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	<title type="text">Alicia Haddick | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2023-12-08T13:30:00+00:00</updated>

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		<entry>
			
			<author>
				<name>Alicia Haddick</name>
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			<title type="html"><![CDATA[Hayao Miyazaki’s The Boy and the Heron is a beautiful relic — and the end of an era]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/23797349/how-do-you-live-review-studio-ghibli-hayao-miyazaki" />
			<id>https://www.theverge.com/23797349/how-do-you-live-review-studio-ghibli-hayao-miyazaki</id>
			<updated>2023-12-08T08:30:00-05:00</updated>
			<published>2023-12-08T08:30:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Film" /><category scheme="https://www.theverge.com" term="Movie Review" />
							<summary type="html"><![CDATA[Note: this review was originally published in July to coincide with the film&#8217;s Japanese premiere. It has been updated and republished for the film&#8217;s wide release in North America on December 8th. The year is 1997, and famed Studio Ghibli director Hayao Miyazaki announced plans to retire following the release of Princess Mononoke, a film [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Image: Studio Ghibli" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/24897571/F3gcKFQWsAAboPZ.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p><em>Note: this review was originally published in July to coincide with the film&rsquo;s Japanese premiere. It has been updated and republished for the film&rsquo;s wide release in North America on December 8th.</em></p>

<p>The year is 1997, and famed Studio Ghibli director Hayao Miyazaki <a href="https://www.j-cast.com/2013/09/02182759.html?p=all">announced plans to retire following the release of <em>Princess Mononoke</em></a>, a film that set new records at the box office for Japanese animation and revolutionized the medium. The year is 2001, and Miyazaki announced plans to retire following the release of <em>Spirited Away,</em> saying he can no longer work on feature-length animated films. The year is 2013, and Miyazaki announced plans to retire following the release of <a href="https://www.theverge.com/2014/1/23/5337826/the-wind-rises-the-beauty-and-controversy-of-miyazakis-final-film"><em>The Wind Rises</em></a>, <a href="https://kotaku.com/hayao-miyazaki-explains-why-hes-retiring-1261922844">saying that</a> &ldquo;If I said I wanted to [make another feature film], I would sound like an old man saying something foolish.&rdquo;</p>

<p>The year is 2023, and Miyazaki is an old man saying something foolish by releasing a new film, titled <em>How Do You Live</em> in Japan and <a href="https://www.theverge.com/2023/7/14/23795086/studio-ghibli-how-do-you-live-the-boy-and-the-heron-hayao-miyazaki">renamed <em>The Boy and the Heron</em></a> for the international market.</p>

<p>The point is, it&rsquo;s hard to say with any certainty whether this will truly be the moment when Hayao Miyazaki steps away from feature animation for good. He&rsquo;ll likely never step away from animation entirely, directing a new short for the Ghibli Museum during his last retirement, <a href="https://www.ghibli-museum.jp/en/films/works/#boro_the_caterpillar"><em>Boro the Caterpillar</em></a>. (<a href="https://www.theverge.com/2023/9/8/23864856/studio-ghibli-hayao-miyazaki-retirement-postponed-yet-again">In June Studio Ghibli executive Junichi Nishioka said that Miyazaki was still working on new film ideas</a>.) Until a few days before the Japanese premiere, it was also hard to say what this mysteriously titled final film would actually be about, following a bold PR strategy of, well, not doing any PR. Only a single poster for the film featuring a heron was released before its theatrical debut, without so much as press or preview screenings, trailers, screenshots, or even a synopsis.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/24792322/Poster_Teaser.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A poster for Studio Ghibli’s How Do You Live." title="A poster for Studio Ghibli’s How Do You Live." data-has-syndication-rights="1" data-caption="&lt;em&gt;The first piece of promotional art for the film.&lt;/em&gt; | Image: Studio Ghibli" data-portal-copyright="Image: Studio Ghibli" />
<p>Riding the train in the early hours of Friday morning to be one of the first to catch this all-new Miyazaki-directed feature film, <em>The Boy and the Heron</em> appeared to exist only as some mythical entity rather than a real film. In the absence of any news and in light of the single image&rsquo;s striking repetitiveness, Japanese fans even resorted to creating memes of the bird, <a href="https://twitter.com/ce_lemony/status/1679042978478968840?s=46&amp;t=f_Mv93lXcUyV0D1_x5MQGg">riffing on the name</a> and the <a href="https://twitter.com/bkub_comic/status/1678763787615346689?s=46&amp;t=f_Mv93lXcUyV0D1_x5MQGg">mystery surrounding it</a>. Honestly, a part of me wondered if the whole thing was some trick, a ruse soon to be exposed to the world at last.</p>

<p>Another part wondered: if this film actually was real, what story would prompt Miyazaki out of his latest retirement? And how would I even discuss a film like this when even saying it exists could technically class as a spoiler?</p>

<p>I have that answer now. To give the minimal necessary introduction, the film opens during the firebombing of Tokyo in World War II, a hazy memory of the moment that young boy Mahito witnessed the death of his mother as the hospital she was in burned to the ground. The experience is seared in his mind like the erupting flames he witnessed, never truly moving on from the pain of this sudden loss. When Mahito joins his father to move out of Tokyo shortly after the war to live with his new (and already pregnant) partner in a large traditional home full of peculiarities &mdash; like a mysterious heron and an old abandoned stone building in the woods nearby &mdash; he struggles to accept this new situation.</p>

<p>These opening moments feel unsettling and heavy, especially in flashbacks, only briefly relieved by the kindly gaggle of old ladies at the home or the famed heron. While it embraces the fantastical as it takes us to a whole new world in pursuit of a far-from-normal heron&rsquo;s promise that Mahito can see his mother once more (while continuing to search for his new mother who recently went missing), the weight of this opening lingers.&nbsp;</p>

<p>In these moments, it&rsquo;s a rich, dense fantasy in the vein we&rsquo;ve come to expect, both in terms of the detail visible in every scene and its greater thematic purpose. You may come to <em>Spirited Away</em> for its eclectic and intricate spiritual bathhouse, but you stay for the human story and deeper undertones at its core.</p>

<p>Continuing this comparison, you could even say these musings on the complexity of the human condition are emphasized by the 82-year-old Miyazaki with this final film, creating something that feels more autobiographical and self-reflective than <em>The Wind Rises</em>. For all that film was technically a biopic, it felt as much a reflection of the man behind the production as it was the master aviator at its center. While fantastical and family-friendly elements litter <em>The Boy and the Heron</em>, filling it to the brim with whimsy that lightens its heavy moments and brings endless charm to its stunning animation, the frank nature in which it explores Miyazaki&rsquo;s self-reflective musings on memory makes it as much a conversation with the man in the mirror as it is the audience.</p>
<div class="youtube-embed"><iframe title="THE BOY AND THE HERON | The Final Teaser" src="https://www.youtube.com/embed/_K-Gtld4LlM?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>The question the film&rsquo;s Japanese title poses lingers throughout the experience. How <em>do</em> you live? On the shoulders of those who came before you. After decades of defining the animation industry in Japan, Miyazaki has accepted his fate. This is ultimately a story about the hows and whys that define our memory, a recognition that no existence can live without building upon the inventions, experiences, and memories of those who came before us. A recognition that to move forward means to move on and let go of the past while keeping their memories and lessons close for the next person to carry that torch.</p>

