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		<title>Anime Was Better When Isekai Heroes Actually Wanted to Go Home.</title>
		<link>https://afrogamers.com/2026/10/01/old-school-isekai-anime-made-going-home-matter/</link>
					<comments>https://afrogamers.com/2026/10/01/old-school-isekai-anime-made-going-home-matter/#respond</comments>
		
		<dc:creator><![CDATA[Greg Tucker]]></dc:creator>
		<pubDate>Thu, 01 Oct 2026 09:10:09 +0000</pubDate>
				<category><![CDATA[Anime]]></category>
		<category><![CDATA[BH]]></category>
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		<guid isPermaLink="false">https://afrogamers.com/?p=2719</guid>

					<description><![CDATA[Old school isekai anime like Magic Knight Rayearth, Escaflowne and The Twelve Kingdoms made getting home part of the emotional journey. Modern isekai often flips that idea.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Somewhere in the middle of <strong>Magic Knight Rayearth</strong>, it clicks that those three girls are not on vacation. Hikaru, Umi, and Fuu get yanked away while visiting Tokyo Tower on school field trips and dropped into Cephiro with a job nobody asked them to sign up for. Under all the sword fights and giant mecha, one wish keeps humming. They just want their regular lives.</p>
<p>That hum is the thing I miss.</p>
<p>A big branch of modern portal fantasy has mostly let it go. The formula often runs like this. Some guy dies, usually from a truck or overwork, wakes up in a fantasy realm with a cheat skill, and inside three episodes he&#8217;s running a tavern, collecting admirers, treating the entire mess like a soft landing. Nobody&#8217;s crying over a mother they&#8217;ll never see. No one&#8217;s staring at a strange sky wondering if anyone on the other side even noticed they vanished. The move now is often to settle in and thrive.</p>
<p>I get why it sells. Who wouldn&#8217;t want a do over with god mode flipped on? Still, the older stuff hit harder because leaving wasn&#8217;t the fantasy. Getting back was.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-2723" src="https://afrogamers.com/wp-content/uploads/2026/10/image-2026-10-01T040029.836.png" alt="https://afrogamers.com/wp-content/uploads/2026/10/Anime-Was-Better-When-Isekai-Heroes-Actually-Wanted-to-Go-Home.png" width="391" height="419" srcset="https://afrogamers.com/wp-content/uploads/2026/10/image-2026-10-01T040029.836.png 608w, https://afrogamers.com/wp-content/uploads/2026/10/image-2026-10-01T040029.836-280x300.png 280w, https://afrogamers.com/wp-content/uploads/2026/10/image-2026-10-01T040029.836-450x482.png 450w" sizes="(max-width: 391px) 100vw, 391px" /></p>
<p>Think about Hitomi in <strong>Escaflowne</strong>. She runs track, reads tarot, nurses a crush, lives an ordinary teenage life. Then the impossible crashes straight into that ordinary world, a young swordsman battles a dragon practically in front of her, and before she can process any of it she&#8217;s standing on Gaea. The series never lets that sense of displacement fade. Every quiet scene carries the ache of a girl separated from her own bed, old friends, and the small familiar problems she used to shrug off. Gaea is gorgeous and doomed and soaked in war, and she&#8217;s stuck inside it holding visions nobody asked for. The spectacle lands because plenty of the time she&#8217;d gladly trade all that grandeur for something as ordinary as standing at a starting line again.</p>
<p>Or take <strong>Now and Then, Here and There</strong>, the title I pull out when somebody swears cartoons can&#8217;t wreck you. Shu is a cheerful kid who jumps into danger trying to protect a stranger, then gets dragged somewhere scorched and merciless. No power boost arrives. Zero fan club waiting. Just child soldiers, drought, and a warlord running on cruelty alone. Our hero spends the full run gripping plain decency like the last familiar thing left, and the drive to escape is less about comfort than about staying himself. That whole tension only works because the place that swallowed him is actively trying to break him.</p>
<p>See the pattern? Over there had teeth.</p>
<p>That&#8217;s the piece a lot of today&#8217;s wave trades away. When the strange realm is a theme park built around one guy, nothing really presses on him. Danger gets defanged. Isolation evaporates. The stakes shrink down to whether he can out level the next opponent. Set that beside Chihiro in <strong>Spirited Away</strong>, who spends the first night trembling and half invisible, watching both parents turn into pigs, learning that forgetting her own name could leave her trapped forever. Miyazaki understood the assignment. That bathhouse glitters, but it&#8217;s a snare too, and the only fuel keeping Chihiro upright is the memory of a life worth getting out for.</p>
<p>Even the goofier entries from that stretch kept a pinch of this. <strong>Fushigi Yuugi</strong> drops Miaka inside an ancient book, and yeah, it swerves into full romance soap, yet she stays scared half the time, still hungry, still aware that her ordinary life and looming entrance exams sit on the far side of the page. <strong>El Hazard</strong> sends a whole cast into a stunning elsewhere and lets them enjoy the ride, though the possibility of getting home never disappears completely. The ordinary keeps tugging.</p>
<p>Then you&#8217;ve got <strong>The Twelve Kingdoms</strong>, maybe the cleanest version of the idea. Youko gets pulled across with pretty promises and a blade, and almost at once everything curdles. People lie to her. Monsters stalk the roads. Starving, broke, and betrayed early in the journey, Youko may have a special destiny waiting for her, but surviving long enough to understand and claim it is anything but free. Earning a foothold means grieving the dull safe routine she used to resent. By the time she quits begging to leave, it&#8217;s because she grew into that place the hard way, not because anybody handed over a mansion.</p>
<p>That growth is the whole point. Longing for familiar ground wasn&#8217;t decoration. It was the engine. A character who wants out has to change enough to either find a door or decide, through blood and loss, that remaining means something now. The reluctance made the eventual choice to stay actually cost something.</p>
<p>Flip to plenty of modern isekai. The protagonist shows up ready to embrace the new world almost immediately. Where&#8217;s the friction in that? If paradise lands in your lap on day one, there&#8217;s no arc, just a slow drip of fresh perks. I won&#8217;t pretend each current title is hollow. Re:Zero drags Subaru through real hell, and part of why it cuts so deep is that he&#8217;s stripped of any clean exit and forced to relive brutal stretches of time through Return by Death, dying again and again while trying to change the outcome. <strong>Mushoku Tensei</strong> at least sits with the weight of a squandered first go round. So the old instinct isn&#8217;t buried. It simply turned rare.</p>
<p>A chunk of this comes down to the wish each era sells. Those classic stories often spoke to kids who felt small and overlooked, and the promise was that your dull everyday mattered, that people would miss you, that clawing your way back was worth the fight. A lot of the modern crop sells the reverse. Your real existence was the cage, and the trapdoor out is the prize. One version says you belong somewhere. The other says you should vanish and restart. I know which message I&#8217;d rather hand a twelve year old.</p>
<p>There&#8217;s also richer drama in craving something you can&#8217;t easily grab. Tension needs a gap. Drop a teen into a brutal elsewhere and make them desperate to cross back over, and every episode carries a pulse. Give that same teen a palace and groupies, and you&#8217;re mostly watching a dude have a nice time.</p>
<p>I&#8217;m not here to gatekeep anybody&#8217;s cozy watch. Sometimes a low stakes story about running a potion shop is exactly the mood. But when people ask why the classics lodge in your memory, this sits near the center of it. Those kids were lost. Genuinely lost. And watching them scratch toward something familiar, or make peace with losing it for good, meant the trip carried real weight.</p>
<p>Give me a lead who stares at that beautiful ruined sky and still whispers that they want to go home. That&#8217;s where the good stuff lives.</p>
<p>Staff Writer; <strong>Greg Tucker</strong></p>
<p class="isSelectedEnd"><em>GT</em> is an old-school blerd who loves anime, comics, manga, video games, and collecting indie Black comic books.</p>
<p>Contact him at: <strong><a href="mailto:GregT@AfroGamers.com">GregT@AfroGamers.com</a></strong>.</p>
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		<title>Gears of War: E-Day Chooses Marcus and Dom Over Gears 6.</title>
		<link>https://afrogamers.com/2026/09/30/gears-of-war-e-day-prequel-instead-of-gears-6/</link>
					<comments>https://afrogamers.com/2026/09/30/gears-of-war-e-day-prequel-instead-of-gears-6/#respond</comments>
		
		<dc:creator><![CDATA[Greg Tucker]]></dc:creator>
		<pubDate>Wed, 30 Sep 2026 07:34:53 +0000</pubDate>
				<category><![CDATA[Action (Shooter/Fighting, etc.)]]></category>
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		<guid isPermaLink="false">https://afrogamers.com/?p=2711</guid>

