enhanced features like save states, the decision to remove individual games has frustrated fans, particularly since some titles, like Virtua Fighter 2, will not have a standalone replacement. This move has reignited discussions about digital preservation and Sega’s approach to its back catalog. Unlike competitors like Nintendo, which actively reintroduces classic games through platforms like the Switch Online service, Sega’s strategy appears to focus on monetization through bundling rather than maximizing accessibility.

As retro gaming continues to thrive, fans lament the potential loss of easy access to Sega’s storied past, questioning whether such moves undermine efforts to preserve gaming’s cultural legacy.

Sega Rules Out More Mini Consoles

For fans hoping for a mini console revival featuring the Sega Saturn or Dreamcast, there’s disappointing news. Sega CEO Shuji Utsumi has definitively ruled out the possibility, stating, “I’m not going for the Mini direction. It’s not me. I want to embrace modern gamers.” This aligns with Utsumi’s broader philosophy of looking forward rather than relying on nostalgia to sustain the company. While earlier releases like the Sega Mega Drive Mini were lauded for honoring Sega’s legacy, the company has no plans for similar projects in the future.

Instead, Sega’s focus appears to be on reimagining its classic franchises in ways that appeal to “modern audiences” rather than merely recreating them for existing fans. Utsumi emphasized that while Sega appreciates its legacy, the company’s goal is to innovate and avoid becoming a “museum piece.” Whether this approach will satisfy longtime Sega enthusiasts remains to be seen.

 


What’s Next for Sega’s Legacy?

With the success of retro revivals across the industry, it’s hard to understand Sega’s stance. These dormant franchises hold immense potential, whether through remakes, sequels, or even spiritual successors. Sega’s recent press release hinted at “major announcements” for 2024, which could signal a change in strategy. Fans continue to clamor for the return of classic titles, but for now, it seems many iconic names will remain buried in the past.

Is it time for Sega to rise from its grave? Let’s hope someone at Sega HQ is paying attention.


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Ta-DUMB! Netflix’s “Dumbed Down” Scripts Are Sparking Outrage

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Netflix is facing backlash after reports surfaced that the streaming giant is urging screenwriters to simplify storytelling by having characters explicitly state their actions and intentions. This approach aims to cater to “casual viewers”—those who watch content while multitasking or are only partially engaged. However, this move has been met with widespread criticism from fans, critics, and even creators, many of whom argue it undermines the art of subtle storytelling and degrades content quality.


What’s the Deal With “Casual Viewing”?

The controversy stems from Netflix’s alleged push to streamline its storytelling across original content to accommodate distracted viewers. The goal? To design content for people who are half-watching while scrolling TikTok or checking their phones. Think of it as the rise of micro-genres like easy-to-follow rom-coms or background reality shows.

But here’s where it gets dicey: instead of letting audiences tune in (or out) as they please, Netflix appears to be designing content specifically for this disengaged demographic. That means fewer subtle plot developments, more spoon-fed exposition, and characters outright narrating their emotions and actions.


Fans and Creators Aren’t Happy

Critics and fans alike are worried this move could degrade storytelling standards across the platform. Social media has erupted with posts blasting Netflix for prioritizing “mindless content” over creative depth. On X (formerly Twitter), one user wrote, “If I wanted characters to explain the plot to me like I’m 5, I’d watch Dora the Explorer.”

Meanwhile, some Netflix subscribers are threatening to cancel their memberships, arguing that this approach insults their intelligence. And they’re not alone—several prominent creators have chimed in, expressing concern about how these changes could stifle creative expression in an industry already dominated by algorithms and executive meddling.


Why It’s Trending

This controversy hits a nerve because it reflects broader anxieties about the entertainment industry. Streaming platforms like Netflix are increasingly leaning on data-driven strategies, chasing viewership metrics at the expense of originality and risk-taking.

We’ve already seen this play out with the rise of cookie-cutter formats and sequels. But what Netflix is doing now feels like the next step in the corporatization of entertainment—designing stories not to be good but to be “engagement-friendly.”

For creators, it’s yet another reminder that their work is subject to the whims of corporate directives. For viewers, it’s a sign that the content they love may become shallower and less rewarding over time.


Netflix’s “Scrooged” Moment

Let’s be honest: this whole situation is starting to feel a bit like Scrooged. Remember the TV network president who wanted to create programming for cats and dogs? Well, Netflix might not be making shows for pets (yet), but designing content for half-attentive viewers isn’t far off. What’s next? Subtitles that say, “Don’t worry, you didn’t miss anything”?

By focusing so heavily on “casual viewing,” Netflix risks alienating the very people who care about good storytelling. Worse, it sets a dangerous precedent for the rest of the industry, encouraging other platforms to follow suit.


Final Thoughts

Netflix’s push for simplified storytelling is more than just a programming decision—it’s a cultural shift that says a lot about how we consume media today. Whether this approach succeeds or sparks a larger backlash remains to be seen, but one thing’s clear: audiences aren’t afraid to speak up when they feel like their intelligence is being underestimated.

So, what do you think? Is Netflix onto something, or are they setting the bar way too low? Let’s keep the conversation going in the comments or on social media.


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Pixar Staff Cried Over Trans Storyline in Disney+ Series Getting Axed

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Disney and Pixar are once again in the spotlight, and not for the reasons they’d like. Former Pixar employees have spoken out about the removal of a trans-centered episode from the upcoming Disney+ series Win or Lose, shedding light on the broader rollback of LGBTQ+ representation across Disney projects, including Inside Out 2 and Moon Girl and Devil Dinosaur. These decisions have sparked a heated conversation about the role of identity-driven narratives in family entertainment.


(Image: Disney-Pixar)

The Win or Lose Controversy

Pixar’s Win or Lose is an anthology-style animated series following a co-ed middle school softball team, with each episode told from a different character’s perspective. One of those episodes was supposed to focus on a trans character named Kai, voiced by Chanel Stewart. The storyline reportedly explored Kai’s experiences with dysphoria and her journey to find support from her teammates.