<p><em>The Boy and the Heron</em> feels like a recognition by Miyazaki of his place as a relic in a modern animation industry that&rsquo;s moved on without him. Studio Ghibli has firmly embedded itself within animation history and particularly Japanese culture, where movies like <em>My Neighbor Totoro</em> and <em>Kiki&rsquo;s Delivery Service</em> feel like rights of passage for Japanese children even before we discuss the park or museum or the copious merchandising. People who don&rsquo;t watch anime or look down on animation as some childish toy likely still know and love at least one Ghibli film. Totoro was a character in <em>Toy Story 3</em>!</p>

<p>Yet it&rsquo;s also been 10 years since Miyazaki released his last film and nine years since Ghibli&rsquo;s final feature, <em>When Marnie Was There</em>. For all the media at one point seemed <a href="https://www.theguardian.com/film/2016/nov/09/makoto-shinkai-director-anime-your-name">determined to anoint the so-called &ldquo;next Miyazaki,&rdquo;</a> only the spiritual successor made up of former veterans of Ghibli, Studio Ponoc, ever attempted to directly emulate the distinct visual and narrative playbook of the famed studio. <a href="https://www.youtube.com/watch?v=u8tsjNYEYKQ"><em>Mary and the Witch&rsquo;s Flower</em></a> released to moderate success in 2017, but notably, the first trailer for the studio&rsquo;s new project <em>The Imaginary</em> premiered before this screening with a visual and thematic approach that serves as a distinct departure.</p>

<p>The anime landscape today is defined by a different director: <a href="https://www.theverge.com/2023/4/15/23678724/makoto-shinkai-suzume-interview">Makoto Shinkai</a>. Films like <em>Five Centimeters Per Second</em>, <em>Your Name,</em> and <a href="https://www.theverge.com/23680219/suzume-review"><em>Suzume</em></a>, with their intense post-processing over highly realistic environments telling stories about love and distance through the imagery of fantasy and science fiction, are nonetheless impressive but are very distinct from the works of Ghibli in their own, more modern style. In recent years, with the success of Shinkai&rsquo;s works, the comparisons have stopped. You can&rsquo;t be the next Miyazaki when you&rsquo;ve already eclipsed the man you&rsquo;re being compared to.</p>

<p>When it&rsquo;s not Shinkai or one of his many imitators, recognizable franchises reign stronger than ever. Anime has always relied on adaptations of other mediums, but the shift from historically lower gross for such films as mere fan service to the blockbusters of today showcases a stark difference. Last year, <a href="https://eiga.com/news/20230130/8/"><em>One Piece Film RED</em> grossed almost 20 billion yen in Japan</a>, making it one of the top 10 highest-grossing films of all time and placing it above <em>Howl&rsquo;s Moving Castle</em> and all but two of Miyazaki&rsquo;s works. <em>The First Slam Dunk</em> has <a href="https://lp.p.pia.jp/article/news/276201/index.html?detail=tru">similarly been breaking records</a> and <a href="http://www.kogyotsushin.com/archives/topics/t8/202301/23153909.php">topped the box office for eight consecutive weeks</a> upon release. And let&rsquo;s not forget the monster 2020 success of <em>Demon Slayer: Mugen Train</em>, whose 40 billion yen domestic gross demolished <em>Spirited Away</em>&rsquo;s record of the <a href="https://www.theverge.com/2021/3/16/22334004/demon-slayer-the-movie-mugen-train-north-america-release-theaters">highest-grossing film of all time in Japan</a>.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/24792356/1531247547.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Merchandise for Oscar-winning animator Hayao Miyazaki’s latest film, titled in English “How Do You Live?” is displayed for sale at a cinema on the first day of the film’s premiere in Tokyo on July 14, 2023." title="Merchandise for Oscar-winning animator Hayao Miyazaki’s latest film, titled in English “How Do You Live?” is displayed for sale at a cinema on the first day of the film’s premiere in Tokyo on July 14, 2023." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Richard A. Brooks / AFP via Getty Images" />
<p>The point is, we don&rsquo;t see films like this being made anymore, for better and for worse. There&rsquo;s no glee or joy in discussing Miyazaki&rsquo;s fading stardom. Indeed, with <em>The Boy and the Heron</em>, Miyazaki has produced one of his best films to date, a mature metafictional tale in a friendlier facade about memory and moving on from the past while carrying their precious experiences on their shoulders.</p>

<p>Yet the industry <em>has</em> moved on. This film feels thematically and visually like a lost piece of mid-2000s Ghibli media resurfaced from a vault and thrown onto cinema screens. No less impressive, but a piece of the past carried on the shoulders of those who built it, tossed into the world more to remember what we lost than to build upon what we have today. You could argue there&rsquo;s irony in making a film about letting go and moving forward when a director can&rsquo;t follow through with his desire to walk away, but maybe that&rsquo;s why this movie had to be made.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>We don’t see films like this being made anymore, for better and for worse</p></blockquote></figure>
<p>Honestly, so moved and impressed I was by this movie, I&rsquo;d love for him to betray its message and come back, just one more time. The creative well underneath Miyazaki remains full, and I&rsquo;m sure he could create another 10 films and still have new ideas to explore. We&rsquo;ve barely scratched the surface of his bottomless talent.</p>

<p>In the movie&rsquo;s first act, Mahito finds an old copy of <em>How Do You Live?</em>, the children&rsquo;s book that inspired the film&rsquo;s Japanese title. The title page is signed by his mother with a message of how much he&rsquo;s grown. He breaks down in tears. The adventure which follows proves that she was right, and the book stays with him throughout, another memory passed down for him to bear.</p>

<p>Just as Mahito needs to accept the loss of his mother, leaving that cinema on Friday morning felt like closing the book on an era of animation history we&rsquo;ll never get back. The items passed on to Mahito by the characters in this fantasy world are ways to remember his adventure and reconnection to his mother, just as we can always rewatch these films. And remember we must, as it&rsquo;s only by passing these memories down that they can live on long after the people behind them are gone.</p>

<p>Miyazaki has accepted his time has come and gone, and this is his plea to be remembered by the next generation. With this understanding, everything from the film&rsquo;s complex yet thematically resonant story to particularly its non-existent promotional campaign made sense. Releasing a film without a single trailer, screenshot, or even synopsis feels like career suicide, a sure chance a film will fail. It&rsquo;s a strategy that could only succeed at the hands of a studio and director who earned respect like these two. In turn, this campaign is a final plea from Miyazaki to the public who admire him and his work.</p>

<p>Memories only outlive us by sharing them with others, ensuring they won&rsquo;t be forgotten with our passing. Similarly, if we want this era of animation to be remembered for generations to come, the onus is on us as an audience to champion its voice and share it with others. Ghibli and Miyazaki already have their place in history. If <em>The Boy and the Heron</em> is to join it, we have to want to pass it on, hold it close, and carry it with us.</p>

<p class="has-end-mark">And, after all that, move forward.</p>

<p><em>The Boy and the Heron <em>is in theaters on December 8th</em>.</em></p>
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			<entry>
			
			<author>
				<name>Alicia Haddick</name>
			</author>
			
			<title type="html"><![CDATA[Pokémon is no longer just a game — it’s a lifestyle]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/23970890/pokemon-poketsume-transformation-games-brand" />
			<id>https://www.theverge.com/23970890/pokemon-poketsume-transformation-games-brand</id>
			<updated>2023-11-23T13:00:00-05:00</updated>
			<published>2023-11-23T13:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Pokemon" />
							<summary type="html"><![CDATA[A normal person in a rural town has dreams of becoming a master. As they come of age and spring approaches, it&#8217;s time for them to begin their journey to chase that dream. After saying goodbye to their mother and hometown, adventure awaits. They open the front door and take their first steps into a [&#8230;]]]></summary>
			