					<description><![CDATA[Gears of War: E-Day brings Marcus and Dom back for a brutal origin story. Could revisiting Emergence Day restore what made the franchise special?]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Nobody saw this one coming. Well, a few sharp folks did, but most of us who ride for this franchise walked into that 2024 Xbox showcase expecting a big number 6 on the box and the next chapter of Kait&#8217;s tangled mess. What we got instead was a trip 14 years before the original game, straight to the worst day in the history of Sera. Bold call. Took me a minute to sit with it, but yeah, I&#8217;m all the way on board now.</p>
<p>Let me rewind for anybody who tapped out after Gears 5.</p>
<p>The last mainline entry dropped in 2019 and left Kait Diaz holding a decision that split the fanbase and, honestly, kind of split the mood of the whole thing. Two roads, one dead squadmate either way, big questions dangling about her bloodline and the Swarm. Then quiet. Years of it. So when The Coalition finally spoke up, the safe assumption was obvious: pick up the thread, settle the drama, keep pushing the timeline ahead.</p>
<p>They did the opposite. They marched us home.</p>
<p>E-Day arrives October 6, 2026, with Premium Edition early access beginning October 1. Rather than continue the tale, it winds the clock back to the beginning of the Locust War. Emergence Day itself. The moment the ground split open and the Horde came screaming out of the dirt, turning a working civilization into a slaughterhouse. The campaign follows those first three devastating days through the city of Kalona. You play a young Marcus Fenix, fresh off the Pendulum Wars, running with his brother in all but blood, Dom Santiago. Both men already carrying the scars of an earlier war, but neither one fully aware of the nightmare about to claw up from beneath their boots.</p>
<p>That last piece is the whole reason this gamble pays off.</p>
<p><img decoding="async" class="aligncenter wp-image-2717" src="https://afrogamers.com/wp-content/uploads/2026/09/gearsofwar.jpg" alt="Gears of War: E-Day Chooses Marcus and Dom Over Gears 6." width="564" height="317" srcset="https://afrogamers.com/wp-content/uploads/2026/09/gearsofwar.jpg 739w, https://afrogamers.com/wp-content/uploads/2026/09/gearsofwar-300x168.jpg 300w, https://afrogamers.com/wp-content/uploads/2026/09/gearsofwar-450x253.jpg 450w" sizes="(max-width: 564px) 100vw, 564px" /></p>
<p>&nbsp;</p>
<p>We already know how these two wind up. Anybody who lived through the original trilogy carries that weight into every quiet moment before a single trigger gets squeezed. We watched Dom sacrifice himself in the third outing so his squad could live. We watched Marcus travel from a prison cell to reluctant legend across three punishing campaigns. These two are the emotional spine of the entire saga, the friendship every later heartbreak leaned on. Now we meet them before the Locust War has carved its deepest wounds, and the sorrow sits right there in the room the whole while. You are basically playing a prologue whose ending already gutted you once. Wild trick to attempt, and it only sticks because the writers trust you to remember on your own.</p>
<p>Winding the clock also gives the studio a chance to repair something the newer material struggled with.</p>
<p>The fourth and fifth chapters looked gorgeous, prettier than anything the old 360 ever pushed. Cleaner faces, wider zones, a floating bot named Jack who could suddenly do just about everything. Somewhere under all that shine, though, the property lost a bit of its grime. The 2006 original felt like a slasher flick with a shotgun. Black corridors, wet growling off in the dark, a creeping sense that you and your squad were on the ropes and might stay there. By the Swarm era that dread had melted into something closer to a popcorn blockbuster. Loud, fun, not scary.</p>
<p>October&#8217;s release is charging straight at scary again. The developers have emphasized the horror and desperation of a civilization facing an enemy it has never encountered. During those opening hours, the COG has no established playbook for fighting the Locust, no understanding of how far the invasion reaches, and precious little time to figure either one out. Picture your people holding rifles and prayers while something enormous barrels through the smoke toward them. That flips the entire power balance. In the trilogy you were the counterpunch. Here you&#8217;re the poor soul catching the hit before he ever spots the fist. Sign me up.</p>
<p>There&#8217;s a business brain behind the rewind too, and it&#8217;s sneaky sharp.</p>
<p>Newcomers can stroll in cold. No Swarm homework, no Kait family tree to memorize, no decade of backlog to binge on YouTube before the plot makes sense. You show up, the sky looks normal, life is fine, then the floor betrays everybody at once. Cleanest entry point this property has offered since 2006, which matters a ton when a whole generation of players has never touched a single title in this universe. Xbox needs fresh blood for the brand, and beginnings are the front door. That&#8217;s a generous gift to hand a crowd that felt locked out.</p>
<p>The timing borders on too perfect. This lands two decades after the franchise debuted on the Xbox 360 and right beside Xbox&#8217;s own 25th anniversary. Wrapping a beginning with a certain reboot flavor in that much nostalgia is slick marketing, no doubt, yet it reads as earned instead of cheap. Last year the studio shipped a remaster called Reloaded that finally carried the classic onto PlayStation, letting a fresh crowd taste the roots. Now the prequel shows up to plant new ones. Old and new breathing at the same time.</p>
<p>I do have one nagging worry, and skipping it would be dishonest.</p>
<p>Prequels get lazy fast. When your audience already knows the finish line, the craft has to earn the ride through character and tension rather than shock, because the shocks are mostly spent. Humanity survives long enough for the classic saga to exist. The pair make it through Emergence Day. So everything rides on how it feels, not simply what unfolds. If The Coalition plays this as a lore checklist, ticking off famous faces and winking at the lens, it flops hard. If they play it as an intimate study of two men watching their world die, it might be the strongest thing the brand has produced in over a decade.</p>
<p>What the studio has shown so far leans toward that second version. People Can Fly, a studio with real history in this universe, including work on the original trilogy and Gears of War: Judgment, hopped aboard to co-develop. Kalona is a brand-new city, so the map isn&#8217;t just a nostalgia diorama. There&#8217;s a jump button now, smoother cover transitions, sliding, extra movement, and Unreal Engine 5 flexing hard on the visuals. Horde returns as Horde Siege, a larger 12-player experience built around multiple squads fighting through a city under attack. Versus comes back with refined 4v4 combat, and the campaign even protects two-player split-screen on consoles when local cooperative gaming has become increasingly easy to overlook. Small choices, sure, but they stack into a team that appears determined to respect both the history and the folks who lived it.</p>
<p>So here&#8217;s where I plant my flag.</p>
<p>Continuing immediately past the fifth chapter would have been the comfortable pick, and comfortable is the last thing this saga needed after seven years without a new mainline entry. A straight sequel closes a plot. A journey home to Emergence Day rebuilds a feeling. It reminds everybody why they fell for these characters to begin with, hands the keys to the newer crowd, and gives the studio room to revisit the future without forgetting the past. Kait&#8217;s unfinished story hasn&#8217;t been officially abandoned, either. The Coalition has simply chosen to visit the beginning before returning to whatever comes next. You can&#8217;t really tell where a story is heading until you remember where the whole thing kicked off.</p>
<p>Whether you&#8217;re jumping in October 1 through early access or waiting for the October 6 general release, bring a friend, kill the lights, and get ready to lose.</p>
<p>Staff Writer; <strong>Greg Tucker</strong></p>
<p class="isSelectedEnd"><em>GT</em> is an old-school blerd who loves anime, comics, manga, video games, and collecting indie Black comic books.</p>
<p>Contact him at: <strong><a href="mailto:GregT@AfroGamers.com">GregT@AfroGamers.com</a></strong>.</p>
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		<title>Pokémon Red and Blue: The Game Boy Adventure That Started a Worldwide Obsession.</title>
		<link>https://afrogamers.com/2026/09/23/pokemon-red-blue-original-151-game-boy-nostalgia/</link>
					<comments>https://afrogamers.com/2026/09/23/pokemon-red-blue-original-151-game-boy-nostalgia/#respond</comments>
		
		<dc:creator><![CDATA[Jay Baker]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 21:32:23 +0000</pubDate>
				<category><![CDATA[BH]]></category>
		<category><![CDATA[JRPGs]]></category>
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		<guid isPermaLink="false">https://afrogamers.com/?p=2699</guid>

