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Pepsiman

英語圏のゲームサイトだからこそ、ここで自分がはるかの旗を掲げなければならないの。

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On Culture and Games: Why I Disagree When It Comes to Japan

You know, I thought the last time I wrote a lengthy post about the declining Japanese game industry, I was more or less done with the topic for a long while. When Japan's place in the gaming economy comes up on the Internet, a lot of cliche and sometimes xenophobic arguments come out of the woodwork. Quite frankly, I don't have the time to reply to and/or deal with all of that; I've got a busy school schedule and I have better things to do with my life than plead, "Please, for the love of God, get the hell over WWII." But this thread made me break my quasi-vow of silence for an interesting reason. It's not that it was overtly prejudicial or malicious; in fact, for the most part, it's pretty decently written. It was the heavy emphasis on culture being the responsible factor for a lot of personal woes that threw a red flag for me because, for me, that does an intellectual disservice to the debate. Instead of thinking of logical, realistic reasons as to why Japan's game industry might be having problems, attributing culture to it and ultimately a lot of other things makes it easy for people to just sit back and simplify matters more than they should. It can make Japan, "the other," an entity that inherently cannot be comprehended since it's not "us." It was a mentality I've always had trouble swallowing in the past and now I can't ever hope to simplistically boil things down to just culture and "the other" after, you know, living and studying there myself.
 
That's where my reply to the thread came into play. It hasn't been proofread because I was getting sleepy and just wanted to finally get a lot of broader philosophical thoughts jotted down somewhere, but hopefully it serves as a good companion piece to the other post I have on here about Japanese games. It wasn't intended to be that way at all, but in the end, they certainly cover different territories and together better serve to summarize my thoughts and opinions.
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 Like other people have said, your post is well written, but I hope you give me luxury of disagreeing. Attributing a lot of the economic and creative issues that the Japanese side of the industry is having at the moment to "differences in culture" is a mentality that has a tendency to create too slippery of an argumentative slope for my tastes. It creates this unnecessarily mystical aura and a sense of "the other," making it all too easy to comfortably think that things are the way they are over there just because. The Japanese bow a lot because that's just how they do things. They take their shoes off upon entering a house because that's how things have always been. They're hellbent on etiquette and humbleness because that's just how the culture is. Their games just aren't plausible or viable anymore because they're from Japan. The reality of most anything is too complex to just be boiled down to supposed "cultural differences." There are logical reasons for how and why things happen the way they do in Japan and that most certainly includes their games.
 
It's not the culture that makes their games, their manga, their anime, their what-have-you; it's always, always the people and their individual life circumstances and perspectives behind them that are the driving factors. To boil it down to culture is to imply that everybody has the same mob mentality when that's hardly the case. If Metal Gear, Devil May Cry, Final Fantasy, and the like are flashy and without substance, it is because that's what the individual creators and development team were attempting to accomplish: something that's merely entertaining, not transcendental. If they can put a smile on a person's face or make them laugh or evoke most any other emotion, they've done their job and hopefully gotten paid for it. It was the decision of the people on those teams to go in that particular direction and economically, can you really blame them? It's not as though a lot of games throughout the world are superficial without a reason; consumers aren't all necessarily looking for metaphysical rhetoric a la Bioshock and nor are the thoughtful creators always able to produce the deep, meaningful games they probably entered the industry to create. If there are situational issues with Japanese games being too base, then part of it is at least a supply and demand sort of thing. People are buying these games and that tells the creators and company leaders that they probably want those styles perpetuated. But conversely, it's just as much a deliberate decision to go forward and try something quirky, daring, bold, or provocative if a game goes those routes. The lesser-sung heroes of the Japanese game industry from a creative standpoint, the Personas, the No More Heroes, the Trauma Centers, the older Final Fantasies all are the way they are because it was the people behind those games that opted to design those games that way. No More Heroes is not such a violent, oddball because that's just what Japanese culture loves; it's an oddball because it came from a dude who came up with the idea while sitting on a toilet.
 