However, this episode never made it to the final cut. Disney confirmed its removal, citing parental concerns about handling topics like gender identity. According to a Disney spokesperson, “Many parents would prefer to discuss certain subjects with their children on their own terms and timeline.”

The character will now reportedly identify as cisgender.

The decision reportedly devastated Pixar’s creative team. Former Pixar assistant editor Sarah Ligatich, who is trans, reflected, “It hardly surprised me, but it devastated me. For a long time, Disney has not been in the business of making great content. They have been in the business of making great profits.”

Another anonymous former Pixar employee described the scrapped episode as “so beautiful—and beautifully illustrated some of the experiences of being trans—it was literally going to save lives by showing those who feel alone and unloved that there are people out there who understand.”

“I can’t tell you how much I cried yesterday thinking about that conversation that [executive producer] David had to have with [Chanel Stewart],” Ligatich said. “Not only are you asking someone to play someone they’re not, but to also get them to wrap their mind around a political conversation that is just so beyond them. They had this story in the can for two years, so they could have released it in a Biden presidency, and they chose not to.”


Inside Out 2: “Less Gay”

Inside Out 2, another highly anticipated Pixar project, also reportedly faced changes aimed at reducing LGBTQ+ themes. The sequel introduces a new character, Val Ortiz, a skater girl who becomes close to Riley, the protagonist. According to reports, early versions of the film hinted at romantic chemistry between Riley and Val.

(Image: Disney-Pixar)

However, former Pixar employees claim Disney executives gave extensive notes to ensure the relationship appeared strictly platonic. Changes reportedly included altering dialogue, lighting, and tone to downplay any potential LGBTQ+ subtext.

Insiders tied these changes to the underperformance of Lightyear, which included a same-sex kiss and faced criticism from conservative audiences.


Moon Girl and Devil Dinosaur: A Whole Episode Shelved

The backlash doesn’t stop with Pixar. Over at Marvel, Moon Girl and Devil Dinosaur saw an entire episode cut from its second season. The episode, titled “The Gatekeeper,” centered on Brooklyn, an openly transgender character.

Artists who worked on the show claimed the episode was completed but shelved amid concerns about the political climate following the 2024 U.S. presidential election. Despite never airing, the episode gained recognition within the LGBTQ+ community, winning a Velma Award from The Rainbow Project for its representation of transgender youth.


Why the Shift?

Disney’s decisions seem to reflect a strategic pivot away from overt LGBTQ+ themes in family programming. While the company hasn’t explicitly stated this, industry analysts point to several factors:

  • Political Pressures: Disney’s ongoing feud with Florida Governor Ron DeSantis over LGBTQ+ issues in education and corporate governance has put the company under a conservative microscope.
  • Box Office Lessons: The mixed reception to Lightyear, which included LGBTQ+ representation, may have influenced Disney’s reluctance to take risks with similar storylines.
  • Audience Concerns: Disney appears to be recalibrating its content to appeal to broader, more traditional audiences, particularly in middle America.

Should These Stories Be in Kids’ Programming?

Here’s the thing—Disney’s first priority should be entertaining kids, not advancing social or political agendas. Stories about gender identity, while important to some people, might not belong in programming aimed at young audiences who aren’t equipped to fully understand these themes.

Kids’ shows thrive when they focus on universal experiences: friendship, family, and overcoming challenges. Do stories about identity and self-discovery have a place in media? Absolutely—but maybe they’re better suited for platforms like Hulu or FX, where the audience is older and ready for those discussions.

That’s not to say representation shouldn’t exist, but it needs to feel organic, not like a checklist item. If Disney wants to win back trust from both progressive and conservative audiences, they’d do well to focus on what made them great in the first place: timeless, heartfelt stories that resonate with everyone.


Final Thoughts

The removal of LGBTQ+ themes from Win or Lose, Inside Out 2, and Moon Girl and Devil Dinosaur isn’t just a behind-the-scenes drama—it’s a flashpoint in the larger cultural debate about the role of media in shaping societal values.

As Disney navigates this tricky terrain, the real question is: Can the company strike a balance between representation and relatability? Or will efforts to please everyone end up alienating everyone instead? Only time—and audience reactions—will tell.


 

(Sources: The Hollywood Reporter, Them, Polygon, Wikipedia)

Robotech Gets More Hate Than Voltron and Power Rangers from Anime Fans, But Why?

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When it comes to adapting Japanese media for Western audiences, some series are given a free pass while others are dragged through the mud. Take Voltron and Power Rangers, for example—both have made significant changes to their original Japanese counterparts, yet they’re fondly remembered and celebrated.

Meanwhile, Robotech? It’s practically the punching bag of adaptation discourse. Whether it’s the infamous “kitbashing” of three unrelated anime (Macross, Southern Cross, and Mospeada) into one cohesive storyline or Harmony Gold’s years-long stranglehold on the Macross rights, fans haven’t held back their disdain.

So why does Robotech get all the heat while its contemporaries dodge the hate?

Recently, our editor Kneon (@Kneon) took to X (formerly Twitter) to discuss the complexities of Robotech’s legacy and its fraught relationship with the anime fanbase. His comments opened up a broader conversation about these adaptations and their often-controversial impact.

Let’s take a closer look at the rich history of these series, the fascinating differences between their US versions and Japanese originals, and how fans continue to react to them in 2024.


The Legacy of Voltron: From Lion Formations to Streaming Glory

Introduced to American audiences in 1984, Voltron captured imaginations with its tale of space explorers piloting majestic robot lions to form the titular defender of the universe. Adapted from the Japanese series Beast King GoLion and Armored Fleet Dairugger XV, Voltron quickly became a cultural phenomenon.

Original vs. US Adaptation

The original GoLion series featured a darker narrative tone, including graphic violence and character deaths that were softened significantly for American audiences. The US adaptation emphasized teamwork, heroism, and a new romantic subplot between Princess Allura and Keith—elements absent in GoLion.

The 2016 Netflix reboot, Voltron: Legendary Defender, modernized the franchise while honoring its roots, introducing fresh character arcs and progressive storytelling that resonated with a new generation.