					<description><![CDATA[Rediscover Pokémon Red and Blue, the original 151, Game Boy link cable trading, MissingNo. and the childhood memories that still connect fans 30 years later.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Boot up a Game Boy in 1996, when Pokémon Red and Green first arrived in Japan, and you got a screen the color of pond scum. Four murky shades of green doing their best impression of color. It should have looked cheap. Instead, it felt like you were holding an entire world in your hands. No backlight either. You tilted the thing toward a lamp or leaned near a window just to watch Professor Oak explain his world. By the time Red and Blue reached American kids in 1998, those little monsters were ready to take over the schoolyard. Thirty years after Pokémon&#8217;s original Japanese debut, that memory carries real weight, and Red and Blue remain the reason a whole generation fell hard for a batch of pocket monsters Game Freak brought to life on Nintendo&#8217;s handheld.</p>
<p>Red and Blue gave you a fixed roster. One hundred and fifty-one creatures, and every single one earned a slot in your head. Kids could rattle off Bulbasaur to Mew without blinking. That number mattered because it was finite. You could work toward completing the original Pokédex, even if the elusive Mew remained a mystery to most players. &#8220;Gotta catch &#8217;em all&#8221; wasn&#8217;t marketing fluff back then. It was a real goal you could see and chase down.</p>
<p><img decoding="async" class="aligncenter size-full wp-image-2701" src="https://afrogamers.com/wp-content/uploads/2026/09/Pokemon-Red-and-Blue-The-Game-Boy-2026.png" alt="Pokémon Red and Blue: The Game Boy Adventure That Started a Worldwide Obsession." width="640" height="360" srcset="https://afrogamers.com/wp-content/uploads/2026/09/Pokemon-Red-and-Blue-The-Game-Boy-2026.png 640w, https://afrogamers.com/wp-content/uploads/2026/09/Pokemon-Red-and-Blue-The-Game-Boy-2026-300x169.png 300w, https://afrogamers.com/wp-content/uploads/2026/09/Pokemon-Red-and-Blue-The-Game-Boy-2026-450x253.png 450w" sizes="(max-width: 640px) 100vw, 640px" /></p>
<p>Here&#8217;s the clever part. Buy one copy and you literally could not fill your Pokédex alone. Red locked away Ekans and Arbok. Blue hid Sandshrew and Vulpix. Game Freak built the need for cooperation right into the design, then handed you the solution: a friend with the other box. Suddenly, the schoolyard turned into a marketplace. You needed people. That was the whole idea.</p>
<p>Which brings us to that gray cord. The link cable was a small miracle of plastic and copper. You plugged two handhelds together, sat shoulder to shoulder, and watched pixels stroll from one system to the next. No WiFi, no cloud, no account login. Trading meant showing up in person, sitting close, and trusting the other person not to yank the connection in the middle of an exchange. Anybody who lived through it remembers the panic of a bad link.</p>
<p>And oh, the stories. Every lunch table had a kid swearing up and down that he knew the truth. Move the truck near the S.S. Anne and Mew appears. Fill all 150 slots and something secret unlocks. Follow some mysterious sequence of button presses and the game rewards you big. Most of it was pure fiction, passed mouth to mouth like folklore. But that was the beauty of the era. Before you could Google an answer in two seconds flat, mystery had room to breathe. A single rumor could live for months.</p>
<p>Now here&#8217;s the twist that kept the whole myth machine running. A few of those tales weren&#8217;t tales at all. MissingNo., that garbled blob lurking off the Cinnabar coast, was the real deal. Follow the right steps, surf along the eastern shoreline, and collide with a corrupted mess of a sprite. Suddenly, the item sitting in your sixth Bag slot multiplied out of nowhere. Half the room swore it was a hoax right up until they watched it unfold on their own screen. That smear of broken code earned its legend status for one reason. People could actually prove it.</p>
<p>Strip away the nostalgia and the bones still hold. Combat ran on a rock paper scissors logic anybody could grasp in a minute yet spend years mastering. Fire beats grass, water douses fire, grass drinks up water, and the loop kept unfolding into deeper territory. The difficulty respected you. No coddling, no glowing arrows pointing the way. You got a town, a rival, a starter, and the freedom to explore Kanto, one new route at a time.</p>
<p>Speaking of that rival. Gary. Blue. Whatever you named him. He showed up right when you were low on potions and high on confidence, always with that grin, always with a team a notch above yours. Beating him settled something. And before any of that, you had to make a call nobody prepared you for. Bulbasaur, Charmander, or Squirtle. Folks still defend their pick like it says something about who they are. Charmander loyalists took the rough road early. Squirtle folks played it smart. Bulbasaur heads breezed through the opening two gyms and never once apologized for it.</p>
<p>What these carts kicked off is almost tough to measure now. A trading card empire. An anime that ran what felt like forever. A phone app in 2016 that had grown folks bumping into light poles chasing digital critters through the park. None of it happens without those original Game Boy adventures. Some guy named Satoshi Tajiri liked catching insects as a kid, and that hobby of his eventually helped inspire a franchise recognized around the world.</p>
<p>You&#8217;d think all that would bury the debut. Hundreds of new critters since, full color, 3D towns you can spin the camera around in. And yet the old one refuses to sit down. Some of that is just how firsts work. They dig in and stay. But it runs deeper than sentiment. Those early adventures asked you to imagine, to fill the gaps the hardware left wide open. Grainy sprites forced your brain to supply the coloring. Silence between chiptune bleeps left space for wonder. Tight limits sparked creativity in a way that polish sometimes smothers.</p>
<p>Three decades later, the pull hasn&#8217;t faded one bit. Somewhere right now a parent is handing a wide eyed kid a worn cartridge, watching them meet Oak and pick their first Pokémon, and the cycle keeps spinning. Those first 151 aren&#8217;t a pile of dead code rotting on old silicon. They&#8217;re the thing you and some kid you haven&#8217;t seen in twenty years can still bond over in a single sentence. A tiny gray box held a whole world once. Wild part is, boot it up today and the world&#8217;s still in there.</p>
<p>Staff Writer;<strong> Jay Baker</strong></p>
<p>An older blerd with a lifelong love for anime, comics, manga, and gaming… Writing for fans who still believe great stories can come from a screen, a page, or a controller…</p>
<p>He can be contacted at <strong><a href="mailto:JayBaker@AfroGamers.com">JayBaker@AfroGamers.com</a></strong>.</p>
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		<title>Sucker Punch Productions’ OG Open-World Series Infamous.</title>
		<link>https://afrogamers.com/2026/09/22/infamous-games-cole-macgrath-playstation-superhero-world/</link>
					<comments>https://afrogamers.com/2026/09/22/infamous-games-cole-macgrath-playstation-superhero-world/#respond</comments>
		
		<dc:creator><![CDATA[James Swift]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 00:10:08 +0000</pubDate>
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		<guid isPermaLink="false">https://afrogamers.com/?p=2687</guid>

					<description><![CDATA[Revisit the Infamous games, Cole MacGrath’s legacy, morality-based gameplay, open-world territory battles, and the PlayStation superhero series fans miss.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) I’ve been revisiting the <em>Infamous </em>games lately. I finished the first two games some years ago and we’re going to get into the three main games but let’s talk about the game world itself and the OG conduit.</p>
<p>The term “conduit” is used for any being that can use super powers. Initially, you had Cole and a few others in Empire City who utilized these powers but with the Department of Unified Protection (think S.H.I.E.L.D in Marvel Comics) being formed and getting their hands on important information, their high-powered death squad and director can wield powers as well.</p>
<h2>A Lost PlayStation Hero: Cole MacGrath</h2>
<p>Listen, I enjoyed electricity conduit Cole’s adventures in Empire City (NYC) and New Marais (NOLA). Being able to determine if he would be a hero, villain or anti-hero of sorts was a fun mechanic that directed impacted your gameplay.</p>
<p>I’d say it influenced the gameplay more than the story itself. Depending on your actions, the story would head in whichever direction but the combat options and benefits open to you by either saving hurt pedestrians and risking your own well-being or snuffing out ops and leaving civilians to their fate was very interesting.</p>
<p>It also helped that the people of these open-world titles varied between support for Cole MacGrath or fear and resentment of this perceived menace. Mind you, this was despite what heroic or nefarious actions you took. Because Cole was such a stock late 2000s-early 2010s action game (gruff, tough, athletic, possibly got parkour skills), the world itself and the people could have the player’s opinions towards these grateful or ungrateful citizens and act out of them.</p>
<h2>The World of Infamous</h2>
<p>Honestly, it was like playing through a living world versions of the <em>Spider-Man </em>games post-PlayStation. In these Spidey games, the city is rocking with the Web-Slingers and it’s mostly their ops and J.Jonah Jameson who have some animosity towards them.</p>
<p>In <em>Infamous, </em>it was more like you had this new super-powered person doing stuff around your city during a crisis and the news is telling everyone they’re a menace. The city forms individual takes on this new force and it’s routed in respect and hope or fear and desperation.</p>
<p>All of this is on top of gangs taking advantage of the crisis and the military’s super special task force shutting down the city and shutting it off from the rest of the world. For the PlayStation 3 era, this was some primo world-building! Sucker Punch Productions borrowed the morality system from games like <em>Star Wars: Knights of the Old Republic</em> and <em>Fallout 3</em>, mixed it in with the world around the protagonist as well as the powers system and it worked.</p>
<p>When the Cole’s adventures ended and the PS4 dropped, the story followed Delsin Rowe (who can absorb the powers of conduits) and later Abigail Walker (who utilizes neon). Their story takes place in Seattle. I always found it odd that Seattle was good as a setting but New York and New Orleans in name? Better avoid that piece of business. The aforementioned D.U.P organization makes it’s appearance as the primary antagonist for most of the <em>Infamous: Second Son </em>game on PlayStation 4.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-2696" src="https://afrogamers.com/wp-content/uploads/2026/09/Sucker-Punch-Productions-OG-Open-World-Series-Infamous-2026.png" alt="Sucker Punch Productions’ OG Open-World Series Infamous." width="472" height="361" srcset="https://afrogamers.com/wp-content/uploads/2026/09/Sucker-Punch-Productions-OG-Open-World-Series-Infamous-2026.png 699w, https://afrogamers.com/wp-content/uploads/2026/09/Sucker-Punch-Productions-OG-Open-World-Series-Infamous-2026-300x230.png 300w, https://afrogamers.com/wp-content/uploads/2026/09/Sucker-Punch-Productions-OG-Open-World-Series-Infamous-2026-450x344.png 450w" sizes="auto, (max-width: 472px) 100vw, 472px" /></p>
<h2>The Best Part of Infamous’ Gameplay</h2>
<p><em>Infamous </em>was very much like other open-world action games from the PS3 era. You got a big city to run around in, plenty of powers (or weapons if you’re playing a <em>Grand Theft Auto </em>or <em>Just Cause), </em>and plenty of enemies to fight. Just go nuts and have a blast, the story isn’t timed or relies on an in-game clock and schedule. It’s not going anywhere.</p>
<p>Because of the decent amount of side quests, you always had something to do if you didn’t want to invest time in the main story’s nonsense. What really helps in getting players to indulge in the side missions is turf.</p>
<p>I <em>love </em>a game with territory conflict. Always have since <em>GTA San Andreas </em>and <em>GTA Vice City Stories </em>introduced and built on that mechanic. The <em>Infamous </em>games have maps featuring a few major parts of a city under control of the ops. They’re enemies flood the areas of these territories and to gain control, you have to do side missions or take out checkpoints and holding centers.</p>
<p>Once the territory objective is completed, you’ll notice the enemy presence in that area goes away and it’s safe to navigate. Very simple in execution and I spent most of my time in the <em>Infamous </em>games clearing out territory. Of course, I wish more came from doing so but there’s no currency or equipment to get in the games and no one tries to reclaim turf.</p>
<p>Maybe that will be explored more if Sucker Punch ever returns to the world of <em>Infamous. </em>However, with their <em>Ghosts </em>games being so successful that might be unlikely.</p>
<p>Were you a fan of the <em>Infamous </em>games? If so, share your memories of playing the game or if you think we’ll see another title in the series. Where will it be based?</p>
<p>Let us know in the comments!</p>
<p>Staff Writer;<strong> M. Swift</strong></p>
<p>This talented writer is also a podcast host, and comic book fan who loves all things old school. One may also find him on Twitter at; <strong><a href="http://twitter.com/metalswift">metalswift</a></strong>.</p>
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		<title>Here Are 3 Mobile Simulator Games to Fill the Time.</title>
		<link>https://afrogamers.com/2026/09/21/3-mobile-simulation-games-casual-gaming/</link>
					<comments>https://afrogamers.com/2026/09/21/3-mobile-simulation-games-casual-gaming/#respond</comments>
		