These and other issues you brought up in your post are ultimately ones that pertain to all games equally of every region. Japan is getting the most attention right now because the industry is in decline for a number of reasons (not just alleged creative ones), but if you take a long, hard look at North American, European, and Southeast Asian games, you'll find superficiality and meaningless to be underlying qualities of a lot of games and, ultimately, other things in entertainment as well. Farmville is not a smash hit on Facebook because people are wanting to live the rural life online; it's because it has mechanics that have proven themselves to be addictive. Halo sells because it has a brand of viscerality that people really, really enjoy. Those sorts of games are doing well because they tap into basic human desires and do it in such a way that warrants continued attention and revenue. This is not a by-product of culture from anywhere, but from people who made the smart ideals relative to their desires and situations. The world is such a globalized place anymore that the creative byproducts that come from its people cannot be so simply attributed to culture, but life experiences and beliefs and the culmination of a lot of other factors. Everybody is so connected to each other and sharing experiences that there's just no way that any barriers that might still exist can be due to one monolithic, easily-defined thing. It doesn't do the matter enough justice.
 
If the Japanese industry is problematic to you (and it is for me, too, believe me), it's because of individual people and teams who decided to make their games in ways that just don't resonate with you in the way you want. You might not have been their target audience in the first place. Metal Gear, Final Fantasy, and everything else to come from that side of the Pacific are no more representative of Japanese culture than anything else the country might have to offer. Japan is not just haikus and hanami, honorifics and old castles, pop culture and the arts; anything created within its borders can incorporate elements that give Japan a cohesive national identity, but they can never hope to completely epitomize and encompass all that Japan is and what it stands for because it is entirely relative. Novelists in the US have the same predicaments known as "the Great American novel." Everything from The Catcher in the Rye to To Kill a Mockingbird to Of Mice and Men incorporate elements of what the individual authors and many readers perceive to be America and American, but they can never conceivable describe the entire experience because it's larger than one person and, again, thanks to globalization, even one culture. The same goes for games made in every region, Japan included.
 
I admit that I am perhaps not the most objective person to have this sort of discussion about the Japanese gaming industry with; I speak the language, have lived and traveled in Japan, and intend to return for further university study in the relatively near-future. Japan is, from my experience, both everything and nothing that people make it out to be, so if I seem so insistent on not accepting the cultural argument, it's because those are my personal beliefs from actually being there. I can't expect everybody to agree with them, even people who have or are living there, but since I only speak for myself, I am comfortable with positing those ideas.

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In this entry, we get a firsthand look at how I slack off.

I like to think I'm an alright student. Got by in high school just fine and I'm naturally enjoying my time picking up Japanese as my major in university. I also come from a family with a history of education and education-related work in both public and private sectors. Suffice it to say that, at least when a class interests me, you'll find that I'm pretty happy to grind through it.
 
Today's women's studies session was not one of those classes, though. Consisting entirely of a Powerpoint filled from quotes from an actually really great and humorous novel, I wasn't exactly feeling all that engaged. I already knew most of the points that the professor was going to bring up, so I basically had 50 minutes of me time.
 
So what did I do?
 
I doodled a bunch in my notebook. In Japanese. I spent most of the time depicting myself as a cat named Boku-tan. I even wrote an anime theme song for it in the notes, should I ever be able to whore it out and make millions upon millions of yen. Other than that, you'll notice that I distinctly accomplished nothing in that class.
 
I have no reason to tell all of you this, but I wanted you to know. Here's the drawing in question below. It's a pretty big image file, but hopefully it won't kill your computer to load it..
 

No Caption Provided
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Team Boke, reunite!

 If you've been a long-time reader of the Persona 4 forums here on the Giant Bomb, you're probably aware of the fact of how I and a few other people translated a fan-made manga, more or less because we could. It got a pretty nice reception for what it was and surprisingly there were few hentai/ecchi-related jokes, which almost seems to be practically a given for that particular line of work. Distribution issues aside (We have whole archive back online! Promise!), I'd say the endeavor has turned out alright.

It is with that in mind that I'm pretty psyched to announce that everybody directly involved in that project, Fallen181, Bartman3010, and myself, otherwise known collectively as Team Boke, will be returning to work on a larger project of a more serialized nature and with a dedicated blog, to boot. We've decided to tackle something a little more Shonen Jump, but nothing remotely like your usual Naruto, Bleach, or even Bakuman, if you're that sort of crowd. Rather, we're tackling a comedy series currently running in the magazine, as it's a genre that doesn't often receive much coverage compared to its more action-oriented contemporaries. The name: Inumaru Dash.