Availability:

  • GoLion and Dairugger XV are accessible through Crunchyroll and DVD imports.
  • Voltron: Legendary Defender can be streamed on Netflix, while earlier adaptations like Defender of the Universe are available on DVD and select streaming services.

Power Rangers: Spandex and Spectacle

Haim Saban’s Mighty Morphin Power Rangers debuted in 1993, adapting footage from Japan’s Super Sentai series to create a uniquely American hybrid of live-action, special effects, and teenage drama. The franchise has since expanded to over 25 seasons, cementing its status as a global pop culture icon.

Original vs. US Adaptation

In Kyōryū Sentai Zyuranger, the mystical mentor Barza lived among the heroes, contrasting sharply with the more sci-fi portrayal of Zordon in Power Rangers. Additionally, the US series leaned into comedic villains like Rita Repulsa, while the original series often took a darker, more dramatic tone.

Availability:

  • Original Super Sentai series like Zyuranger can be streamed on Shout! Factory TV.
  • Power Rangers is available on platforms like Netflix and Hulu, as well as the official Power Rangers app.

Robotech: The Marmite of Anime Adaptations

Few anime adaptations are as polarizing as Robotech. Created in 1985 by Carl Macek, the series merged three unrelated Japanese shows—The Super Dimension Fortress Macross, Super Dimension Cavalry Southern Cross, and Genesis Climber Mospeada—into one cohesive narrative.

While some fans admire Robotech for introducing anime to Western audiences, others criticize the extensive creative liberties taken during its adaptation process.

Original vs. US Adaptation

In Japan, Macross emphasized themes of music, culture, and interpersonal relationships. For Robotech, these elements were often overshadowed by action-heavy narratives and plotlines that tied the three series together in ways the original creators never intended.

The management of the Macross IP by Harmony Gold has also been a sticking point, preventing the release of certain original Japanese series in Western markets for decades. However, the latest licensing agreement between Harmony Gold and Big West will be easing access to these titles in the U.S., much to the relief of many fans.

Availability:

  • Robotech remains available through DVD and select digital platforms.

Fan Reactions: An Anime Community Divided

The ongoing discourse around Robotech and its adaptation continues to elicit strong opinions. On X, fans shared a range of perspectives:

  • Kneon (@Kneon): “Anime fans are mostly cool with Voltron and Power Rangers. But not Robotech. I’ve never quite understood this, because it’s all kinda the same deal, right?”
  • Brad R. Torgersen (@BradRTorgersen): “They hate on Robotech because it was Carl Macek kitbashing 3 unrelated mecha anime into one Americanized show. Sacrilege! Unclean!! Honestly, Macek did an OK job, considering the challenge.”
  • Akai Kiri (@RSAkai_Kiri): “Because of how Harmony Gold treated its IP for decades. It’s like they forgot fans wanted to see more of the original content.”
  • Marshal Bohemond (@HMBohemond): “Look into the history of Harmony Gold, and you’ll understand why. It’s not just about the adaptation; it’s about how they’ve managed the rights over the years. It’s a complicated saga.”
  • Eric O’Sullivan (@revsully): “I’m addicted to buying Varitechs/Valkyries. I got the ‘God of Flame’ version for my childhood best friend’s 50th birthday, who had Jetfire when we were kids. Robotech has been a part of my life for so long, it’s more than just a show; it’s nostalgia.”
  • Fublplaysit (@Fublplaysit81): “It’s more who has the US license for Macross then anything else. Good old Harmony Gold.”
  • Azuren | #JusticeForMogh | (@AzurenTheGamer): “I’ve always been a Robotech fan. Love it. The adaptation might not be perfect, but it brought anime into my life when I was a kid, and for that, I’m grateful.”

The Impact of the Current Macross Licensing Agreement

The extended deal between Harmony Gold and Big West marked a turning point for Macross fans, allowing long-restricted Japanese series to finally reach Western audiences. This agreement reflects a growing recognition of the original creators’ contributions and a shift toward reconciliation in the anime community.


What’s Next for These Anime Icons?

While Voltron and Power Rangers continue to evolve through reboots and spin-offs, Robotech remains a fascinating case study in adaptation. Its complicated legacy underscores the challenges of bridging cultural gaps while preserving artistic integrity.

Whether you prefer the originals or their Westernized counterparts, there’s no denying the lasting impact these series have had on global pop culture.


Let’s Keep the Conversation Going

What are your thoughts on the legacy of Voltron, Power Rangers, and Robotech? Share this article on social media, and let’s hear your take on these adaptations—whether you love them, hate them, or fall somewhere in between!


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Take-Two’s CEO Eyes Trump’s Impact on Gaming: Regulatory Shifts Could Change the Game

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In a recent interview with Variety, Take-Two Interactive’s CEO Strauss Zelnick shared his vision for the company’s future and how the 2024 U.S. presidential election could impact the gaming industry. Alongside comments on Trump’s potential return and its regulatory implications, Zelnick also discussed Take-Two’s recent decision to sell its publishing label, Private Division—the team behind Tales of the Shire, a highly anticipated new game set in J.R.R. Tolkien’s universe. Here’s a breakdown of what this could mean for gamers, game developers, and Take-Two’s strategy.


Trump’s Potential Regulatory Game Plan

If Trump follows through on his previous approach, Zelnick sees a more business-friendly climate on the horizon. Trump’s past administration leaned heavily on deregulation, especially in tech and business, with the goal of spurring growth by reducing red tape. Zelnick suggested this could mean a lighter regulatory touch that might benefit companies like Take-Two, particularly in areas like app development, data usage, and monetization strategies.

For Take-Two and other gaming companies, looser regulations could pave the way for faster project approvals, new tech integrations, and potentially innovative monetization models. Zelnick highlighted the value of a supportive economic climate, saying, “A favorable economic environment could positively impact the gaming industry by increasing consumer spending and investment opportunities.” For a publisher with blockbusters like Grand Theft Auto and NBA 2K, this could mean faster releases and more flexibility in game design.


Economic Optimism for Gaming?