		<dc:creator><![CDATA[James Swift]]></dc:creator>
		<pubDate>Mon, 21 Sep 2026 22:22:25 +0000</pubDate>
				<category><![CDATA[BH]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Misc.]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC/Mobile/Android/iOS]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Sports]]></category>
		<guid isPermaLink="false">https://afrogamers.com/?p=2688</guid>

					<description><![CDATA[Discover three mobile simulation games perfect for casual gaming: Papa’s Burgeria, Game Dev Story, and ZenGM Basketball.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) So, you got your mobile phone and you’ve got your usual games that require some skill and investment. You know: <em>Call of Duty: Mobile, The Division. </em>If you’re like me, you’ve got <em>Pokemon TCG </em>or <em>Might and Magic. </em>Sometimes, you got to have something that eats up less time. Something that can be played while watching a show. A low-effort or no-effort game that you will return to.</p>
<p>Here are three such games that won’t even eat up much storage.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-2693" src="https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time.png" alt="Here Are 3 Mobile Simulator Games to Fill the Time." width="1000" height="303" srcset="https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time.png 1193w, https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time-300x91.png 300w, https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time-1024x310.png 1024w, https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time-768x232.png 768w, https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time-450x136.png 450w, https://afrogamers.com/wp-content/uploads/2026/09/Here-Are-3-Mobile-Simulator-Games-to-Fill-the-Time-780x236.png 780w" sizes="auto, (max-width: 1000px) 100vw, 1000px" /></p>
<h2><em>Papa’s Burgeria</em> (Flipline Studios)</h2>
<p>The<em> Papa’s </em>games are mobile OGs. Flipline Studios figured out the formula for fun, repetitive lite-simulations games much like our second entry. The studio makes the kind of game that you will keep coming back to manage your shop and might even have you sinking time than necessary into it.</p>
<p><em>Papa’s Burgeria </em>is the first of the <em>Papa’s </em>games I picked up and is a great introduction to the gameplay you can expect in other titles such as <em>Papa’s Pizzeria </em>and <em>Papa’s Wingeria. </em>While there is some business management in here as far as buying equipment and decorations for your shop to improve productivity, the game is a time management sim first.</p>
<p>In the <em>Burgeria, </em>you will serve up burgers to customers who give you their orders. You’re expected to cook the burgers as requested, put the orders together, and get it out to them in a timely matter. Faster speed equals a good performance and means both return business and more profit for you.</p>
<p>I recommend this one for time management veterans who want a fun challenge you can knock out during commercial breaks or a dragging show or game. Also, the <em>Papa’s </em>games tend to run on the inexpensive side being $1.99 for all games except for <em>Papa’s Freezeria </em>which is $0.99.</p>
<h2><em>Game Dev Story</em> (Kairosoft)</h2>
<p>Kairosoft is a studio that also figured out the formula for mobile simulation games and actually influenced a lot of game studio simulators, the best known one being <em>Game Dev Tycoon </em>from Greenheart Games (also on mobile and Steam).</p>
<p>The studio is essentially “The House That <em>Game Dev Story </em>built” with <em>most </em>titles being some variation of <em>GDS. </em>If it’s a business game, it takes after <em>Game Dev Story </em>but it’s a village sim it’s more like <em>Dungeon Village. </em>For the studio’s sports sims, most are in a vein similar to <em>Pocket League Story. </em>But most games can be traced back to <em>Game Dev Story, </em>especially with featured characters/employees in each game.</p>
<p>In a nutshell, <em>GDS </em>has the player running a small gaming studio and building it up over a 20-year period. In that time, players will see new consoles, conventions, and award shows. If they’re sturdy with developing games and hiring the right talent, they could move millions of copies, get games in the Hall of Fame (making them sequel-worthy), or win one of the four Year End Awards.</p>
<p>I’d say <em>Game Dev Story </em>hovers between low effort and no effort as you do have to manage your employees via hiring, firing, training, and promoting but once they’re in place, you’re really just assigning devs to one of three stages of the development process and maybe naming the game if you think it’s worth it.</p>
<p>Of the games on this list, the Kairosoft games are the more pricier ones and that wasn’t always the case! They run anywhere between $4.99 for the older ones and $7.99 for the more recent titles with a <em>Doraemon </em>branded title running for $14.99. Let’s not even get into the prices of the game on PSN.</p>
<p>Regardless, the games have the same effect as <em>Papa’s </em>where you’ll return to manage your studio and try to develop better games each time. If you like this one, I recommend the <em>Manga Works </em>which is a little different in it being a manga artist career sim.</p>
<h2><em>Zen Basketball GM</em> (ZenGM)</h2>
<p>If you dig basketball but don’t want something that will dine on your battery and storage or hit you with a promotion deal upon opening, <em>Zen Basketball Manager </em>is what you’ll want to get.</p>
<p>It’s a text-based basketball management simulation but it strips down the deeper management aspects such as lengthy contract negotiations and managing the stadium and coaching staff. Instead, you mainly handle the players you put on the team.</p>
<p>By “handle”, I mean you sign your rookies, you renew or cut players, and just allocate how much money goes into the facilities. At any point, you can move to another team and manage it. If you want absolute control over the league (or an easier playing experience) smash GOD MODE.</p>
<p>With that you can edit players, contracts, league rules, tournament and season length and contract caps. It’s with GOD MODE that the game’s involvement ramps up a bit but you’re not having to play the game or watch ads.</p>
<p><em>Zen Basketball Manager </em>is free-to-play and has no ads. ZenGM has baseball, football, and hockey management games that feature a banner ad. I highly recommend their games for the sports fan who multitasks or who just loves sports.</p>
<p>Staff Writer;<strong> M. Swift</strong></p>
<p>This talented writer is also a podcast host, and comic book fan who loves all things old school. One may also find him on Twitter at; <strong><a href="http://twitter.com/metalswift">metalswift</a></strong>.</p>
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		<title>Anime Rivals Existed Long Before Vegeta Made the Formula Famous.</title>
		<link>https://afrogamers.com/2026/09/19/anime-rivals-before-vegeta-char-dessler-rukawa/</link>
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		<dc:creator><![CDATA[Greg Tucker]]></dc:creator>
		<pubDate>Sat, 19 Sep 2026 04:09:36 +0000</pubDate>
				<category><![CDATA[Anime]]></category>
		<category><![CDATA[BH]]></category>
		<category><![CDATA[Cartoons]]></category>
		<category><![CDATA[Misc.]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://afrogamers.com/?p=2675</guid>