In short, Inumaru Dash is somewhat like other comedy series such as Crayon Shin-chan, albeit with significantly less outright vulgar humor compared to that series' brilliant English dub. Two of characters receive most of the attention of each chapter's individual plot lines, the titular Inumaru and Tamako-sensei. Inumaru is more or less a really young Japanese boy who, deliberately or not, has no idea of any sort of social etiquette and, to boot, knows more adult things than he probably should for his age. Tamako-sensei, on the other hand, is a newly inducted kindergarten teacher who works at Inumaru's school. She's the sort of bright-eyed, idealistic young teacher hoping to make an impact on her students and is then very quickly brought down to Earth upon being introduced to Inumaru. The stories typically revolve around the two and how they can botch up the standard teacher-student relationship, often to extremely unexpected results. Although some of the humor is pretty Japanese, as one of the people behind the project, I'd (naturally) say it's worth checking out.

Although we have no set schedule for releases because we all still have lives, we do intend to release each chapter at a variety of different venues, including such prominent places as One Manga. In addition, though, we've also set up shop at our own blog, which you can find, again, here. While there, you'll not only be able to keep tabs on our progress, but also access our previous works (including a persistent link to the Persona 4 doujin) and contact us at an email address tailor-made for the group.

So if you're curious, feel free to drop by onto the site and check out the preview version we have going for chapter one of Inumaru Dash. Thanks for your support!

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When it comes to No More Heroes 2, maybe the rut goes both ways.

Before writing up my review for No More Heroes 2, I had struggled to come up with a score for it that reflected my thoughts about it adequately. Perhaps more so than other games I've enjoyed in recent memory, for me, the sequel to Suda 51's iconic gore fest was one that had its share of ups and downs. I suppose it's just standard for a Grasshopper Manufacture game anyway, but I found it hard to initially figure out what to think of the game as a whole. Should I give it a more favorable score? It did have improvements and when they worked, they were worthy of being rewarded. Or should I take the more cautious route and assign it a score that isn't flattering, but not degrading, either? For every good point it did have, I couldn't help but recall the stuff I did find problematic. To resolve the debate inside my head, I decided to start up a second run, just to make sure there weren't any ambiguities needing to still be ironed out once it was time to compose the review.
 
I didn't even have to finish that second run to finally push me over the edge. After redoing about half of the game and getting to know the mechanics even better, I was finally confident about giving it a score. It got the less flattering option.
 
This is an interesting turn of events for me because, to be honest, I really, really loved the original No More Heroes. It wasn't a perfect game, but I was, and still am, a fan of its style of combat and storyline. I've probably played through the game at least three or four and still pick it up for short bursts on occasion. It had a brand of craziness that I was more than proud to endorse and employed one of my favorite rosters of bosses in any game I've ever played. Holly Summers in particular remains a huge favorite of mine for a variety of reasons.
 
I expected to really like No More Heroes 2 because it was likely to be more of the same. To an extent, it was more of that and, in conjunction with issues I think it legitimately does have, it may have ironically been partially because of that I found the sequel to be less likable. Part of the original No More Heroes' charm was its individuality with regards to its gameplay and tone. It wasn't ashamed to be what it was and carved out its identity through those means. When you make a sequel to that, it may very well be difficult to replicate that again; a sequel often by virtue doesn't have quite as much originality to call its own as the first installment. This doesn't always have to be the case for a game to still be really, really great, but since the first game really relied on it to be such a cult success, I feel that may have been one of the reasons why Desperate Struggle didn't strike a chord with me nearly as much.
 
Is this nostalgia dictating my feelings? Probably yes, and that's okay. As the first real sequel Grasshopper Manufacture has ever done for one of its original IPs, it's no surprise that Desperate Struggle has to operate relative to the legacy of the original game, for better and for worse. I still felt as though it had enough mechanical and story faults to let those dictate the review instead of these more personal feelings, but at the end of the day, I'd be lying if I said my feelings about the original game didn't play a part in my liking the game less. Games have played such an integral part of my life that I can't outright ignore the emotional attachments I have to the experiences with them.
 