Zelnick also expressed optimism about the broader economic outlook under Trump’s leadership. The gaming industry thrives on consumer spending, and Zelnick is hopeful that Trump’s economic strategies could bolster this. Policies that promote job growth and tax cuts typically increase disposable income, which is a win for companies that rely on entertainment spending.

Zelnick’s comment that “easing of regulations could foster innovation and growth within the industry” reflects a hopeful stance that less regulatory friction could help the gaming industry develop more ambitious projects. A strong economy, he suggests, provides the perfect environment for Take-Two to expand its offerings and explore new ideas.


What’s Next for Take-Two?

During the interview, Zelnick also discussed Take-Two’s recent decision to sell its Private Division publishing label, which includes Tales of the Shire.

“We recently made the strategic decision to sell our Private Division label so we could focus our resources on growing our core businesses for the long term,” he told Variety. He added, “So as part of that transaction, the buyer purchased substantially all of Private Division’s existing and unreleased titles. However, Take-Two continues to support ‘No Rest for the Wicked,’ which launched in April on early access. Importantly, we’re grateful to the contributions that the Private Division team made to Take-Two, and we’re confident that they’ll continue to achieve success.”

The sale of Private Division reflects a strategic move for Take-Two to concentrate on its major franchises. Tales of the Shire has generated buzz as an exciting new entry in the Tolkien universe, and with its transfer, Private Division will now oversee the title’s release and marketing, positioning it for success in the hands of a team focused solely on publishing.


The Broader Implications

For Take-Two and the gaming industry, this potential regulatory environment could be a game-changer. Zelnick’s optimism reflects a broader hope among industry leaders that Trump’s policies will open new avenues for growth and innovation. The outcome remains to be seen, but Take-Two’s strategy suggests it’s preparing to make the most of whatever opportunities lie ahead.

DEI in Gaming: Moon Studios CEO Thomas Mahler Calls it a “Perverted” Approach

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Thomas Mahler, CEO of Moon Studios, has found himself in the middle of a fiery debate involving diversity initiatives, creative independence, and gaming journalism. Here’s how the conflict with Kotaku’s Alyssa Mercante ignited and what it says about the state of the industry in 2024.

Thomas Mahler, the CEO of Moon Studios and mastermind behind the beloved Ori games, is no stranger to stirring the pot.

But this time, he’s managed to turn up the heat to a full boil, igniting a feud with Kotaku and its Senior Editor Alyssa Mercante. The whole mess started innocently enough—someone claimed credit they shouldn’t have, and things escalated from there into a brutal clash of words, involving DEI, creative freedom, and gaming journalism’s relevance.

How It All Started: “Who Even Are You?”

It all kicked off when a user on X (formerly known as Twitter) called “xIngenue” implied she had worked on Ori and the Will of the Wisps.

She posted about her experience in the gaming industry, even sharing an image of Ori, which made it seem like she had worked for Moon Studios. Thomas Mahler, not known for mincing words, publicly called her out, asking, “I’m the director behind both Ori games and I don’t know who you are or how you were affiliated with Ori…?”

Turns out, she worked in Xbox User Research, not directly with Moon Studios—an important distinction that Mahler made sure everyone was aware of.

Mahler highlighted the difference between working for Xbox and working on Ori, suggesting that xIngenue was overstating her involvement. He wasn’t mean about it—he even wished her well after she explained herself—but he was definitely not letting her claim more credit than she earned.

Enter Alyssa Mercante: The Gloves Come Off

This is where Alyssa Mercante, Senior Editor at Kotaku, stepped in and made it personal.

In response to Mahler’s post, Mercante went on X and called Mahler a “dickhead.” Mahler responded bluntly, admitting he didn’t know who Mercante was and, sarcastically, assumed she was referencing a Kotaku article that attacked him back in 2022. This piece by Ethan Gach portrayed Moon Studios as a place plagued by poor management, lacking in DEI initiatives, and having a toxic work environment. Mercante brought it up, essentially implying Kotaku had been keeping tabs on Mahler for a while.

Instead of shying away from the exchange, Mahler decided to give Mercante what he called a “masterclass” on game development.

His response was a combination of dismissive jabs and an impromptu TED Talk on the creative process. He explained the realities of working at Moon Studios, where creativity is chaotic but driven by passionate debate—something that he argues is mischaracterized by critics as toxicity.

Mahler on DEI: “Perverted” Approach to Creativity

Thomas Mahler has made it clear that he isn’t interested in forcing DEI (Diversity, Equity, and Inclusion) initiatives into Moon Studios’ games just to check a box. Mahler took to X and expressed his blunt perspective about forced corporate DEI in videos, stating, “I find that entire approach perverted.”

Mahler argued that he wants to focus on making universally enjoyable games without feeling pressured by external expectations of representation.

A Long-Standing Beef Between Developers and Journalists

A key aspect of this controversy is the ongoing clash between game developers like Mahler, who insist on creative independence.

Journalists, on the other hand, call for more accountability and social responsibility in the gaming industry. Mahler made it clear that he sees DEI as something that shouldn’t be forced into game projects, viewing it as more of a checkbox exercise rather than something that enhances creativity.

It’s this sentiment that had initially landed him in hot water with journalists like Mercante.

According to NeoGAF, the argument escalated into a broader discussion about the influence and purpose of game journalists in 2024.

Are these outlets actually serving the community, or have they become more of a gatekeeping mechanism to shame developers into conforming to specific ideals? Mahler’s open disdain for being forced to comply with what he sees as “performative activism” has resonated with a lot of gamers who feel similarly about the state of gaming journalism.

The 2022 Kotaku Hit Piece

It’s worth mentioning the history here: Back in 2022, Kotaku published an article by Ethan Gach that took direct aim at Mahler and Moon Studios, painting the company as out of touch, lacking in diversity, and driven by an abrasive management style. Mercante brought this article up during her X spat with Mahler, insinuating that the studio hadn’t really evolved since then. Mahler used this opportunity to provide some perspective on why creative studios often experience friction—arguing that passion is often mistaken for toxicity when outsiders look in without context.