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<img alt="" data-caption="PokéTsume. | Image: TV Tokyo" data-portal-copyright="Image: TV Tokyo" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25101772/PokeTsume_Episode_1_Title_Screen.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	PokéTsume. | Image: TV Tokyo	</figcaption>
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<p>A normal person in a rural town has dreams of becoming a master. As they come of age and spring approaches, it&rsquo;s time for them to begin their journey to chase that dream. After saying goodbye to their mother and hometown, adventure awaits. They open the front door and take their first steps into a world full of new experiences and things to uncover.</p>

<p>That&rsquo;s right: it&rsquo;s time to enter the workforce!</p>

<p>The <em>Pok&eacute;mon</em> that existed when Game Freak and series creator Satoshi Tajiri kick-started a phenomenon in 1996, and the one that premiered its <a href="https://www.theverge.com/2023/10/5/23904650/pokemon-poketsume-trailer">first live-action TV series</a> in Japan with <em>Pack Your Pocket With Adventure </em>(<em>Pocket ni Bouken o Tsumekonde</em>, or <em>Pok&eacute;Tsume</em> for short) last month, are almost unrecognizable. Which makes sense when you go from creating a game in a home office to a franchise more lucrative than the Marvel Cinematic Universe, <em>Harry Potter</em>, and Nintendo&rsquo;s own Mario <a href="https://www.statista.com/statistics/1257650/media-franchises-revenue/">combined</a>.</p>

<p>More than 25 years since the original game&rsquo;s release, multiple generations of kids have become adults under the watchful eyes of Pikachu and friends, and the series has grown to encompass everything from anime and merchandise to card games and <a href="https://www.theverge.com/2019/5/2/18525323/detective-pikachu-review-pokemon">Hollywood blockbusters</a>. Perhaps most surprisingly of all, with the growth in popularity of trading card games like <em>Pok&eacute;mon</em> in a postpandemic world and the record-breaking sales of the recent generation of titles despite quality concerns, it only seems to get more popular by the year.</p>

<p>For a franchise to retain relevance for as long as <em>Pok&eacute;mon</em>, it must evolve &mdash; and not just evolve but interweave its ideals into the fabric of daily life. Those early generations of kids need to pass on their love of <em>Pok&eacute;mon</em> like how Disney animated classics often serve as a formative childhood introduction to film.</p>

<p>Perhaps nothing encapsulates <em>Pok&eacute;mon</em>&rsquo;s successful transformation from video game to a way of life quite like <em>Pok&eacute;Tsume</em>.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25101795/PokeTsume_Episode_1_Gameplay.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A still photo from the live-action Pokémon TV series PokéTsume." title="A still photo from the live-action Pokémon TV series PokéTsume." data-has-syndication-rights="1" data-caption="&lt;em&gt;PokéTsume.&lt;/em&gt; | Image: TV Tokyo" data-portal-copyright="Image: TV Tokyo" />
<p>But what even is <em>Pok&eacute;Tsume</em>? Prior to the premiere of the series in Japan last month, there had only been one prior attempt at live-action storytelling within the world of <em>Pok&eacute;mon</em>: 2019&rsquo;s <a href="https://www.youtube.com/watch?v=1roy4o4tqQM&amp;t=10s"><em>Detective Pikachu</em></a>. Unlike Ryan Reynolds&rsquo; wisecracking gumshoe Pikachu, <em>Pok&eacute;Tsume</em> was the first Japanese live-action foray into <em>Pok&eacute;mon</em> and doesn&rsquo;t even take place within the universe of the games.</p>

<p>In this series, we follow Madoka Akagi, portrayed by popular Japanese idol Nanase Nishino of Nogizaka46, a recent graduate moving out of her childhood home to live in the city and follow her dream of becoming a creator with an upstart company called ADventure. She played <em>Pok&eacute;mon Red</em> and <em>Blue</em> (<em>Red</em> and <em>Green</em> in Japan) when she was a kid but has long since grown distant from the franchise.</p>
<div class="wp-block-vox-media-highlight vox-media-highlight alignnone"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25101826/236814_pokemon_sleep_soh.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="An illustration depicting various pokémon sleeping." title="An illustration depicting various pokémon sleeping." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Illustration by Sarah Oh / The Verge" />

<h2 class="wp-block-heading" id="33aESZ">Read next: <a href="https://www.theverge.com/23893260/pokemon-sleep-insomnia-app-nintendo-aid"><em>Pokémon Sleep</em> helped me catch ’em all — all the z’s, that is</a></h2></div>
<p>Much of the opening episode of the series plays out as a nostalgic parallel between the trials of working life and the journey to become a <em>Pok&eacute;mon</em> Master. The childhood friend who works for another company is your rival. The product presentation to an investment CEO with the company&rsquo;s status on the line is a gym battle.</p>

<p>She rediscovers <em>Pok&eacute;mon</em> in a box of items sent from her mother and begins to replay this formative adventure; there are clips of the game or shots where we see the joy on the faces of both child and adult Madoka from the dim glow of the Game Boy screen. <em>Pok&eacute;mon</em> love even intertwines with the music scoring the series: a relaxing bar plays a slow jazz-infused rendition of the Pok&eacute;mon Center theme, just like how a synth rendition of Pallet Town marks the start of Madoka&rsquo;s journey.</p>

<p>As the show develops, the lessons from the game form the basis of a pseudo-episodic tale about Madoka&rsquo;s life at the company. The struggle to connect with a new client is paralleled by the way pok&eacute;mon won&rsquo;t listen to you until you&rsquo;ve proven your worth with gym badges. Learning and improving on the job is the experience that turns a flailing, floundering Magikarp into a job-leading Gyarados. And so on.</p>

<p>The show can come across a bit silly in places, and it struggles with communicating itself by making its <em>Pok&eacute;mon</em> overlay at times difficult to take seriously. But there&rsquo;s heart: there are plenty of touches that represent a series made with love, such as how characters have their own sprites integrated into the gameplay of <em>Pok&eacute;mon Red</em>.</p>

<p>With <em>Pok&eacute;Tsume</em>, <em>Pok&eacute;mon</em> isn&rsquo;t just a virtual journey to become a champion. It&rsquo;s a lesson we take with us into our daily lives long after our adventure is at an end. It&rsquo;s an integration of the morals of the franchise into our daily lives that epitomizes a 15-year transformation of the Pok&eacute;mon brand.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25101813/BDSP_Screenshot_10.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the 2021 remake of Pokémon Diamond and Pearl on the Nintendo Switch." title="A screenshot from the 2021 remake of Pokémon Diamond and Pearl on the Nintendo Switch." data-has-syndication-rights="1" data-caption="&lt;em&gt;The 2021 remake of &lt;/em&gt;Pokémon&lt;em&gt; &lt;/em&gt;Diamond&lt;em&gt; and &lt;/em&gt;Pearl&lt;em&gt;.&lt;/em&gt; | Image: Nintendo" data-portal-copyright="Image: Nintendo" />
<p>To understand this, we must first cast an eye back to 2006. During the preparation for the launch of <em>Pok&eacute;mon Diamond</em> and <em>Pearl</em> for the Nintendo DS, developer Game Freak found the series at a crossroads. Sales had been on a steady decline since the original release, with the Hoenn GBA games at the time holding the distinction as the worst-selling mainline titles in the series. The reality was that the original generation of players had graduated from playing <em>Pok&eacute;mon</em>, and new generations simply weren&rsquo;t interested. Something had to change.</p>