I don't expect everyone to agree with my review and if this GameFAQs thread is any indicator, Desperate Struggle is prone to inspire debates for a long time after its release. Again, that's okay. But I thought I'd devote this space to discussing more personal sentiments about the game as a whole that I didn't address in the main review. That piece still contains the majority of my thoughts about the game, but let this be a companion piece for those wanting some accented thoughts to accompany it. They are what they are and nothing more. I leave it up to you to finalize your own thoughts about the game.

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I totally didn't take my sweet time translating this thing.


MOST RECENT PART UPLOADED: PART FOUR OF FOUR. GO TO THE BOTTOM OF THIS POST IF YOU WANT TO DOWNLOAD THE FULL ARCHIVE.


NOTICE

 
If you're new to this thread, then feel free to read each part in order. This is a scanlation of a doujinshi for Persona 4 called "Kimi no Tonari" (キミのとなり "Next to You") released in chunks as my team and I finish them. If, however, you've read the other parts, I've included headings for easy reference as to which part you need to find so you can catch up. As such, because of quirks in the Giant Bomb image gallery system, each part has its own gallery on my profile, which is always linked at the end of every corresponding portion on here. Thanks for reading and I hope you have as good a time as we are with working on it!
 
As they would say in Japanese, 僕達の訳した同人誌を読んでくれてありがとう!楽しんで下さい!
 

PART ONE


 The gallery is right here, for those uninterested in the magical origin story of this project..
 
Kimi no Tonari cover
Kimi no Tonari cover
So way back in March this year when I reviewed a fan-made manga created for Giant Bomb's 2009's 2008 Game of the Year Persona 4. A simplistic story about the mostly platonic dynamics between the game's protagonist and dear old Chie, few of you probably remember it, but a good chunk of that post more or less boiled down to rather stereotypical speculation as to whether the manga was devoted to panty shots of Chie. (Spoilers: There's none of that stuff at all, heaven forbid.) Soon after that, I decided I'd try my hand at scanlating it, especially since Japanese is my major and I can always use non-textbook/classroom practice. (Also heaven forbid I actually try to learn the language legitimately for reasons other than being the first to play Final Fantasy XIII ahead of everyone else.) Work was more or less cut short because the desktop I was working on got hit with some nasty spyware, resulting in me formatting my hard drive, and, despite thinking I had done otherwise, deleting my work. When considering I was also about to go live in Tokyo for a little while to study at another university there, suffice it to say I wasn't exactly in a position to recover what I had translated.
 
Fast forward to the past month or so, when I decided I finally had the time and energy to restart things anew. My fluency at the language had improved pretty significantly since the first attempt, which made me think that it was a good opportunity to give the manga a fresh, more accurate English script anyway. Couple that with some interest from other people to see the work and I had more motivation to actually do the project than I had before. It took some time since I had to work at it alone in Photoshop on the side when I wasn't studying, but here I am, with the fruits of my labor in the gallery below. There are a few things to note about this release, though.
 
  • It's only the first ten pages. It's short, but I'm working at this thing incrementally when I have free time. I'm posting this many so people who are interested in it have a taste of what it's like.
  • Like all good manga, this is kept in its original format, meaning each page is read right-to-left and then top-to-down. It gets to be pretty intuitive quickly enough.
  • You could call this a beta. I proofread my work and made sure the artistic integrity was kept intact (ie: when having to superimpose text onto a background), so while I endorse this work, there's always the chance things could change in the final version, whenever it is that I actually get around to it.
  • This is not the official Persona 4 manga published serially in Japan. Somebody else already works on that stuff and I won't be linking to it here. As such, because this was originally a non-profit, fan-produced effort, it's very likely this wouldn't have seen a commercial translated release abroad. I'm doing this simply for the love of the game and so that English-speaking fans can see a side of the Japanese community they very rarely ever get to witness in their own language.
  • While I tried as best as I could to maximize the scan quality, you'll notice that things are usually a bit iffy on the right or left-hand side of the page. This is mostly due to the scanning process involved; the physical copy I own is the only one I have and since very few were published in Japan anyway, let alone imported, I really didn't want to tear the pages out of the margin and do it "properly." I can't do that to one of my own books. It should still be perfectly readable anyway.
  • If you're actually interested in helping me out with this, I'm looking for people who know their way around Photoshop, since having an assistant or two to focus on that stuff would make these things go way faster. You'd need to mostly be able to blank out (ie: make completely white) dialog bubbles and be able to impose translated text onto backgrounds, whenever necessary, without compromising the quality of the original background. It's not terribly hard stuff, really, especially since the artwork itself is pretty simple. I can't say I have a specific schedule for this stuff, but if you'd like to help out, shoot me a PM and we'll see if we can work some things out.
 