He also mentioned hiring and then letting go of a few people who didn’t fit Moon Studios’ culture, saying that this might have fueled the negativity found in the Kotaku piece. He seemed genuinely unapologetic, suggesting that some people simply weren’t a good fit for the way Moon Studios operated, and that’s just part of the reality of creative endeavors.

Mahler’s “Masterclass” Response: Controlled Chaos

Thomas Mahler’s response to Mercante on X wasn’t just a dismissal—he took the time to lay out exactly why Moon Studios operates the way it does. He called the process “controlled chaos” where everyone contributes and debates, and, sometimes, arguments get heated because the people involved genuinely care about the project. Mahler suggested that it’s part of his job as a director to occasionally step in and make executive decisions, even if it means some ideas don’t make the final cut.

He also pointed out that any good creative process involves trial, error, and often changing directions multiple times based on playtesting and implementation. He acknowledged that it can be “painful” but that his responsibility, like any game director’s, is to the final product—not to placate critics or ensure that everyone is happy all the time.

Explain It to Me Like I’m Five

Who is Thomas Mahler?
He’s the CEO of Moon Studios and the creative mind behind the Ori games.

What happened between him and Alyssa Mercante?
He called out a user who claimed credit for working on Ori that wasn’t true. Mercante jumped in and called him a “dickhead.” Mahler then schooled her on the realities of game development.

Why did Kotaku publish an article against Mahler in 2022?
They criticized his management style and Moon Studios’ work culture, painting it as toxic and lacking diversity.

Why is this important?
It highlights the tension between game developers who value their creative freedom and journalists pushing for more accountability and social mandates in games.

Let’s Keep the Conversation Going

So, do you think Mahler has a point in defending the chaos of the creative process, or should game developers be held to a higher standard when it comes to inclusion and accountability? And what about game journalism—is it still relevant in holding developers to account, or is it just another voice in an increasingly crowded social media space?

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New ‘Lords of the Rings’ Movies are Coming, Whether You Want Them or Not

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Warner Bros. is diving back into Tolkien’s world with new films on the horizon, including ‘The Hunt for Gollum’ set for 2026 and another mysterious project. Let’s break down everything we know so far.

Middle-earth fans, buckle up—Warner Bros. is officially expanding Tolkien’s cinematic universe once again. Following the recent announcement, Warner Bros. has confirmed the development of new Lord of the Rings films, with Peter Jackson and Andy Serkis both heavily involved. According to Nerdist, the films aim to bring more depth to the Tolkien universe while staying true to the cinematic quality that fans have come to expect. And there’s a big surprise that could bring Ian McKellen back to don the iconic grey robes of Gandalf. Let’s take a deep dive into everything we know so far.

A New Adventure: “The Hunt for Gollum”

Warner Bros. is moving forward with new Lord of the Rings movies, kicking off with “The Hunt for Gollum.” This upcoming film is produced by Peter Jackson and directed by Andy Serkis—yes, the very man who brought Gollum to life in the original trilogy. According to Variety, the movie will expand on Gollum’s story in new ways. Contrary to previous rumors, this project won’t be split into two parts. Instead, it will be a standalone film that focuses solely on Gollum’s untold story. Instead, it will be a standalone film that focuses on Gollum’s untold story.

According to Empire, the film is set to be released in 2026, and production is actively progressing to meet that timeline (Empire). In addition to Serkis’ directorial role, it seems that the core Jackson team (including Fran Walsh and Philippa Boyens) will be on board in producing capacities, which suggests an effort to keep the spirit of the original films alive while exploring new facets of the Tolkien mythos.

Ian McKellen’s Possible Return as Gandalf

Perhaps the biggest news for longtime fans is that Ian McKellen might be returning as Gandalf. Speaking to The Big Issue, McKellen revealed that he’d been contacted about reprising the role of Gandalf. Although he hasn’t received a script yet, he remains hopeful:

“I’ve just been told there are going to be more films and Gandalf will be involved, and they hope that I’ll be playing him. When? I don’t know. What the script is? It’s not written yet. So they better be quick!” (Empire)

This aligns with recent reporting from Variety, which notes that McKellen’s return is still in discussion stages. His involvement would certainly add a comforting layer of nostalgia to the film, particularly for those who have been following the franchise since The Fellowship of the Ring in 2001. For now, his return seems dependent on timing and a finalized script, but fans can certainly hope to see the beloved wizard in action once more.

Separating from Amazon’s Middle-earth

It’s important to note that these new films are entirely separate from Amazon’s ongoing “The Rings of Power” series, which explores events of the Second Age. While Amazon has focused on the rise of Sauron and the forging of the rings, Warner Bros.’ new film is expected to delve deeper into the stories surrounding Gollum, potentially elaborating on his life beyond the glimpses we have seen in the original trilogy.

Empire also mentioned that in addition to “The Hunt for Gollum,” Warner Bros. and Peter Jackson are planning more films that will explore untold stories from Tolkien’s universe. Importantly, this upcoming project is not related to Gollum but will be a completely separate film focused on new narratives within Tolkien’s world. According to Variety, Jackson has expressed a desire to dig into lesser-known parts of Tolkien’s world, potentially bringing new characters and storylines to the forefront. These could be entirely new narratives that haven’t been brought to the big screen before, or even tales that pick up after Frodo’s journey (Empire). According to Variety, Jackson has expressed a desire to dig into lesser-known parts of Tolkien’s world, potentially bringing new characters and storylines to the forefront. This could mean entirely new narratives that haven’t been brought to the big screen before, or even tales that pick up after Frodo’s journey (Empire)..

Philippa Boyens Teases Intense Gollum Story

Screenwriter Philippa Boyens recently provided insights into what audiences can anticipate from “The Hunt for Gollum”:

“It’s quite an intense story, which falls after the birthday party of Bilbo and before the Mines of Moria. It’s a specific chunk of incredible untold story, told through the perspective of this incredible creature.” (posted by @FellowshipFans via @empiremagazine on x.com on October 18, 2024)

A Glimpse of What’s to Come

Alongside “The Hunt for Gollum,” there is also the upcoming Jackson-affiliated anime film “The War of the Rohirrim”, which is set to release in late 2024. This project will take audiences into the history of Rohan and its battle-worn people, further broadening the scope of Tolkien’s world. With Warner Bros. revisiting Tolkien’s world across multiple projects, it’s an exciting time for any fan of Middle-earth.