<p>In response, the company launched the Japan-only <a href="https://www.youtube.com/watch?v=CWzxQ2kqlEY"><em>Pok&eacute;mon Garden</em></a> via the country&rsquo;s online Yahoo! Kids portal, an interactive experience taking you on a live tour through the history of <em>Pok&eacute;mon,</em> featuring mini-games and new information on the yet to be released <em>Diamond</em> and <em>Pearl</em>. <a href="https://www.bcnretail.com/news/detail/070810_8148.html">Over 5 million unique users accessed Yahoo! Kids every month at this time</a>, all within the series&rsquo; core target demographic. In the end, the project proved successful, with <em>Diamond</em> and <em>Pearl</em> selling one-third more copies than its predecessors <em>Ruby</em> and <em>Sapphire</em> before eventually eclipsing the lifetime sales of those titles.</p>

<p>Notably, at the time, it was one of the company&rsquo;s biggest attempts at diversifying the brand since its initial launch. Following the initial multimedia blitz, and the introduction of a World Championships and competitive circuit for the video games and TCG, the series remained relatively static. At this point, Pok&eacute;mon was yet to truly experiment with online distribution and promotion, nor had attempts been made to branch out beyond the series&rsquo; core audience and multimedia properties following the initial surge in popularity.</p>

<p>As such, <em>Pok&eacute;mon Garden</em> was the first real attempt at expanding the core experience of <em>Pok&eacute;mon</em> to other platforms and audiences. While it&rsquo;s easy to mark 2016&rsquo;s <em>Pok&eacute;mon Go</em> as the key turning point for Pok&eacute;mon in its appeal to older demographics &mdash; and it certainly was significant &mdash; the framework for this success was paved far earlier by experiments in diversifying what <em>Pok&eacute;mon</em> could be, whether that be through experiences like <em>Garden</em> or the transformation of the anime to tell a greater array of stories within this ever-expanding universe.</p>

<p>For the first time, external partners were being brought in to expand the world of <em>Pok&eacute;mon</em> beyond Ash Ketchum. OLM, long-term <em>Pok&eacute;mon</em> animation studio since 1998, passed the baton to other studios with the production of a spinoff series: <a href="https://www.youtube.com/watch?v=cgc81i06qwY&amp;t=4s"><em>Pok</em>&eacute;<em>mon Origins</em></a>. While the studio did assist in production and animated the finale for the four-episode series, the rest of production was a collaborative effort led by Production I.G and Xebec, and proved to be a hit with audiences craving something new from the world of <em>Pok&eacute;mon</em>.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25101817/PokemonConcierge_MT_05.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A still photo from the stop-motion animated Netflix series Pokémon Concierge." title="A still photo from the stop-motion animated Netflix series Pokémon Concierge." data-has-syndication-rights="1" data-caption="&lt;em&gt;Pokémon Concierge.&lt;/em&gt; | Image: Netflix" data-portal-copyright="Image: Netflix" />
<p>This was just the beginning. Since then, no fewer than six unique web series have been produced by various external partners from around the world, each set in different regions within the world of <em>Pok&eacute;mon</em>. The most recent of these, this summer&rsquo;s <a href="https://www.dicebreaker.com/games/pokemon-trading-card-game/feature/pokemon-path-to-the-peak-charming-intro-to-card-game"><em>Path to the Peak</em></a>, was unique for taking place in the real world with a focus on the experience of competing in the TCG. Meanwhile, the upcoming Netflix series <a href="https://www.theverge.com/23961287/pokemon-concierge-netflix-trailer-stop-motion"><em>Pok&eacute;mon Concierge</em></a> is another unique addition to this ever-expanding animation portfolio, marking the franchise&rsquo;s series debut in stop motion.</p>

<p>This is on top of a slew of one-off short films and music videos as well as a refocus of priorities for the long-running movie franchise. In 2017, the annual film franchise abandoned continuity with the TV anime in order to tell its own original stories without being confined by external events, allowing them to <a href="https://www.youtube.com/watch?v=c2edLO4GxGs">experiment with CG animation</a>, <a href="https://www.youtube.com/watch?v=r12w4iRBLp4">remake the early episodes of the <em>Pok&eacute;mon</em> TV series</a> in movie form, and allow Wit Studio, animators on the original series <em>Attack on Titan</em>, to helm their own movie with 2018&rsquo;s <a href="https://www.youtube.com/watch?v=8PGsP59Io20&amp;t=22s"><em>The Power of Us</em></a><em>.</em></p>

<p>The company did more than simply introduce dynamism into an anime that had long since gone stale in the eyes of many. Greater efforts were made to integrate <em>Pok&eacute;mon</em> into the lives of communities in Japan and further afield, both through relief efforts and merchandising campaigns that provided more than toys and light relief to an aging audience.</p>

<p>Following the March 2011 earthquake and tsunami in Tohoku and Fukushima, The Pok&eacute;mon Company joined many others in rushing to the aid of those affected. These efforts led to the establishment of the <a href="https://www.pokemon-foundation.or.jp/">Pok&eacute;mon With You Foundation</a>, aiming to provide support for disadvantaged communities even beyond this initial tragedy, expanding to everything from providing free educational materials and food drives for struggling children to <a href="https://www.pokemon-foundation.or.jp/activity/pokemon-scholarship/en.html">funding scholarships</a>. This was soon followed by partnerships with local governments across Japan for tourism initiatives, seen everywhere from Yokohama&rsquo;s yearly <a href="https://www.youtube.com/watch?v=HopTJ8_x3Tc">Pikachu Outbreak</a> to the <a href="https://local.pokemon.jp/">Pok&eacute;mon Local Acts</a> initiative, which loans pok&eacute;mon out to flog local delicacies and hotspots, while serving as the origin of the country&rsquo;s charming <em>Pok&eacute;mon</em>-themed manhole covers.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25101839/1593262882.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Pikachu-themed manhole in Yokohama." title="Pikachu-themed manhole in Yokohama." data-has-syndication-rights="1" data-caption="&lt;em&gt;Pikachu appears on a manhole cover in Yokohama.&lt;/em&gt; | Photo by Stanislav Kogiku / SOPA Images / LightRocket via Getty Images" data-portal-copyright="Photo by Stanislav Kogiku / SOPA Images / LightRocket via Getty Images" />
<p>This diversification naturally included merchandising. Many of the 10-year-olds who played the initial games were now adults with families of their own. This led to the launch of <a href="https://monpoke.jp/">monpoke</a>, a special line of <em>Pok&eacute;mon</em>-themed items for infants, as well as the now-discontinued Pok&eacute;mon Shirts, which sold button-up shirts and formal workwear based on various pok&eacute;mon.</p>

<p>With each of these efforts, alongside the launch of <em>Pok&eacute;mon Go</em> &mdash; which gave lapsed older audiences an accessible reentry point that could fit around their busy schedules &mdash; the franchise was suddenly less of a gaming curio and more an ingrained facet of modern life.</p>