The gallery version for this post is right underneath this, but in case you're having resolution issues (which is very likely, due to gallery limitations), you'll either need to load the image onto a separate tab/page or just go straight to the main album version here, where the pictures should be at their native size. The cover for it is at the top of this post because it was too much of a hassle to get it to work below. If you're still having issues, let me know, but I hope you enjoy what I have thus far!

 

 

PART TWO


For those of you who don't want to hear about how some buddies of mine did for major favors for me on here to make this possible, then feel free to just check the gallery here.
 
It's still New Year's Eve where I'm living and because I'm sympathetic to the cause of people wanting to get wasted to ring in a new decade, I'll keep this one much shorter. This time around, I got a lot of help on the Photoshop side of things from people on this very site, making it a much faster process to get the end product released to you all. Those folks and what they've done are noted in the credits section at the bottom of this post. Please, if you enjoy this scanlation, drop by their profiles and give them some thanks. I might be the one doing the writing for this gig, but they're the ones making sure the images are as best as they can be for you all. They're much more skilled at getting stuff done in Photoshop in a timely manner than I am, so they deserve all the credit in the world for making such a quick release time possible.
 
Anyway, as usual, a gallery is right underneath this paragraph for the next ten pages, but you'll likely just need to go to the actual gallery on my profile here to get a readable resolution. Because of trouble I was having with the GB imaging tools, I couldn't stick it in the same gallery as the first set, so from here on out, each part will get its own gallery until the whole project is complete, which is when you'll get access to the entire archive in one nice 7-Zip file. Enjoy!
 


PART 3

 
Alrighty, then. This is the second to last part that will be uploaded for this doujin manga before it's complete. Not a whole lot to say about it that hasn't been mentioned in other parts besides the usual thanks. In this one you have some fighting, some contemplating, and other such antics from Chie and company. Whether you've been reading this since day one of the project or you're new and just catching up you have my thanks. This manga should be finished up fairly soon, depending on when I can cram in translation work into my study schedule that resumes next week. Once that happens, part four will be posted here and a download link to the entire thing in one archive will be provided as well. A few edits might happen to the dialog, especially in part one, since that was before I had the style manual finalized, but other than that, it should be more or less the same.
 
Gallery version is, once again, underneath this paragraph, although resolution issues will probably mean you should just go directly to this area of my images instead. Once again, thanks for reading and be sure to check out the credits to see who did what. I certainly wasn't alone in this.  

PART FOUR

 
In case you're too polite to say "tl;dr," you can just hop on over directly to the larger gallery version here.
 
And now we've reached the end. What can I say? This is the last part and with it comes the finale. The end of the school year comes and, much like in the original game, Taniyama has to part ways with everyone, Chie included. That being said, it isn't over until it's over, as there's a nice little surprise in store for Chie afterwards. It's a nice ending to a pretty laid back doujinshi. Naturally, the you can head over to the main gallery version on my profile right here if the resolution here proves to be troublesome. With this final part, I'm also releasing the entire series as an archive, with the link to it in the next section. The specifics about its contents are in that section. That being said, it was a pleasure to translate this doujin. It's definitely not the best manga I've ever read, Japanese or otherwise, but it's nice to have something tame in a field so often stigmatized for the hypersexualization of a minority of works. I hope you've enjoyed reading this as much as I and the others have with scanlating it. You have all of our thanks for the support every step of the way.
 

DOWNLOADABLE ARCHIVE

 
If you want to download all four parts so you can read everything in one fell swoop as it was originally intended, you can do so here. In the event that the link goes down, feel free to check for a more recent version on Team Boke's blog, where it should have a more permanent home. That being said, if you find the download link to be broken, feel free to PM me and I'll gladly reupload it and (likely) edit this page accordingly.
 