Let’s Keep the Conversation Going

What are your thoughts on the new Lord of the Rings projects? Are you excited to see Andy Serkis step behind the camera and potentially Ian McKellen back as Gandalf? Drop your thoughts below or find me on social media—let’s keep the conversation alive as we prepare for a return to Middle-earth.

Disclaimer: This is a developing story, and details are subject to change as more official information comes in.


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‘Dustborn’ Developer Won’t Take Responsibility for the Game’s Laughably Bad Launch

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The launch of ‘Dustborn’ has been anything but smooth. The game’s developers recently opened up about the unexpected challenges, which have left both fans and the team at a loss. Here’s an in-depth look at what went wrong and why.

It’s been a tough time for Red Thread Games, the studio behind Dustborn. What was meant to be an exciting new entry in the gaming world ended up catching the team off guard with a reception that was, to put it lightly, brutal.

Dustborn was anticipated as a narrative-driven action-adventure game that tackled big themes like prejudice, belonging, and freedom of expression. But it seems that lofty ambitions don’t always translate to stellar gameplay—or fan approval.

To be honest, the whole concept behind Dustborn seems poorly conceived. I mean, government money funded this? Really? The game received funding from the Norwegian Film Institute (NFI) and Viken Filmsenter, both of which are state-supported entities aimed at fostering creativity in Norway.

It’s shocking, given the game’s flaws, that taxpayer money ended up supporting something that many players see as an “activist simulator” rather than a well-rounded gaming experience. (Norwegian Film Institute)

A Launch That Left Everyone Stunned

Ragnar Tørnquist, CEO of Dustborn developer Red Thread Games and the game’s director, offered his thoughts on players’ rejection of his studio’s latest game during a recent interview given to Mikkjell Lønning, the Editor-in-Chief of the Norway-based video game news outlet Gamer.no, on the subject of the Dustborn backlash.

“He stated, ‘It caught us completely off guard. We were very surprised by the extreme reaction to the launch, and we had no plan for how to handle it.’ The development team had been genuinely passionate about Dustborn, with a vision that included deep storytelling and an emotionally engaging experience. But, despite their dedication, it seems players weren’t as enamored with the final product.

The primary complaints from players have been the game’s technical problems, lackluster gameplay mechanics, and a narrative that, ironically, many found less engaging than expected.

According to Bounding Into Comics, Tørnquist seemed unwilling to acknowledge the game’s failure.

They stated, ‘We don’t feel we’ve made a game that’s primarily about politics,’ even as players criticized the overtly preachy and activist tone of the game (Bounding Into Comics.)

The stubborn attitude only fueled more backlash, as it appeared that the development team was unwilling to engage honestly with the criticisms levied against them.

Cringeworthy Mechanics and Player Reaction

To make matters worse, some of the mechanics in Dustborn are, quite frankly, laughable. According to Niche Gamer, the game’s developers responded to negative criticism specifically surrounding these mechanics, particularly the ‘Cancel’ and ‘Triggered’ features, which were received poorly by the gaming community (Niche Gamer.)

The game features characters who can “Cancel” other characters and trigger reactions akin to being “Triggered.” Players and critics alike found these features cringeworthy and pandering, with many comments highlighting that it felt like the developers were trying too hard to be relevant.

The idea of gamifying cancel culture didn’t land well, leading to a backlash that made it hard for players to take the narrative seriously. TigerDroppings, a popular gaming forum, even went so far as to call it ‘the worst game in existence,’ highlighting the community’s disdain for the forced social commentary and unengaging mechanics. (TigerDroppings)

Sales Figures Tell a Similar Story

Sales figures tell a similar story. According to reports, Dustborn grossed only around $92,969, which after fees, refunds, and Steam’s cut, left the developers with about $27,425. The game peaked at just 83 concurrent players on Steam, which is remarkably low for a game that was meant to make a big impact. (PC Gamer, Eurogamer)

The Curse of High Expectations

Part of what made Dustborn’s failure so surprising was the hype surrounding it. The trailers were promising, and many players expected a journey that would echo the emotional depth of games like Life Is Strange or Oxenfree.

Instead, early players reported performance issues, confusing combat mechanics, and story beats that didn’t land as powerfully as intended.

The gaming community on platforms like Reddit was quick to voice its disappointment. Many of the negative reviews emphasized how the game’s big themes ended up feeling forced, and how the lack of gameplay fluidity took away from the overall experience.

It’s the classic case of a game not living up to its trailers—and unfortunately, when expectations are high, the fall can be even harder.

Developer Reflection and Future Plans

Tørnquist and the rest of the development team have expressed a desire to learn from this experience, but their comments haven’t inspired much confidence among players.

During the interview, Tørnquist also spoke about an alleged wave of harassment and death threats he and his team had received from critics, admitting to Lønning, ‘You can easily ignore what’s said on forums or on X. Emails feel a little closer to home, but receiving text messages where someone wishes you dead, is unsettling.’

Statements like, ‘We don’t feel we’ve made a game that’s primarily about politics,’ from Ragnar Tørnquist, show a disconnect with what players see in the game.

The lack of acknowledgment regarding the game’s shortcomings suggests an unwillingness to fully learn from their mistakes. They’re taking player feedback to heart, aiming to improve Dustborn with post-launch updates that could salvage some of the game’s potential.

Whether or not the game can be redeemed remains to be seen, but it’s clear that Red Thread is not giving up just yet.

Explain It to Me Like I’m Five

  • Red Thread Games: A video game studio that created Dustborn.
  • Dustborn: A game about friendship, struggles, and fitting in, which was supposed to have an engaging story but ended up with lots of bugs and issues.
  • Norwegian Film Institute (NFI): The government entity that helped fund Dustborn.
  • Cancel and Triggered Mechanics: Features that let characters “Cancel” others or get “Triggered,” which players found cringeworthy and forced.
  • Sales Figures: Dustborn only made $92,969 in gross sales and had very few players, which was far below expectations.