					<description><![CDATA[Vegeta made anime rivalry iconic, but Char Aznable, Dessler and Kaede Rukawa prove proud, complicated rivals existed long before Dragon Ball Z.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Somewhere along the way folks started talking like <strong>Vegeta</strong> drew up the whole blueprint himself. Arms crossed, that smirk, the grudging little nod when the hero finally pulls ahead. Ask around who built the proud opponent and the Saiyan prince gets the credit like he filed the paperwork. Respectfully, nah.</p>
<p>Truth is, the idea was already breathing years before he ever crashed onto Earth talking reckless. It just wore different clothes, because opposition back then wasn&#8217;t a checklist you ran down. It was a worldview.</p>
<p>Start with the Red Comet.</p>
<p><strong>Char Aznable</strong> rolled through Mobile Suit Gundam in 1979, gliding behind a mask, moving three times faster than any pilot had a right to. People hold onto the crimson machine and the flash. What slips their memory is the why. Aznable wasn&#8217;t chasing Amuro to prove who logged more hours in the gym. Instead he was hunting the family he blamed for his father&#8217;s death, burying his real name, working both ends of a war so a revenge plot could wear a revolution&#8217;s face. His beef ran on grief and politics. Class, bloodline, betrayal, all of it braided into one aristocratic figure who&#8217;d smile warm while sketching your funeral.</p>
<p>That&#8217;s the texture the modern mold sanded away. His quarrel with the hero meant something off the battlefield. Pull the man out of the cockpit and he stays dangerous, still scheming, still carrying a plan bigger than any single duel. Later shows chased that ghost so hard that fans coined a name for the copycats, the Char clone, which tells you plenty. You don&#8217;t spawn a whole archetype by beeping a scouter. You do it by mattering.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-2679" src="https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236.png" alt="Anime Rivals Existed Long Before Vegeta Made the Formula Famous." width="1093" height="317" srcset="https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236.png 1093w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236-300x87.png 300w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236-1024x297.png 1024w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236-768x223.png 768w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236-450x131.png 450w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-18T234645.236-780x226.png 780w" sizes="auto, (max-width: 1093px) 100vw, 1093px" /></p>
<p>Go back further still. 1974. Space Battleship Yamato flings a patched together crew across the galaxy, and parked out there waiting is <strong>Dessler</strong>, lord of Gamilas, blue as the cold vacuum around him. Opens as the enemy, no asterisk. No secret soft heart, no misunderstood childhood montage. Dude tries to wipe humanity off the map.</p>
<p>Then something strange creeps in. As the campaign drags on, he starts seeing that ragged crew as worthy. Not as future allies. As people who earned his regard by how they stood when everything burned. When the story finally lets him shift, it isn&#8217;t because he dropped a tournament bracket and had to choke down the loss. A warrior simply recognized another one across enemy lines. Down the line, that saga even brought him back on the side of the ship he once hunted, and it never felt cheap, because the honor was baked in from the jump. That ancient code, where you can want a man gone on Monday and salute him come Friday. Try folding that into a training montage. It splits at the seams.</p>
<p>Now flip to the one who needed no superpowers to make a rivalry burn. <strong>Kaede Rukawa</strong>, Slam Dunk, drifting onto the hardwood in the early 90s with his eyes low like the entire world bored him stiff. Basketball was his only religion. Sakuragi couldn&#8217;t stand the sight of him, partly over a girl, mostly over ego, and that friction set the whole squad ablaze.</p>
<p>Here&#8217;s the sneaky brilliant part. Both of them pulled on the same jersey. One team. Their competition wasn&#8217;t champion against threat, it was two starving teenagers clawing for the same oxygen, shoving each other toward heights neither could touch solo. No strength readings. No planet on the chopping block. Just sweat, wounded pride, and a jump shot dropping clean. Tension bubbled up from inside the huddle, which somehow ran hotter than any galaxy ending showdown ever managed. A sports story pulled that off with nothing but a scoreboard and two hard heads, which is arguably braver than anything with a spaceship.</p>
<p>So what actually shifted?</p>
<p>Shonen&#8217;s boom took a rich, tangled notion and ironed it flat into a pattern you could set a watch by. Enemy becomes friend. Friend becomes measuring stick. Everybody levels up on schedule, the arrogant one stews, then bends his knee just enough to link arms for the final boss. Satisfying stuff, I won&#8217;t front. That Saiyan pulled it off better than nearly anybody, and his peak moments still land like a freight train, the sacrifice against Majin Buu, a heel who took a hundred episodes to soften. Day ones remember exactly where they sat.</p>
<p>Doing a thing beautifully and inventing it are two separate acts. He polished a narrow cut of the concept and never fathered it.</p>
<p>What quietly died when the pattern hardened was range. Aznable&#8217;s version was political. Dessler&#8217;s was moral. Rukawa&#8217;s was raw competitive fire between two boys who couldn&#8217;t share a room yet needed each other badly. Not one of them leaned on a power ranking to carry weight. Their arrogance sprang from somewhere real, meant something, cost something back.</p>
<p>This whole medium had already wrestled the heavy questions to the ground. Why do prideful men throw down? What price does respect carry? Can you salute somebody while trying to erase them? Those stories trusted the audience to sit in the discomfort without a number crawling across the screen to translate it.</p>
<p>The prince stays a classic, no argument. Love him loud, no shame in it. Just quit slipping him the deed to a house other builders raised brick by patient brick, decades before his hair ever flashed gold. Proud challengers were walking around fully alive and gloriously complicated long before that smirk calcified into a genre rule. We simply quit looking back far enough to catch it.</p>
<p>Staff Writer; <strong>Greg Tucker</strong></p>
<p class="isSelectedEnd"><em>GT</em> is an old-school blerd who loves anime, comics, manga, video games, and collecting indie Black comic books.</p>
<p>Contact him at: <strong><a href="mailto:GregT@AfroGamers.com">GregT@AfroGamers.com</a></strong>.</p>
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		<title>SpongeBob SquarePants and The Fairly OddParents Gave Nickelodeon Two Kinds of Genius.</title>
		<link>https://afrogamers.com/2026/09/18/spongebob-squarepants-fairly-oddparents-nickelodeon/</link>
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		<dc:creator><![CDATA[Greg Tucker]]></dc:creator>
		<pubDate>Fri, 18 Sep 2026 07:55:10 +0000</pubDate>
				<category><![CDATA[BH]]></category>
		<category><![CDATA[Cartoons]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[TV/Film/Movies]]></category>
		<guid isPermaLink="false">https://afrogamers.com/?p=2671</guid>