As such, besides having all of the work in one place, you'll also find that part one's pages have been updated so that they now abide by the style standards adopted for the other parts. Some of the lines ended up being changed due to both different spacing and also a general obsessive compulsiveness to really refine some of the writing I wasn't completely happy with. Other than that, these are all the original JPEGs as I uploaded them and are named and ordered such that your average image viewer should be able to go from one to the next without any problem.
 

TEAM BOKE CREDITS


Some very nice people went out of their way to help me on this project. Without them, this thing would have taken me much, much longer to do, so please, give them a lot of kudos, too. They really deserve it and are a great bunch. They're listed in alphabetical order below, although collectively, we're referred to as "Team Boke." It's a nice name if you know your Japanese. We also have a blog where you can track our future projects, in case that interests you.

Bartman3010- For being among the first people to take me up on my request for more help and tackle the Photoshop side of things. He did things like white out dialog boxes and restore backgrounds when English would have to be written over them, although he was also responsible for more technical things, as well.
Fallen189- For also being one of the first people to lend me a hand with this project when I asked for help. Like Bartman, Fallen did similar image editing stuff and has handled a large number of pages for me.
Pepsiman (ME!?)- I'm the one and only translator for this project. I pretty much take that nice physical copy of the doujin I have sitting on my bed and, after having the assistants do their thing, make it readable in a language most of you understand. I'm by no means a professional translator in real life; in fact, I'm still studying the language as my major in university. But it helps to get all the practice I can get and this project certainly helps.
 

Special Acknowledgement


AjayRaz
- For promising to get us sandwiches at some point. We're still waiting, but it's nice of him to think of our hunger.
KatzuNiku- For providing additional support to Bartman's work.
66 Comments

Kotaku comments, on occasion, actually make me laugh.

For legitimate reasons, too.
 
I know I shouldn't read them. Many of you have chastised me about this habit. But alas, the human psychology morbidly intrigues me and there's no better place to find a bizarre combination of intelligent, stupefying, witty, and ignorant remarks than Kotaku, with all four of those traits often showing up in any given article's comment section.
 
But this time I actually laughed. The context is simple. Brian Ashcraft, author of the unfortunately obscure, yet excellent book titled "Arcade Mania" and all around Japanese market reporter, wrote his usual night note, talking about coming back to the States for Christmas and how his kid likes American food, just not all the time. Understandable. I had cravings for American food while over in Tokyo, too; as much as I loved the food there, sometimes you need to remind yourself that home still exists. But I digress.
 
This got the comments section talking about international food, naturally. Here's one thread's take on Bashcraft's kid wanting Japanese food again.
 

No Caption Provided

This is probably funny to me partly because I should be in bed by now and am thus, by extension, becoming increasingly incoherent. Still, this site could use more discussion about Meow Mix, so I thought I'd jump start that. Should I be in the mood for writing, you can probably expect a way beefier post on here soon enough.
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Putting Duke Nukem Forever's development cycle into perspective

It's hardly a secret that 3D Realms had its own share of issues with getting Duke Nukem Forever out in a timely manner. In fact, there's a really good retrospective that sheds some pretty specific light on what made the game more or less twiddle its thumbs while waiting for a release date. Less often discussed, though, is what was going on elsewhere in both the industry and the world at large in that same span. That's where this site comes in, which, further down the page, compiles both a number of events that happened within the span of Duke Nukem Forever's developer and things throughout history that didn't take as long to accomplish. Here are some of my personal favorites from the list, which I find does a really good job at putting the debacle into perspective:
 

  • All three Star Wars prequels were filmed, released in theaters, and put on DVD in the time it took Duke Nukem Forever to be announced and subsequently cancelled.
  • Since the announcement of Duke Nukem Forever Microsoft has released DirectX5, 6, 7, 8, 9, 9.0c, 10, 10.1, and announced DirectX 11.
  • Every Nintendo system from the GameBoy Color to DS Lite was released within that period.
  • Team Fortress 2, another shooter which took a seeming eternity to come out, actually got unleashed on the masses.
  • WWII and the entirety of the Manhattan Project, which eventually produced the atomic bomb, took up less time than Duke Nukem Forever's lifespan.
 
How about your favorites from the list? It seems that now the Duke Nukem Forever project has been put to rest (at least for now), there's actually been a fairly large amount of interesting looks at it from different angles, even if some of them, like the one this very post on, is ultimately satirical.
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