The developers worked really hard and showed some cool previews that got everyone excited. But when the game finally came out, it had lots of bugs and didn’t feel as fun as people expected. Now, the people who made it are trying to fix it, but a lot of players already feel let down.

Final Thoughts

Yikes. Honestly, Dustborn is beyond parody at this point. The fact that government money went into what feels like an “activist simulator” blows my mind. And those “Cancel” and “Triggered” mechanics? Come on. Gamifying cancel culture and expecting it to resonate with players just shows a complete misunderstanding of what gamers actually want.

Have you played Dustborn yet? What are your thoughts on its rocky start, and do you think Red Thread Games can turn things around? Drop your thoughts in the comments below or join us on social media to share your experiences.

Disclaimer: This article reflects the current state of the game and the developer’s public comments as of the time of writing.


 

Your Nintendo Wii U is a “Ticking Time Bomb” Say Gamers

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A recent surge in failing Wii U consoles has sparked concern in the retro gaming community. This article explores the chipset quality differences in Wii U models, why some are more prone to failure, and how you might be able to save your console.

If you’ve spent any time in retro gaming circles lately, you might’ve come across discussions about the sudden spike in broken Wii U consoles. A Twitter/X thread from @RetroBlastUS (posted October 18, 2024) has brought to light a concerning issue with the internal chips used in the Wii U—and it’s got a lot of people scrambling to check their consoles. Let’s dig into what’s going on and why some models might be on borrowed time.

The Chipset Lottery

According to Retro Blast, the Wii U used three different manufacturers for its internal chips: Toshiba, Samsung, and Hynix. This variation makes owning a Wii U something of a lottery. Not all chips were created equal—particularly the Hynix ones, which are reportedly the most prone to failure.

It turns out the BLACK Wii U models are most likely to have these troublesome Hynix chips, meaning their longevity is questionable at best. If you own one of these, you might want to look into accessing the BIOS menu or even opening up the console to find out what’s inside. Otherwise, it’s like having Schrödinger’s console—you don’t know if it’s about to give up until it already has.

Tweet Quote from RetroBlastUS: “The internal chips the Wii U used were manufactured by either Toshiba, Samsung or Hynix. It’s essentially a lottery, but from what I read the BLACK WiiU suffers from the worst chipsets.” (posted by @RetroBlastUS on Twitter/X, October 18, 2024)

The White Wii U: The Safer Bet?

Retro Blast also shared that the original White Wii U model seems to be more reliable compared to the black variant. These consoles used more robust components, meaning they’ve had fewer problems reported.

But with Nintendo reportedly cutting corners on subsequent models, the lifespan of more recent Wii U consoles seems to be shorter compared to the original release.

The issue raises an important point about console quality and durability. Modern systems are far more advanced in terms of hardware and features, but it seems like older systems—think N64 or even the GameCube—are often better built for longevity.

It’s ironic that a system from 2012 might be more fragile than one from 1996, but that seems to be the direction we’re heading in with console design.

Tweet Quote from RetroBlastUS: “The original White WiiU model is usually the most solid. Nintendo cut corners on future models and they are more likely to die on you.” (posted by @RetroBlastUS on Twitter/X, October 18, 2024)

A Ticking Time Bomb

In Retro Blast’s words, the Wii U is “a ticking time bomb.” While it was a unique console that offered Wii compatibility and HDMI support, not to mention its library of great games, the limitations of modern components might be setting us up for a future where newer consoles simply don’t have the same staying power as their predecessors.

Retro Blast’s post clearly highlights that while we love these consoles, we need to acknowledge that they’re becoming increasingly difficult to preserve.

To verify these claims, I checked additional sources. Reports from retro gaming forums such as Reddit and specialized hardware review websites corroborate the issues with the Hynix chips, with many users confirming that the black Wii U units tend to fail more often. Nintendo Life also discussed the disparities in quality between earlier and later Wii U models.

In a recent article, Nintendo Life highlighted that “users have noticed frequent failures in consoles using certain chips, with Hynix being particularly problematic.” (Reddit discussion on Hynix chip issues) Additionally, a discussion on ResetEra pointed to similar reports from various users, further backing up the claims that black units are more prone to hardware failure. (TechPowerUp)

Furthermore, Voultar, a well-known hardware modder, has spoken about the failing chips and potential fixes, suggesting that “the hardware variances do indeed contribute to different failure rates across units.” (Voultar’s Blog)

These testimonies indicate that the concerns are not just anecdotal but part of a growing trend among retro gaming enthusiasts.

Options for Fixing the Issue

So, what can you do if you’re facing this issue? Retro Blast mentioned a potential fix called NAND-Aid, which could potentially bring a failing Wii U back to life.

They gave a shoutout to @Voultar for his work on this, providing a link for anyone interested in trying it out. However, even with fixes like this, it’s clear that console preservation isn’t getting any easier. The days of consoles lasting decades might be over, and as Retro Blast pointed out, it’s us gamers who will pay the price for cut corners.

Tweet Quote from RetroBlastUS: “There is another fix called NAND-Aid that you can try if this happens to you. I want to again thank @voultar for his work on this because it could help a lot of people.” (posted by @RetroBlastUS on Twitter/X, October 18, 2024)

Explain It to Me Like I’m Five

Basically, the Wii U is a video game console that’s getting older, and some of its parts aren’t holding up well. Depending on which company made the internal chips, some Wii U consoles are more likely to break.

The black versions of the Wii U might have these weaker parts, while the white ones seem to be a bit safer. If your Wii U breaks, there are fixes out there, but it’s not always easy.

It’s a bit like having an old car—sometimes it runs perfectly, and sometimes you need a lot of repairs.

Let’s Keep the Conversation Going

Are you one of the lucky Wii U owners, or have you found your console on the fritz? Let’s hear your thoughts and experiences. Drop a comment below, or hit us up on social media to share your story. Have you tried any of these fixes, or are you as nervous about your Wii U’s future as we are?

Disclaimer: This article is based on information shared through publicly available social media posts and does not reflect the opinions of this publication.