					<description><![CDATA[SpongeBob SquarePants and The Fairly OddParents took opposite approaches to childhood comedy and together showed Nickelodeon at its creative peak.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Two cartoons sat at the middle of what Nickelodeon meant to a whole generation, and neither worked the same corner of the imagination. One lived beneath the ocean and treated a greasy fry cook gig like grand opera. The other set up shop in the suburbs and asked a simple, dangerous question: what happens when a neglected boy gets handed wish-granting magic? Line them up and the personality of the channel comes into focus, split clean down the middle.</p>
<p>A marine biologist named Stephen Hillenburg cooked up SpongeBob, and it hit screens in 1999. Bikini Bottom just flat out refuses to follow normal rules, and nobody living there seems the least bit bothered. Fire burns fine underwater. Sandy the squirrel walks around in a diving suit and everybody treats it like ordinary Tuesday business. None of it makes a lick of sense, which was the whole idea. Hillenburg spent real years studying the ocean before he ever picked up a pencil, and you can tell. His made up sea somehow feels lived in.</p>
<p>What sneaks up on you is how much of the comedy grows out of work. Half the show plays out at a fast food counter. You&#8217;ve got a boss so cheap he&#8217;d charge you rent on the air near his register. His star employee, though, treats flipping burgers like a calling, which drives their coworker Squidward slowly out of his mind. Meanwhile the competition is a guy the size of a thumbtack, dead certain that one stolen recipe stands between him and the life he deserves. Take away the water and it&#8217;s just people worn down by work, chasing things, putting up with folks they never chose. Adults heard those jokes one way. The young ones heard them another. That second layer is a big chunk of why the thing lasted.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-2673" src="https://afrogamers.com/wp-content/uploads/2026/09/SpongeBob-SquarePants-and-The-Fairly-OddParents-Gave-Nickelodeon-Two-Kinds-of-Genius.jpg" alt="SpongeBob SquarePants and The Fairly OddParents Gave Nickelodeon Two Kinds of Genius." width="547" height="365" srcset="https://afrogamers.com/wp-content/uploads/2026/09/SpongeBob-SquarePants-and-The-Fairly-OddParents-Gave-Nickelodeon-Two-Kinds-of-Genius.jpg 547w, https://afrogamers.com/wp-content/uploads/2026/09/SpongeBob-SquarePants-and-The-Fairly-OddParents-Gave-Nickelodeon-Two-Kinds-of-Genius-300x200.jpg 300w, https://afrogamers.com/wp-content/uploads/2026/09/SpongeBob-SquarePants-and-The-Fairly-OddParents-Gave-Nickelodeon-Two-Kinds-of-Genius-450x300.jpg 450w" sizes="auto, (max-width: 547px) 100vw, 547px" /></p>
<p>Now flip the channel in your memory to Dimmsdale.</p>
<p>The Fairly OddParents came from Butch Hartman, and there&#8217;s a wrinkle worth noting. The kid actually reached the screen before SpongeBob did. His scrappy shorts turned up on Oh Yeah! Cartoons back in 1998, a full year ahead of Bikini Bottom opening its doors, though he wouldn&#8217;t claim his own half hour slot until 2001. Timmy Turner is ten, ignored by parents who love him in a distracted sort of way, and terrorized by a red haired babysitter named Vicky who rules his house like a warden. Into that gap float Cosmo and Wanda, magical guardians who grant almost any desire the boy can dream up.</p>
<p>Where the sponge&#8217;s saga mines the grind of adulthood, Turner&#8217;s tale lives entirely inside the fantasy of being small and powerless. Every episode is a pressure valve for childhood frustration. Bad grade? Wish it away. Bully getting loud? Poof, problem solved. The genius sits in the catch. There&#8217;s a rulebook, Da Rules, and it exists purely to make sure each wish curdles into a mess. You cannot manufacture true love. Fairies cannot directly maim or kill people. And whatever the kid conjures always spirals into a lesson he&#8217;d rather skip.</p>
<p>That structure tells you everything about the split. One cartoon asks you to laugh at the absurd machinery of the working world. The other hands you the keys to omnipotence, then quietly teaches you why unchecked wanting rarely ends clean. Both are moral in their bones. They just preach from opposite pulpits.</p>
<p>Look at the texture, too. Hillenburg&#8217;s ocean is soft and painterly, a little grimy, alive with strange organic shapes and a jazz and sea shanty soundtrack that feels older than the audience. Hartman&#8217;s Dimmsdale is sharp, flat, loud, built from bold outlines and primary colors, humming with the frantic buzz of a grade schooler bouncing off the walls after too much cereal. You could mute either and still know which universe you&#8217;d wandered into inside three seconds.</p>
<p>Even the pacing splits them. Bikini Bottom often slows down and marinates in a single stupid moment until it becomes hypnotic. That famous shot of the sponge scrubbing while the narrator drones about time passing? Pure patience as a punchline. Dimmsdale, by contrast, sprints. Setup, wish, catastrophe, reset, all before you can catch your breath. Hartman built a machine for velocity. The marine biologist built a mood.</p>
<p>This is where I tip my hat to what the network was pulling off back then. Early 2000s Nick wasn&#8217;t chasing a single flavor of funny. It was betting on range. You could roll out of bed and watch a fry cook find spiritual meaning in a spatula, then turn around an hour later and see a lonely ten year old accidentally destroy his town with a careless thought. Neither approach apologized for itself or tried to mimic its rival.</p>
<p>That confidence mattered. A lot of channels pick a lane and flog it into the ground. Nick, in its prime, understood that being young contains multitudes. Little ones are surreal philosophers, then turn into raw balls of want a breath later. The biologist spoke to the first mode. The animator spoke to the second. Put them side by side and you&#8217;ve pretty much got the whole feeling of being a kid, back when the adults ran everything and mostly missed whatever was rattling around in your head.</p>
<p>Both franchises got milked long past the point they should have quit, and the reason is plain enough. When something taps a real vein, executives keep drilling long after the well goes dry. Purists argue the fry cook lost his soul after his creator first stepped back, and plenty of folks felt Turner&#8217;s adventures overstayed their welcome too. Fair criticism, all of it. Still, go back to those first few seasons of either one and they hold up. Two cartoons chasing totally opposite notions of what counts as funny, parked under the same roof, both landing. That is not nothing.</p>
<p>I catch myself missing that whenever I sit through a lot of what&#8217;s out now. Too much of it feels ground down into mush, scared to pick a lane or say anything with a pulse behind it. Back then two very different minds were handed room to be strange in their own directions, and Nick had the nerve to platform both without forcing them to rhyme. The undersea tale dug into adult drudgery through the eyes of a creature too pure to notice how bleak his gig really is. Timmy&#8217;s world, meanwhile, mapped the fantasy of childhood escape and gently reminded us that getting everything you want is its own kind of trap.</p>
<p>Neither is better. That was never the question worth asking. They&#8217;re two answers to the same riddle of how you make a kid laugh while slipping something real under the door. Put a fry cook at one end and a starry eyed boy at the far side, and you&#8217;ve drawn the full width of what that beloved network could be when it trusted its own imagination.</p>
<p>And honestly? Both of them still hit. Throw on an old episode of either and watch how fast the years fall off your shoulders. That&#8217;s the mark of the good stuff. It waits for you, patient as the tide, ready to pull you right back under.</p>
<p>Staff Writer; <strong>Greg Tucker</strong></p>
<p class="isSelectedEnd"><em>GT</em> is an old-school blerd who loves anime, comics, manga, video games, and collecting indie Black comic books.</p>
<p>Contact him at: <strong><a href="mailto:GregT@AfroGamers.com">GregT@AfroGamers.com</a></strong>.</p>
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		<title>Anime’s Next Gold Rush May Be Hiding in Forgotten Manga.</title>
		<link>https://afrogamers.com/2026/09/17/fall-2026-anime-reviving-forgotten-manga-classics/</link>
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		<dc:creator><![CDATA[Carl Davis]]></dc:creator>
		<pubDate>Thu, 17 Sep 2026 05:36:31 +0000</pubDate>
				<category><![CDATA[Anime]]></category>
		<category><![CDATA[BH]]></category>
		<category><![CDATA[Manga]]></category>
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		<guid isPermaLink="false">https://afrogamers.com/?p=2667</guid>