<p>By the time the <a href="https://www.dicebreaker.com/games/pokemon-trading-card-game/feature/pokemon-world-championships-2023-experience-japan-real-life-pokemon-world">2023 Pok&eacute;mon World Championships</a> rolled around, the first to be held in Japan in Yokohama, the aforementioned Pikachu Outbreaks were transformed into a city-wide takeover. Beyond the competition and Pikachu marches were <a href="https://www.youtube.com/watch?v=FJmueVveh1U">drone shows</a>, pop-up Pok&eacute;mon Centers, an <a href="https://www.youtube.com/watch?v=Sz9maQldc08">orchestral concert</a>, an entire cruise ship transformed into the SS Anne, food collaborations, photo spots, station takeovers, and more. Yokohama felt less like a typical Japanese city and more like a location ripped directly from the world of <em>Pok&eacute;mon</em> itself. Within all that were families, often two or three generations, sharing in a mutual love of <em>Pok&eacute;mon</em>.</p>

<p>The results speak for themselves. In recent years <a href="https://www.gamesindustry.biz/report-pokemon-earned-116bn-in-licensed-products-revenue-last-year">The Pok&eacute;mon Company has recorded record profits</a> and revenue, while the games, anime, and TCG are more popular than ever, with both new mainline Switch entries <a href="https://www.nintendo.co.jp/ir/en/finance/software/index.html">selling over 20 million copies</a>. The phenomenon of growing out of <em>Pok&eacute;mon</em> is no longer a concern. Even if young kids stop playing the video games as they grow, that doesn&rsquo;t mean they won&rsquo;t still engage with this world via other means. Nor does it mean they won&rsquo;t introduce their own children to the series in the future.</p>

<p><em>Pok&eacute;Tsume</em> is a series that&rsquo;s only possible because of a reinvention of what <em>Pok&eacute;mon</em> can be. While, in reality, it&rsquo;s a mostly light, inoffensive promotional tool to sell games (it&rsquo;s no coincidence the second episode has a scene of a young kid playing the latest entries in the series on his Nintendo Switch), it represents everything the franchise has aimed to be in recent years. Rather than a series for children, <em>Pok&eacute;mon</em> now promises something for everyone. And those new adults seeking direction in life might find a fellow directionless 20-something employee more relatable than a kid wanting to be a <em>Pok&eacute;mon</em> Champion. Frankly, it&rsquo;s a way to see they aren&rsquo;t alone, no different from how your party of pok&eacute;mon kept you company through the deepest caverns of Mt. Moon.</p>

<p class="has-end-mark">It&rsquo;s not unusual for the stories that defined you in your formative years to stick with you long into adulthood, providing the moral framework and life lessons you need in times of strife. What&rsquo;s wrong with taking a bit of guidance in finding a way to exist within it? We all live in a <em>Pok&eacute;mon</em> world. <em>Pok&eacute;Tsume </em>just puts that feeling on-screen.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Alicia Haddick</name>
			</author>
			
			<title type="html"><![CDATA[The ticking time bomb of modern free-to-play games]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/9/1/23330632/free-to-play-gacha-games-closures-dragalia-lost-kingdom-hearts" />
			<id>https://www.theverge.com/2022/9/1/23330632/free-to-play-gacha-games-closures-dragalia-lost-kingdom-hearts</id>
			<updated>2022-09-01T10:30:00-04:00</updated>
			<published>2022-09-01T10:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Dragalia Lost launched in 2018 as a statement of intent from Nintendo in partnership with Japanese developer Cygames. Nintendo may have first jumped into the field of mobile games in 2016 with the launch of games like Super Mario Run and Miitomo, but this was the first original property the company had produced exclusively for [&#8230;]]]></summary>
			
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<img alt="" data-caption="Nintendo’s Dragalia Lost is shutting down at the end of 2022. | Photo by Amelia Holowaty Krales / The Verge" data-portal-copyright="Photo by Amelia Holowaty Krales / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/13160493/akrales_180925_2981_0006.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	Nintendo’s Dragalia Lost is shutting down at the end of 2022. | Photo by Amelia Holowaty Krales / The Verge	</figcaption>
</figure>
<p><em>Dragalia Lost</em> launched in 2018 as <a href="https://www.theverge.com/2018/9/26/17905536/dragalia-lost-nintendo-mobile-gaming-iphone-android">a statement of intent from Nintendo in partnership with Japanese developer Cygames</a>. Nintendo may have first jumped into the field of mobile games in 2016 with the launch of <a href="https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview">games like <em>Super Mario Run</em></a> and <em>Miitomo</em>, but this was the first original property the company had produced exclusively for mobile devices. This free-to-play gacha game (a game whose content is generally free to access while charging microtransactions for loot boxes and randomized lotteries for rare and limited-time characters) had a flashy multi-region launch campaign collaborating with major Japanese musician DAOKO, banking on the game&rsquo;s success at home and abroad.</p>

<p>And it was a hit. Less than a year after launch, the game had already earned over $100 million, with a steady stream of merchandise following soon after. Yet, as of last month, Nintendo and Cygames published the game&rsquo;s final update, and this week, it was revealed that the game would shut down on November 29th after just three years of operation.</p>

<p>Without any announcement from Nintendo of an official offline version or archive to memorialize the game after servers shut down and the game is no longer accessible to the public, fans are working across the community to preserve everything they can of a game they dedicated themselves to over the last few years. &ldquo;Especially with games like <em>Dragalia Lost</em> and games that are on a live server and stuff, once the server closes down, you can&rsquo;t play that anymore,&rdquo; explains Sei, an active member of the game&rsquo;s community. &ldquo;It&rsquo;s not like you can download a ROM of a Game Boy game and play it: once it&rsquo;s gone, it&rsquo;s gone.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“Once it’s gone, it’s gone.”</p></blockquote></figure>
<p>Free-to-play games have risen from an anomaly to the most profitable sector of the games industry. In 2012, the <a href="https://www.pocketgamer.biz/news/48541/mobile-games-market-grew-33-percent-in-2012-to-9-billion/">mobile games market hit $9 billion</a> in revenue at a time when free-to-play revenue systems were only starting to grow more popular, challenging the norm of games charging a one-time price of entry. At the same time, <a href="https://www.gamesindustry.biz/pc-free-to-play-revenue-has-doubled-since-2012">free-to-play revenue on PC was at an impressive $11 billion</a>, thanks to titles like <em>League of Legends</em>, already eclipsing the revenue earned by premium titles. By 2020, free-to-play revenue across mobile, PC, and console accounted for <a href="https://www.gamesindustry.biz/digital-games-spending-reached-usd127-billion-in-2020">over $96 billion</a>.</p>

<p>Unsurprisingly, the industry has adapted to increasingly cater to players in this bustling sector. Yet, for every headline boasting of the phenomenal revenue-generating success of titles like <a href="https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-9-billion-epic-games-apple-antitrust-case"><em>Fortnite</em></a> or <a href="https://www.eurogamer.net/pokemon-go-passes-6bn-in-revenue"><em>Pok&eacute;mon Go</em></a> comes a host of titles that burn out within a year or sometimes even less. Japan is one of the biggest regions for free-to-play games, particularly on mobile, where titles like <em>Uma Musume: Pretty Derby</em> have <a href="https://go.sensortower.com/rs/351-RWH-315/images/st-state-of-mobile-game-monetization-2022.pdf#page=12">broken into the top 10 highest-grossing mobile games worldwide</a> despite only being available in a single country. Yet, even games based on major properties like Bandai Namco&rsquo;s <em>Tales of Luminaria</em> have struggled, shutting down in under six months.</p>