39 Years of NES: Remembering the Console that Changed Gaming Forever

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The Nintendo Entertainment System (NES) celebrates its 39th anniversary today, marking nearly four decades since it revolutionized the gaming world. Learn about its impact on the industry, the iconic games it introduced, and why it remains a cultural touchstone.

Happy 39th birthday to the Nintendo Entertainment System (NES)! Today, we celebrate the legacy of that little grey box that changed gaming forever when it launched on October 18, 1985, alongside legendary titles like Super Mario Bros. And while we’re talking about iconic moments, I have to mention my own less-than-glorious introduction to the NES. My first game was Friday the 13th by LJN—a game that was almost impossible to love. If you remember it, you probably know what I mean. But hey, we all have our origins, right?

A Look Back at the NES

Released on October 18, 1985, the NES became a household name, especially in North America, where it helped revive the gaming industry after the infamous video game crash of 1983. It was a defining moment—the NES wasn’t just a console; it was the resurrection of gaming. And while not every game was a classic (looking at you, Friday the 13th), it brought with it legends like The Legend of Zelda, Metroid, and Mega Man that defined genres and gave us countless reasons to keep coming back. It wasn’t just about the hardware—it was the iconic games, the unforgettable music, and the pure joy of side-scrolling adventures that brought the NES to life. Titles like The Legend of Zelda, Metroid, Mega Man, and Castlevania each carved their own niche into the history of gaming, defining genres and establishing fan bases that thrive even today.

The Console that Defined a Generation

For many of us, the NES was our first taste of video games. I mean, the simplicity of the two-button controller gave way to games that were anything but simple. Whether you were battling Bowser to save Princess Peach, fighting off aliens with Samus Aran, or struggling to survive against Jason Voorhees in Friday the 13th (seriously, that game was a nightmare), the NES knew how to leave an impression.

The NES introduced countless children to the joy of gaming, and its influence reached beyond its era. From launching the careers of legendary developers like Shigeru Miyamoto to setting the template for platformers and RPGs, the NES laid the groundwork for the industry we know today.

Nostalgia Reigns Supreme

Fans are reminiscing today, sharing stories and memories of what the NES meant to them. Twitter/X user @16bitnostalgia captured the moment perfectly, tweeting:

Other users chimed in with their favorite memories:

  • @ItsMoneyMiller asked: “What was your favorite NES game? Also; What was the best Mario?” (posted on Twitter/X on October 18, 2024)
  • @JWthib responded with the famous Konami Code: “up, up, down, down…” (posted on Twitter/X on October 18, 2024)
  • @GaryW_Rodgers shared a nostalgic sentiment: “Wow, 39 years…” (posted on Twitter/X on October 18, 2024)
  • @DJDanzadotcom mentioned: “The Goonies 2!” (posted on Twitter/X on October 18, 2024)
  • @Cryptocrazy589 added: “Metroid” (posted on Twitter/X on October 18, 2024)
  • @Lowherz9 simply said: “Goes hard” (posted on Twitter/X on October 18, 2024)
  • @thecheesyboy reminisced about playing Duck Hunt and Super Mario Bros in a demo machine: “My only real memories are of playing Duck Hunt and SMB in Dixon’s on the demo machine. Usually, it was on something like a 2-minute reset loop, but occasionally that was turned off.” (posted on Twitter/X on October 18, 2024)
  • @TheModelGamerYT shared a fond memory with their father: “I remember my father picking me up from daycare and my NES Action Set sitting in the back seat. It was a huge moment.” (posted on Twitter/X on October 18, 2024)
  • @Valdain listed a top 5: “1. First games Zelda/Super Mario. 2. First Other RPG’s: Final Fantasy/Dragon Warrior. 3. Action games: Metroid, Ninja Gaiden and Contra. 4. Sports games: Original Baseball/Tecmo Bowl. 5. Other Games: Super Mario 3 and Punch Out.” (posted on Twitter/X on October 18, 2024)
  • @JamesBu43811238 recalled playing Super Mario 3 non-stop with their cousin: “Super Mario 3. I have the fondest memories of this one because my cousin and I played it non–stop for what seems like forever.” (posted on Twitter/X on October 18, 2024)
  • @ChrisCeleste1 shared how renting Battletoads turned mundane games into fun: “Super Mario Bros 3, Blades of Steel, always renting Battletoads to try to beat the game (which I never did), having the Game Genie turned mundane games into a fun romp.” (posted on Twitter/X on October 18, 2024)

NES and Its Impact on Gaming and Pop Culture

The NES wasn’t just a gaming console; it was a cultural phenomenon. It introduced millions to the world of video gaming and set the standard for what home entertainment could be. The NES turned video games into a mainstream hobby, and its influence extended into pop culture—from Saturday morning cartoons to breakfast cereals. Its characters, like Mario and Link, became cultural icons that transcended the gaming world, representing the joy, creativity, and adventure of a new era.

The NES’s impact wasn’t confined to its generation. It paved the way for the console wars of the ’90s, influenced the indie game movement of today, and laid the foundation for gaming as a respected and dominant entertainment medium. In short, the NES wasn’t just about games; it was about creating memories, bringing people together, and shaping the entertainment landscape in a way that still resonates today.

Explain It to Me Like I’m Five

The Nintendo Entertainment System (NES) was one of the first home video game consoles that really made gaming popular. Imagine a small grey box that you plug into your TV, and suddenly, you could control characters like Mario, a plumber who jumps on enemies and saves princesses. It came out in 1985 and became super popular because it had amazing games for its time—games that were easy to understand but hard to master. Some of the most famous NES games are Super Mario Bros, where you save Princess Peach, The Legend of Zelda, which lets you explore dungeons and fight monsters, and Metroid, where you play as a space bounty hunter named Samus. The NES helped make video games mainstream and paved the way for the gaming industry we know today.

Let’s Keep the Conversation Going

What’s your favorite NES memory? Did you save Princess Peach, master Contra without the Konami code, or did you struggle to defeat Dr. Wily in Mega Man? Share your best NES moments with us in the comments, or find us on social media. Let’s celebrate this piece of gaming history together!

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