					<description><![CDATA[PSYREN, From Far Away and Magic Knight Rayearth arrive in October 2026 as anime studios rediscover completed manga and long-dormant favorites.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Look closely at the fall 2026 anime calendar and a curious pattern stands out. Some of the most anticipated releases arriving this October are not fresh creations at all. They come from shelves that sat untouched for decades, revived long after most of the industry had written them off. PSYREN, the psychic thriller that ran in Jump and never received an anime during its original run, arrives beside From Far Away, a fantasy that never once reached a screen, and Magic Knight Rayearth, which had its moment in the 90s and now lines up for another look. Their arrival in the same window feels like more than coincidence. Studios are placing a calculated bet, and it deserves a closer read.</p>
<p>Follow each one back to its origin and the play makes sense.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-2668" src="https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-scaled.jpg" alt="Anime’s Next Gold Rush May Be Hiding in Forgotten Manga." width="521" height="369" srcset="https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-scaled.jpg 2560w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-300x212.jpg 300w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-1024x725.jpg 1024w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-768x544.jpg 768w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-1536x1088.jpg 1536w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-2048x1450.jpg 2048w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-450x319.jpg 450w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-780x552.jpg 780w, https://afrogamers.com/wp-content/uploads/2026/09/Animes-Next-Gold-Rush-May-Be-Hiding-in-Forgotten-Manga-1600x1133.jpg 1600w" sizes="auto, (max-width: 521px) 100vw, 521px" /></p>
<p>Start with PSYREN, which still stings anyone who read Shonen Jump in the late 2000s. Toshiaki Iwashiro built a devoted following around time travel, a bombed out future, psychic battles, and characters readers stayed attached to long after the serialization ended. The manga wrapped in 2010 after 16 volumes, yet an anime never followed. For roughly 15 years, fans kept asking for one. Satelight holds the project now, Katsumi Ono directs, and Iwashiro has spoken about younger editors and anime staff telling him they had loved PSYREN as teenagers before eventually rising into positions where they could help make the adaptation happen. He also expressed happiness that he could finally tell his parents and family that PSYREN was becoming an anime, an announcement he had never been able to make during the manga&#8217;s original run. Long dormant affection eventually built itself a payroll. Fan pressure mattered too. PSYREN was nominated multiple times in AnimeJapan&#8217;s Manga We Want to See Animated voting project before finally getting its shot.</p>
<p>One of the more interesting pieces of the revival is how much of the original atmosphere still appears intact. Official material continues to lean heavily on the public telephone and red telephone card imagery that helped give PSYREN its strange identity in the first place. Those objects already felt slightly mysterious when the manga began. In 2026, with younger viewers who may barely remember public phone booths at all, they carry an even stronger urban legend quality. Sometimes age does not weaken a premise. It accidentally makes it stranger.</p>
<p>From Far Away represents a different kind of oversight. Kyoko Hikawa was writing this kind of otherworld fantasy decades before the modern isekai boom turned the concept into one of anime&#8217;s busiest lanes. Noriko, her lead, falls into a sword and sorcery world and takes up with Izark, a wandering swordsman hiding a darkness that could end everything. What makes it work is not simply the plot. It is what happens in the gaps. The two of them cannot speak the same language at first, so much of their relationship runs on glances, missed cues, mistranslations, and slowly earned trust. It serialized in LaLa from 1991 to 2002, reached 14 volumes, and somehow never touched a screen. Studio DEEN finally grabbed it for the manga&#8217;s 35th anniversary, with Hikawa supervising the adaptation and participating in the script process. Material this delicate can fall apart in careless hands, so her involvement is the reassuring part. The irony is hard to miss. That blueprint sat there untouched while the genre ballooned into a seasonal machine, and almost nobody reached back for the source.</p>
<p>Magic Knight Rayearth stands as the veteran of the group. CLAMP introduced Hikaru, Umi, and Fuu, swept from Tokyo Tower into Cephiro, in the mid 90s, and the first television version already earned a 49 episode run followed later by a three part OVA. So why revisit it? Because the property is proven, the affection endures, and CLAMP loyalists have wanted that door reopened for a generation. Casting Ayane Sakura, Rumi Okubo, and Rie Takahashi as the trio, with E&amp;H production handling the animation, signals that the revival is being treated as a high profile project rather than a quiet nostalgia exercise.</p>
<p>The common thread across all three runs deeper than coincidence.</p>
<p>Some studios appear increasingly interested in a different kind of gamble. For years the seasonal pipeline has leaned heavily on light novels, web novels, manga still deep in serialization, and other properties whose endings remain years away. The pattern is familiar. A production house options a popular work, animates 12 episodes, stops on a cliffhanger because the source continues well beyond the adaptation, and the whole effort may fade once the next seasonal favorite appears. Plenty of those shows succeed, and some become enormous franchises, but viewers have also become familiar with adaptations that feel less like complete stories and more like extended advertisements for unfinished source material.</p>
<p>A completed run removes problems money alone cannot solve. The ending already exists. The pacing has been tested across years of publication. The devoted audience knows every beat and can show up on day one ready to talk about what changed, what stayed, and whether the adaptation understood the thing they loved in the first place. PSYREN is almost a perfect example. Readers spent years asking why it had never been animated. That audience does not have to be invented from scratch. The name already means something to them. Streaming platforms and production committees understand the value of recognition, and an established property arrives with history already attached.</p>
<p>The scheduling logic is easy to understand. Anime no longer needs every flagship title to come directly from whatever manga is hottest that month. A back catalog property with a strong reputation can occupy the same conversation while carrying a different kind of risk. Nobody has to guess whether the source eventually falls apart because the whole story is sitting there. Nobody has to wonder whether the author can finish it. The question becomes simpler. Can a modern production team make old material feel alive again?</p>
<p>Which raises the question this entire moment invites. What if the next major surge does not originate in a light novel? What if it emerges from the discount bin instead?</p>
<p>Consider how many finished classics sit quietly in the archives. Beloved series were passed over because the timing was wrong, the genre had fallen out of fashion, another title was selling better, or the industry simply never got around to them. Others received adaptations so long ago that an entire generation of anime viewers has never encountered them outside clips, old DVDs, scans, and recommendations from older fans. Each one is a complete narrative with a built in audience waiting to see whether somebody finally treats it right. A production house that learns to work that neglected shelf is not simply chasing hype. It is working with material whose strengths and weaknesses are already known.</p>
<p>None of this guarantees success. A cherished favorite can still be mishandled by a rushed schedule or a team that fails to respect what made the source special. Faithful is not the same as lazy. A scene that worked on the printed page still has to work in motion. Dialogue still needs rhythm. Action still needs weight. Character chemistry still has to survive the jump from panels to voices and movement. Still, a finished story hands the crew the full shape of the material before a single frame is drawn, an advantage no half completed serial can offer.</p>
<p>None of this argues against fresh voices. New talent keeps the medium alive, and some of the finest anime in any era has arrived from creators audiences barely knew beforehand. Yet the herd instinct in this business is powerful, and if several of these revivals perform well, expect more producers to start studying shelves they once ignored. The next gold rush may not push toward the future at all. It may reach backward, into the very titles audiences once loved and everyone else forgot.</p>
<p>Watch this trio closely in October. If they connect with audiences, the shelf nobody was studying could suddenly become some of the most valuable ground in the medium.</p>
<p>Staff Writer; <strong>Carl Davis</strong></p>
<p>This bro has always been into gaming, anime, manga, old-school sitcoms, and just about anything connected to nerd culture. A proud Black blerd for life, <em>CD</em> enjoys writing about the shows, games, and characters that have stayed with him over the years.</p>
<p>Feel free to drop him a message at <strong><a href="mailto:CarlD@AfroGamers.com">CarlD@AfroGamers.com</a></strong>.</p>
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		<title>World of Warcraft: Forever Finally Gives Veterans the Azeroth They Imagined.</title>
		<link>https://afrogamers.com/2026/09/17/world-of-warcraft-forever-classic-azeroth-veterans/</link>
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		<dc:creator><![CDATA[Carl Davis]]></dc:creator>
		<pubDate>Thu, 17 Sep 2026 04:16:04 +0000</pubDate>
				<category><![CDATA[BH]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Gaming Analysis]]></category>
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		<guid isPermaLink="false">https://afrogamers.com/?p=2663</guid>

					<description><![CDATA[World of Warcraft: Forever expands classic Azeroth with new zones, quests, dungeons and raids while keeping the level 60 journey alive.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) Going on twenty some years now, a certain kind of WoW veteran has carried the same quiet ache. You remember standing at the edge of Azshara, staring at a sealed gate nobody could open, inventing little stories about whatever waited behind it. Or the crumbled ruins between Mulgore and Desolace you flew over a hundred times, thinking, one day they&#8217;ll let me in there. That day kept not coming. Cut to BlizzCon this month, where the reveal trailer opens on the very dwarf hunter and bear that fronted the original cinematic. Something in my chest woke up that I&#8217;d long filed under dead.</p>
<p>It&#8217;s got a name at last: World of Warcraft: Forever. Launch is set for November 4, with beta opening September 17 for eligible upgrade buyers. Once Forever goes live, the WoW subscription you already pay covers the game itself. The optional packs unlock extras, including access to the new Skyborne race and other cosmetics. Simple.</p>
<p>Here is what makes me lean in, though. This is not another Classic rerun. The studio was blunt about that on the panel. It is not a mode, not a season, not a loop you grind for a summer and abandon. They are calling it a third permanent pillar, sitting beside Retail and the 2019 relaunch, with its own long tail of patches promised for years out. Same 2004 bones. Brand new muscle grafted onto them.</p>
<p>And that muscle is going exactly where longtime folks always wished it would.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-2665" src="https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined.png" alt="World of Warcraft: Forever Finally Gives Veterans the Azeroth They Imagined." width="655" height="374" srcset="https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined.png 1243w, https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined-300x171.png 300w, https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined-1024x584.png 1024w, https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined-768x438.png 768w, https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined-450x257.png 450w, https://afrogamers.com/wp-content/uploads/2026/09/World-of-Warcraft_-Forever-Finally-Gives-Veterans-the-Azeroth-They-Imagined-780x445.png 780w" sizes="auto, (max-width: 655px) 100vw, 655px" /></p>
<p>Take the Riverglades. That stretch of eastern coast wedged among Redridge, the Burning Steppes, the Badlands, and the Swamp of Sorrows has sat mostly empty since day one. Now it is the biggest leveling region in the drop, packing over 150 quests, a goblin port, plus orcs and ogres and gnolls all scrapping across a frontier where help never came generations back. Lead designer Tim Jones described the pitch plainly. This is not a tale about saving the planet. It is a tale about living on it. Read that twice, because it quietly explains the whole project.</p>
<p>Then Shen&#8217;dralas, those ruins you soared past a thousand times with no reason to land. Finally a real destination, roped into Eldre&#8217;Thalas lore and the old centaur tribes, handing you actual cause to run Maraudon again. Mount Hyjal opens up too, set in the wake of Archimonde getting dropped, so you walk the forests as they knit themselves back together. Remember that Azshara gate? Behind it now sits Blackmaw Hold, a furbolg city clawing against corruption. The devs literally pointed at every spot we used to wonder about and said fine, come see.</p>
<p>That instinct is the smart move, and it cuts against how this franchise normally treats its own history. For most of its life, each expansion meant bulldozing. Cataclysm rewrote the map. Outland made your hard won gear obsolete in a single afternoon of questing. The treadmill demanded you leave everything behind and climb all over again. Meanwhile the disposable Classic seasons gave you the old map back yet froze it solid, a museum you could tour but never touch.</p>
<p>Growing the original instead splits the difference beautifully. Memory, for gamers who logged untold hours between 2004 and 2011, was never only the ground you walked. It was the ground you imagined. Every locked door and unreachable island became a little pocket of personal headcanon. By filling those pockets rather than paving over them, the studio is betting that honoring what you dreamed up beats the shine of yet another continent you have never heard of. Good bet.</p>
<p>They tested the theory already. Season of Discovery back in 2023 was the trial balloon, an experiment gauging how far you could bend vanilla before it stopped feeling like itself. The team says they located that ceiling. They also learned the community had no appetite for a temporary playground. Folks wanted a house they could actually live in. Hence the name.</p>
<p>The guardrails matter as much as the terrain. Flying mounts? Gone. Level scaling? Not happening here. The old continents stay wide and a touch dangerous, which means a mountain range is still a genuine obstacle and a long road is still a journey worth taking. Jones framed the governing rule as the world being the main character, with leveling treated as the point rather than a chore you rush past to reach endgame. There is even a camping feature now. You plant a site out in the wild, other travelers wander up, everybody chips in trade skills for a shared buff, and, God willing, two strangers actually swap a word or two. A mechanic built entirely to fight the loneliness modern MMOs quietly slid into.</p>
<p>The dungeon lineup eats well too, with nine new instances available as Forever gets underway. The raid game follows on December 9, led by the 10 player Barrow Deeps and the 20 player Hyjal Summit. More encounters unlock as the roadmap rolls forward. Hardcore arrives after that. A revamped legend of a raid waits farther out on the schedule. Asked what else might land eventually, the crew shrugged and said nothing is off the table, not even a fresh class. That is a team building for the long haul, not throwing a one weekend carnival.</p>
<p>Now let me keep it a hundred, because a good blerd never sells you pure hype. Under the shiny coat, this remains the 2004 engine philosophy at heart. Tab targeting lives on. Some veterans, including a few sharp voices in the press, wanted a full ground up remake with modern combat, maybe even a console release to court a whole audience. That dream did not show. What arrived is closer to Classic Plus in a very nice outfit, prettier lighting, volumetric fog, real shadows creeping over the hills at dusk, a toggle to flip the old character models back on if the fancy ones bug you. Gorgeous, yes. Reinvention, no.</p>
<p>So the honest question sitting under all of it: is deepening a map two decades old enough to hold people who know every pixel of the place by heart? My gut says yes, and here is the reasoning. The itch these players keep describing was never really for something unrecognizable. It was for more of the specific ground they loved, tended with care, without their history getting wiped in the process. That is precisely what got announced.</p>
<p>November 4. The sub you probably already pay covers the whole thing. And somewhere out past that gate in Azshara, a furbolg city has been waiting twenty two years for you to finally walk through.</p>
<p>Staff Writer; <strong>Carl Davis</strong></p>
<p>This bro has always been into gaming, anime, manga, old-school sitcoms, and just about anything connected to nerd culture. A proud Black blerd for life, <em>CD</em> enjoys writing about the shows, games, and characters that have stayed with him over the years.</p>
<p>Feel free to drop him a message at <strong><a href="mailto:CarlD@AfroGamers.com">CarlD@AfroGamers.com</a></strong>.</p>
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		<title>Anime in the 1990s Gave Us Golden Boy, Excel Saga and Total Madness.</title>
		<link>https://afrogamers.com/2026/09/16/1990s-anime-comedy-golden-boy-excel-saga-dragon-half/</link>
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		<dc:creator><![CDATA[Carl Davis]]></dc:creator>
		<pubDate>Wed, 16 Sep 2026 05:30:00 +0000</pubDate>
				<category><![CDATA[Anime]]></category>
		<category><![CDATA[BH]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[TV/Film/Movies]]></category>
		<guid isPermaLink="false">https://afrogamers.com/?p=2657</guid>