<p>Even successful games eventually must come to an end, as seen with titles such as<em> Kingdom Hearts &chi;</em>, which closed down in 2021, six years after launching on mobile and nine years from its Japan-only browser launch. Yet, in a market increasingly dominated by these massive revenue-generating free-to-play titles, the legacy (or lack thereof) of these games is creating an ever-larger accessibility issue. Whereas it&rsquo;s easy to plug in a retro console to relive nostalgic games from your childhood or discover beloved classics, always-online free-to-play titles are inaccessible the moment a developer or publisher pulls the plug.</p>

<p>Unless we hear otherwise in the next few months before the game&rsquo;s definitive end of service, <em>Dragalia Lost</em> &mdash; a historically significant title with regards to Nintendo&rsquo;s relationship with mobile gaming &mdash; will meet the same fate as thousands of others in the genre. Once that happens, and after all is lost, what is left of the time and money players spent in these games? Or the time spent developing games that are now impossible to play by anyone?</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23985013/DIM_Launch_Dungeons_CavernOfEchoes_GTS_01.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Diablo Immortal | Image: Blizzard Entertainment" data-portal-copyright="Image: Blizzard Entertainment" />
<p>For as long as free-to-play games rose from an anomaly to the most lucrative sector of modern gaming, controversy has followed. Gacha mechanics and loot boxes have become a source of legislative investigation and outright bans in a number of countries, particularly in Europe, for the view these games generally earn their revenue from exploitative gambling mechanics. Although many players enjoy hundreds of hours of free content without spending a dime, stories like the player who <a href="https://www.eurogamer.net/diablo-immortal-player-spends-100k-on-game-now-cant-find-anyone-suitable-to-matchmake-with">spent $100,000 on <em>Diablo Immortal</em></a> are far from uncommon.</p>

<p>Admittedly, the issue of always-online games becoming inaccessible due to server closures is not a new phenomenon. As <em>World of Warcraft</em> rose to prominence in the 2000s, a deluge of MMOs soon followed, almost all of which have since closed down. Yet, for every unofficial server for <em>Star Wars Galaxies,</em> <em>Toontown Online,</em> and <em>The Matrix Online</em>, many other MMOs remain entirely inaccessible. Even then, private servers can face legal ramifications for the volunteers who attempt to revive these efforts. While similar private server efforts are, in theory, possible for mobile titles, the sheer quantity of games, as well as the need to archive regular updates and limited-time events alongside the volatile compatibility of ever-evolving mobile platforms, this becomes a near-impossible task.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I have seen online service games come and go for years now”</p></blockquote></figure>
<p>As this market matures and even long-running titles are retired, the experience of such closures has led some players to reassess their relationship to the purchases they made while these games were active. <em>Marvel Heroes</em> was a free-to-play game released on PC in 2013 that ran until 2017 when missed updates and <a href="https://kotaku.com/the-last-months-of-gazillion-entertainment-maker-of-ma-1821016486">issues at developer Gazillion Entertainment</a> resulted in the company&rsquo;s turbulent closure and the game shutting down soon after. David LaBerge was an active player of the game from its launch and eventually spent over $1,000 on the game by the time of its closure between them and their partner.</p>

<p>&ldquo;It was always going to be a free-to-play game, but they were offering preorder packs that included early access from the closed beta,&rdquo; LaBerge says. &ldquo;In our mind, spending $50 was like buying a new game. However, I can say that by the end, we both had definitely spent $1,000 between us. At the end of seeing a Marvel movie, we would go home and drop $20 each on characters and skins from the movie we just saw and grind out some action.&rdquo;</p>

<p>Since the game&rsquo;s closure, they admitted that while this wasn&rsquo;t their first free-to-play title, the experience and its sudden closure did make them more skeptical of playing such games in the future. &ldquo;If this was a company that was still existing, I would say when a free-to-play title is shuttered, it would be nice to at least provide consumers another one of their games of choice, the equivalent, or majority of what was spent on their now-shuttered game,&rdquo; LaBerge says. &ldquo;I have seen online service games come and go for years now and totally understand that my &lsquo;investment&rsquo; into the game will not exist long-term, but as I get older, I have tightened my wallet.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23985025/Screenshot_4.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Kingdom Hearts Union χ Dark Road | Image: Square Enix" data-portal-copyright="Image: Square Enix" />
<p>Without such an offline experience being offered, many games are entirely lost. Even those that do offer such a system are typically limited. The closure of <em>Kingdom Hearts &chi;</em> came with a movie viewer for story content, while the game&rsquo;s newest additional mode story, Dark Road, has been concluded and will be <a href="https://twitter.com/KINGDOMHEARTS/status/1556566118206242817?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Etweet">playable entirely offline later this month</a>. The gameplay of the rest of the game, however, is now completely inaccessible. Still, this offline update did also offer a way for players to view their in-game purchases for medals used in battle. Aniplex USA offered a <a href="https://www.siliconera.com/magia-record-gallery-mode-will-let-you-see-characters-after-the-shutdown/">similar offline viewer</a> with the closure of the English version of <em>Magia Record: Puella Magi Madoka Magica</em> but, again, without the gameplay retained for players to revisit the experience after servers went offline.</p>

<p>Such updates are typically exceptions to the norm. This requires fan projects in the communities of those games facing closure to do what they can to archive their games pre-closure. Some projects, like those seen for the Japan-only puzzle game <em>Puchiguru Love Live</em> (based on the popular Love Live school idol franchise), have <a href="https://pokenesos.com/">fully playable private servers</a> that keep these games alive in as close to their active state as possible. Most simply aim to keep the memory of these games alive by recording and collecting together whatever assets and snippets of gameplay they can before servers are shut down.</p>

<p>An offline mode has yet to be announced by Nintendo for <em>Dragalia Lost.</em> So a project organized by Sei, a community member and admin of the r/<em>Dragalia Lost</em> Discord server, with the support of the rest of the community, is attempting to archive the game they love, which may become the only way for these players and curious outsiders to revisit the game years into the future. Their project aims to rescue story content and past events through video archives while data mining the application in order to save assets, scripts, and side content in all languages. Yet even with a large number of volunteers, it remains a race against time.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“This was a part of our lives. Maybe it could be part of someone else’s life”</p></blockquote></figure>
<p>&ldquo;The more active contributors have done a lot more than me,&rdquo; Sei explains. &ldquo;People have been recording the stories in different languages, and you have the different text and voice language combinations, too. There&rsquo;s a difference between reading a script and actually seeing it play out, so that&rsquo;s why we&rsquo;re trying to do all the recording. But there&rsquo;s so much gameplay, so many characters, so many side stories, so much to memorialize. I think a lot of people in the community of <em>Dragalia Lost</em> don&rsquo;t want it lost to time. This was a part of our lives. Maybe it could be part of someone else&rsquo;s life, maybe someone who wasn&rsquo;t even born yet.&rdquo;</p>

<p>At this point in time, much of the story has already been archived in at least English and Japanese, but many other languages and side content are yet to be recorded beyond assets ripped from the game&rsquo;s files. But even with archives, these are merely visual memorials to a game that is soon to be lost.</p>

<p>Players within the <em>Dragalia Lost</em> community are mixed on the idea of losing the money and time invested in these games. While some don&rsquo;t regret their time or money spent, their feelings toward the genre have changed alongside this news. This is the case for Natalie, who spent 15 hours a week and over $200 on the game over its lifespan. &ldquo;I will not spend any money on another gacha game and have sworn off free-to-play live services like <em>Dragalia Lost,&rdquo; </em>Natalie explains<em>.</em> &ldquo;I do not want to get invested in another title that will be taken away from me once the development cost and opportunity cost become too high to justify keeping the servers running.&rdquo;</p>

<p>Others were less remorseful of their investments &mdash; even knowing that they will soon disappear forever. &ldquo;I do not regret the money and time I spent within the game,&rdquo; explained another player, Shiro. &ldquo;The game has given me many memories to look back on, such as the times spent crouched over my laptop trying to get my alliance members together to challenge the new boss.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23318508/akrales_220314_5071_0193.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Playing the game Genshin Impact on the 2022 iPad Air" title="Playing the game Genshin Impact on the 2022 iPad Air" data-has-syndication-rights="1" data-caption="Genshin Impact | Photo by Amelia Holowaty Krales / The Verge" data-portal-copyright="Photo by Amelia Holowaty Krales / The Verge" />
<p>It&rsquo;s an issue that&rsquo;s only going to become more important to a growing number of players as time goes on. What will happen to the millions of players who bought skins in <em>Fortnite</em> or rolled for new characters in <em>Genshin Impact</em> once servers for both of those titles inevitably close down at some point in the future? Will there be any ability for players to retain access to their items or replay the game in 20 years&rsquo; time? The fact that prior incarnations of the <em>Fortnite</em> map updated between seasons are already lost would suggest otherwise.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I do not want to get invested in another title that will be taken away from me”</p></blockquote></figure>
<p>Examples like these will only grow in years to come, with billions in player spending, years of development time, and thousands of hours of player engagement being lost on a yearly basis. While our perception of the games industry and its evolution has traditionally been shaped by headline-grabbing premium experiences, it&rsquo;s free-to-play and gacha games that top the charts of the most successful titles of the last decade. As things stand, the lack of software preservation in the sector is resulting in history-defining artifacts of gaming, both large and small, being lost. And who&rsquo;s to say if a fan archive is secure when a cease and desist could cause even that to be lost forever?</p>

<p>&ldquo;Software preservation, in general, is a thing that, as a society, we&rsquo;re kind of losing sight of,&rdquo; stated Sei. &ldquo;Because a lot of things are just services now, once they&rsquo;re gone, they&rsquo;re gone. Even if you don&rsquo;t find much value in them personally, there might be value in someone 10, 20, 30 years from now looking back on things and seeing how it was. If it&rsquo;s not preserved, then that&rsquo;s just a part of history that&rsquo;s gone.&rdquo;</p>

<p class="has-end-mark">Players will have their memories, and fan communities can do what they can to keep these memories alive. Some fans of <em>Dragalia Lost</em> are working on fan fiction to tie up loose ends or fan art that expresses their love for the experience. But while memories will remain, the experiences of developers and players won&rsquo;t. A book isn&rsquo;t gone once it goes out of print, but a free-to-play game is the moment the cost of upkeep becomes too high. Thanks for the memories, <em>Dragalia Lost</em>. But memory alone is a fickle thing, isn&rsquo;t it?</p>
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			<entry>
			
			<author>
				<name>Alicia Haddick</name>
			</author>
			
			<title type="html"><![CDATA[Neptune Frost’s radical sci-fi future]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/6/2/23059928/neptune-frost-movie-interview-saul-williams-anisia-uzeyman" />
			<id>https://www.theverge.com/2022/6/2/23059928/neptune-frost-movie-interview-saul-williams-anisia-uzeyman</id>
			<updated>2022-06-02T10:00:00-04:00</updated>
			<published>2022-06-02T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Film" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Each story has a beginning, just as each has many interpretations, like dreams. For Neptune Frost, that story begins with an ending. More specifically, the death of Neptune&#8217;s grandmother. In the afterglow of life and the religious importance of moving on from the mortal plain, a comment from Neptune, played by both Cheryl Isheja and [&#8230;]]]></summary>
			
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											<![CDATA[

						
<figure>

<img alt="" data-caption="Neptune Frost. | Image: Kino Lorber" data-portal-copyright="Image: Kino Lorber" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23442306/NeptuneFrost_still_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	Neptune Frost. | Image: Kino Lorber	</figcaption>
</figure>
<p>Each story has a beginning, just as each has many interpretations, like dreams. For <em>Neptune Frost</em>, that story begins with an ending. More specifically, the death of Neptune&rsquo;s grandmother. In the afterglow of life and the religious importance of moving on from the mortal plain, a comment from Neptune, played by both Cheryl Isheja and Elvis Ngabo, feels poignant: &ldquo;my life never felt like my own.&rdquo;</p>

<p>From here, it&rsquo;s into the cobalt mines we go, where colonialism takes new form as workers extract cobalt and other precious materials &mdash; the same ones that power the electronic devices you&rsquo;re reading this article on right now &mdash; mostly for richer Western countries without the benefits being felt at home. For all these countries have found independence, capitalism has ensured the old power dynamics remain: border disputes replaced by dollar signs and executive bonuses paid for by Rwandan and African labor slaving away for their new-age masters.</p>

<p>One of them is murdered simply for taking a rest.</p>

<p>Surely there&rsquo;s a way to break this cycle. A way to turn the electronic tools of oppression into the tools of liberation. To not just take control of their labor and their lives but to hack the system, picture a dream, and dare to live it. An idea can turn into a community that can turn into a movement that can turn into genuine change. It&rsquo;s a chance to become a catalyst for systemic, revolutionary change, a <a href="https://en.wikipedia.org/wiki/MartyrLoserKing"><em>MartyrLoserKing</em></a>.</p>

<p><em>Neptune Frost</em> is dense, a film and musical like few others. Even describing it as a movie would be inaccurate. For artists and directors Saul Williams and Anisia Uzeyman, the &ldquo;film&rdquo; of<em> Neptune Frost</em> is just part of a multimedia project encompassing the music and graphic novel, first brought to realization with the <em>MartyrLoserKing</em> album released by Williams in 2016 and a <a href="https://www.kickstarter.com/projects/saulwilliams/neptune-frost">successful Kickstarter campaign</a> in 2018.</p>
<div class="youtube-embed"><iframe title="Neptune Frost – Official Trailer" src="https://www.youtube.com/embed/acfBNIXovww?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>It&rsquo;s a deliberately lo-fi Afrofuturist story about the links between modern-day colonialism and the capitalist system that feeds on it, about queer liberation as a step toward liberation for all, and the ability for a community to embrace the technological chains that are used to hold them back and instead take control. It&rsquo;s a story of this intersex runaway finding a community that rejects the capitalist system run by &ldquo;The Authority&rdquo; to live collectively, using the land and the minerals once stolen from them to enrich themselves. A story where the role of these devices in both control and liberation of race, labor, gender, sexuality, and existence is explored in depth through the eyes of the oppressed.</p>

<p>It&rsquo;s also a love story, just one where the fight to be free is deeply intertwined into the dynamics of the relationship between Neptune and coltan miner Matalusa. &ldquo;We see how Neptune&rsquo;s power is distributed through her connection with another superhero, Matalusa,&rdquo; noted Uzeyman, as both they and Williams spoke about the film over Zoom. &ldquo;Energy comes from his work in the coltan mine, the precious metal used to distribute power in our technology. That is their story. We are proposing this universe, but between things, a lot of what we experience is made by your mind and your own persona and your own poetry and your own ability to be a part of that world.&rdquo;</p>