					<description><![CDATA[Golden Boy, Excel Saga, Those Who Hunt Elves and Dragon Half captured the reckless comedy energy that made 1990s anime unforgettable.]]></description>
										<content:encoded><![CDATA[<p>(<strong>AfroGamers.com</strong>) There was a stretch in the 1990s when the medium operated with almost no adult supervision, and the results were glorious. Home video was booming, late night broadcast slots were cracking open, and a certain breed of creator figured out that the usual gatekeepers had stopped watching closely. What came out of that gap was some of the rowdiest comedy the form ever put on tape. Nobody handed these writers a lesson plan, and no suit was sweating over whether a gag might scare off a toy company. Their only mission: make people laugh until it hurt, and handle the rest later.</p>
<p>Four titles come to mind first whenever this subject surfaces. Golden Boy, Excel Saga, Those Who Hunt Elves, and Dragon Half. Each feels built by folks who assumed nobody in charge was paying attention, and that freedom is the entire flavor.</p>
<p>Start with <strong>Golden Boy</strong>. Kintaro Oe completed the curriculum at Tokyo University’s law school and then walked away without the degree, choosing instead to pedal a bicycle across Japan and study life the hard way. He scrubs toilets. Writes code. Learns to pull noodles by hand. He also spends a healthy chunk of each episode leering at women in a manner that would land a real man in a cell. Gross on paper, no argument. Yet the work carries a genuine heart beneath all the sweat and the nosebleeds. Kintaro helps every woman he crosses, mends something broken in her, then rides off before she can thank him properly. This six episode OVA run, released from late 1995 through mid 1996, played the perversion for slapstick, but it never let go of the sweetness. That balance is a magic trick most makers today are far too nervous to attempt.</p>
<p>Then comes <strong>Excel Saga</strong>, possibly the most gloriously broken piece of television I have ever set my eyes on. Director Shinichi Watanabe took Rikdo Koshi&#8217;s manga and treated the source like a chew toy. Every week the thing picked a fresh genre to dismantle. A sci fi invasion flick one Friday, a survival drama the next, a bowling sports story after that. Its author himself gets dragged on screen as part of a recurring gag in which he is made to approve each new mutation of his own creation. A man forced to watch his baby twisted into something unrecognizable, and his suffering is the punchline.</p>
<p>Its finale sealed the case. Episode twenty six, titled Going Too Far, was built on purpose to be too filthy and too violent for broadcast, so it never aired and surfaced only on the home release. Watanabe said afterward that going beyond the limits of an ordinary television series felt good. Sit with that. It was neither accident nor leak. Someone sat in a room and decided the last act should be a middle finger to the very notion of a limit. That kind of nerve rarely survives a boardroom.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-2659" src="https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738.png" alt="Anime in the 1990s Gave Us Golden Boy, Excel Saga and Total Madness." width="1079" height="307" srcset="https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738.png 1206w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738-300x85.png 300w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738-1024x291.png 1024w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738-768x218.png 768w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738-450x128.png 450w, https://afrogamers.com/wp-content/uploads/2026/09/image-2026-09-16T010559.738-780x222.png 780w" sizes="auto, (max-width: 1079px) 100vw, 1079px" /></p>
<p><strong>Those Who Hunt Elves</strong> rests on maybe the most deranged premise of the bunch. Three ordinary people from modern Japan get hauled into a sword and sorcery realm alongside a Type 74 military tank. To return home, they must gather fragments of a spell, and those fragments sit tattooed on the skin of random elven women. So the plot, week after week, has these travelers cornering elves and stripping them down to read the runes. Written out plainly, it sounds like something you would never confess to owning. In motion it plays goofy rather than nasty, closer to a rowdy schoolyard scrap than anything sleazy, complete with a tank that eventually becomes possessed by the spirit of a cat. One detail earns a mention: this oddball helped show that late night anime could find an audience, helping open a lane for a wave of titles that followed.</p>
<p>And <strong>Dragon Half</strong>. Two brief OVA episodes from 1993, and I have never laughed harder at anything so short. Mink is the mixed blood daughter of a legendary dragon slayer and the very beast he was sent to slay, the two having fallen in love instead. She spends the entire runtime chasing a pop idol who hunts monsters on the side, a fellow named, I promise you this is real, Dick Saucer. Character art collapses into squished chibi shapes mid scene for no reason beyond the laugh. One demon in the second short spends his single appearance bitter that he got cut from the first. Its closing tune, “My Omelette,” turns absurd food lyrics into a full blown musical number set to Beethoven. This piece roasts fantasy quests and idol culture and its own lane all at once, and it never pretends to sit above the trash it happily riffs on.</p>
<p>So why does almost none of this get made now. Money is part of it. Current production moves through committees, streaming partners, and merchandise forecasts, and committees flinch at anything liable to spook a sponsor or trip a content filter. Another part is the internet. A single clip yanked out of context can torch a project long before the full joke lands, so studios play it safe. And honestly, a fair share of newer comedy leans on referencing other anime rather than standing on its own two feet and simply being funny. There is a real difference between a wink and a joke, and the wink won.</p>
<p>I am not going to pretend every old tape holds up. Plenty of it is dated. Some of it is flat out nasty, and a few of those gags would clear a room now, with good reason. We lost the nerve underneath. These shows were happy to look stupid and grosser than anybody expected, all for a laugh. Those creators trusted you to handle a mess. They picked the joke over the brand and lived with it.</p>
<p>Today&#8217;s product is usually prettier. Cleaner lines, smoother motion, tighter scripts. What it seldom carries is that gremlin energy, the sense that anything at all might happen because no one was policing the room. Give me the tank possessed by a cat. Give me the wanderer who studies life by scrubbing floors. Hand me Dick Saucer and that absurd theme song. That chaos was never a flaw in the design. It was the whole reason to press play.</p>
<p>Staff Writer; <strong>Carl Davis</strong></p>
<p>This bro has always been into gaming, anime, manga, old-school sitcoms, and just about anything connected to nerd culture. A proud Black blerd for life, <em>CD</em> enjoys writing about the shows, games, and characters that have stayed with him over the years.</p>
<p>Feel free to drop him a message at <strong><a href="mailto:CarlD@AfroGamers.com">CarlD@AfroGamers.com</a></strong>.</p>
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