<p>The journey from conception to finished film took over a decade &mdash; and it didn&rsquo;t even start as a movie. &ldquo;The project was initially conceived around 2011, and at that time it was conceived to be exactly what it is now: a musical and the graphic novel, with the distinction being that the musical was for the stage,&rdquo; explained Williams. &ldquo;After Anisia and I did a residency in 2014 we stepped away from that and spoke to some producers who said &lsquo;I love this idea, but I&rsquo;d be more apt to support it if it were a film because taking it to Broadway would be really expensive.&rsquo;&rdquo;</p>

<p>The cost-prohibitive realities of a stage production led to the story moving from stage to screen. At this same time, the musical aspect of the film began to take shape in the form of Williams&rsquo; concept album, offering a first public glimpse at this experimental techno-hacktivist story. The film and its music were primarily informed by the disparities laid bare by the 2008 financial crash as well as the weaponization of the internet by both the grassroots masses and the all-seeing, war-mongering eyes of government, issues that have only grown more pertinent in the following years.</p>

<p>&ldquo;The politics of <em>Neptune Frost </em>were established at the beginning,&rdquo; noted Williams. &ldquo;You had the various anti-gay laws on the continent, you had WikiLeaks, you had the Arab Spring, Chelsea Manning. Everything that we&rsquo;re talking about in this film is exactly what we were talking about then and all the way up until now. The subject matter became more prevalent because of Trayvon Martin, then Trump gets elected, all these different things.&rdquo;</p>

<p>&ldquo;And this wasn&rsquo;t only here in the US. When we arrived to shoot the initial sizzle reel for the film in Rwanda and Kigali in 2016, we ended up meeting a great part of our cast who were actually refugees from Burundi who fled because of the political upheaval that happened there in 2015. And so, Kaya [Free] (who plays Matalusa), Tr&eacute;sor [Niyongabo] (who plays Psychology), our entire ensemble of Burundian drummers, they&rsquo;re all refugees that arrived in Rwanda in 2015. It was all coalescing.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23442307/NeptuneFrost_still_9.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="neptune frost" title="neptune frost" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Kino Lorber" />
<p>Concerns that birthed the project in 2011 only became more relevant in the years that followed. QAnon has showcased the web&rsquo;s power at shaping and distorting our reality. Even in the time that passed between our conversation and the film&rsquo;s release, TikTok and Twitter have played crucial roles in shaping the narrative of the war in Ukraine, showcasing the ways grassroots actions can serve a collective function in challenging a violent, nebulous authority.</p>

<p>Of course, this assumes that technology is merely a device like a phone, divorced from our interactions and input. <em>Neptune Frost </em>would reject this idea. As Neptune runs from their home to find a place that allows them to live as themselves, they reach the off-the-grid hacktivist village that soon becomes home. This village, designed by Cedric Mizero with the idea that these devices and minerals are rooted in the ground and the people that live there, assumes that it is actually <em>we </em>that are the technology.</p>

<p>After all, this home and its residents are infused with it, with discarded computer motherboards now repurposed as shelter or as a way to connect with the outside world, while items once thought of as trash find new meaning within their collective existence. That which had once been a tool of control becomes a radicalizing tool in their hands, just as the ways in which the village is embedded with these tools serves to showcase humanity&rsquo;s role in dictating how they&rsquo;re used.</p>

<p>Even the ways in which the people of the village such as Neptune take on new names to assume control over their identities serves this idea. These people are freeing themselves from that which stopped them from expressing themselves and living freely. In turn, the film is challenging us to frame our debates around the power of these devices and the internet in this same liberating light. Far from the long-stated diatribe that &ldquo;technology will not save us&rdquo; &mdash; provided we accept that technology&rsquo;s integration into modern society makes it as much a part of us as external from us &mdash; the challenge is ensuring that it&rsquo;s used to empower those once left overlooked.</p>

<p>This is what allows the music of <em>Neptune Frost</em> to come alive. This isn&rsquo;t music you&rsquo;ll find yourself humming, instead serving as noise infused with the drumbeat of progress, a chant of repeating phrases blended with synthetic electronic sounds. The music is the heartbeat of the characters as much as it is the beat of the film, the rhythm of their lives, dreamily inserted while still striking at the film&rsquo;s thematic core.</p>

<p>This only advances technology&rsquo;s place in <em>Neptune Frost</em>. A computer can only go so far without human input, so it follows that the music blends the traditional and modern in a character-driven ethereal wave. &ldquo;I think the movie is a window into a world to discover, to connect with, and to dance with,&rdquo; explained Uzeyman. &ldquo;In music we can see with traditional drums, for instance, that the dancers also invent a rhythm in between the rhythm the drum is giving, which matches the story of how these invisible communities reach visibility, even as people profit from this invisibility.&rdquo;</p>

<p>Technology empowers us, so using that to reach out and connect beyond the barriers of language and culture is key to revolution. &ldquo;I think that one of the themes of the film in regards to technology is how we include ourselves into that equation,&rdquo; Uzeyman continued. &ldquo;How are we not the algorithm that is forgotten? How are we not the people that are forgotten, when we are the source of it? This story is very fluid because it is the birth of a superhero, just as Neptune is born again at 23-years-old at the start of the film. This is just a window on how that occurred, how she was born, and how she became in full possession of her power.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23442316/NeptuneFrost_still_1.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="neptune frost" title="neptune frost" data-has-syndication-rights="1" data-caption="&lt;em&gt;Neptune Frost.&lt;/em&gt; | Image: Kino Lorber" data-portal-copyright="Image: Kino Lorber" />
<p>Ultimately, only by using our brains and bodies as much as the minerals we mine for blood and profit can the narrative evolve from exploitation to collaboration. The village is not solely a place away from the nebulous Authority where these people can live freely; it&rsquo;s a representation of a better, collaborative existence. E-waste (taken from a real e-waste dump in Rwanda and used to create the sets) and old phones power new movements &mdash; nature and technology and humanity as one whole.</p>

<p>Beyond the film is the graphic novel. Whereas <em>Neptune Frost,</em> the film, explores the story from Neptune&rsquo;s perspective, finding themselves as an intersex person liberated from their old life and a society that viewed them differently, the comic follows Matalusa. Still, the aim of transposing into a new medium is not simply to recount the same story from a different perspective but to expand upon it.</p>

<p>&ldquo;I can tell you that I didn&rsquo;t let the illustrator see the film until last week,&rdquo; admitted Williams (this interview took place in January 2022). &ldquo;I was waiting for them to get to a particular point in the story, I was like, when you get here you can see it. That was really about allowing the sort of intuitive grace of the creative process to have space, it was about respecting the artist. However, the illustrator worked with us on the production design when we shot the sizzle reel in 2016. Otherwise, the graphic novel doesn&rsquo;t lean heavily on music, although there are musical moments in that they express themselves musically.&rdquo;</p>

<p>Technology connects us just as much as stories have the ability to bring us together, and each holds as much power as we imbue into them. Ensuring these ideas have the ability to thrive is most important, regardless of the medium or how we experience them. If the pandemic showed us anything, it was the role that it can have in keeping us connected in divided times. And, as Williams and Uzeyman flew from Rwanda at the end of filming on the final flight before COVID-19 closed their borders, how easy it is to remain divided in spite of it.</p>

<p class="has-end-mark">Yet even the simplest things can connect us. From two different continents, it is technology that provided us the ability to commune with one another about this film, from which we can create our own space and connection. When everyone&rsquo;s connected, and when these tools are understood as an extension of human existence that can join us just as much as it isolates and divides us, only then can we fix the inequalities and disconnects we have allowed to fester through bloodshed and borders.</p>

<p><em>Neptune Frost <em>is in theaters starting on June 3rd</em>.</em></p>
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