We're back with another issue of Now Playing at SUPERJUMP, and this one marks the quarter-century point! We've gone monthly with this format, giving our writers the time to truly sink into the games they're playing. True to form, they've been toiling away at a wildly eclectic and diverse set of games, and they're dying to tell you about them! Enjoy this week's entries and we'll see you back here soon with more recommendations and odes to the games we love!
Charlotte Huston
I finished a replay of Portal 2 the other day and I was impressed at how well it still holds up; it's the pinnacle of the puzzle genre to me. The way it respects your time, and keeps you engaged is genius, since it gives the player a reason to want to complete all the puzzles in their way.
The main thing I've been playing is Disco Elysium. I'm not the biggest CRPG person, but Disco Elysium presents itself in such a way that I've been thoroughly enjoying it. It somehow manages to be utterly engaging almost immediately. I really couldn't bring myself to look away from it, and I was utterly enthralled by its writing and atmosphere. I do think getting into the world-building is a tad hard to wrap your head around since this is a fictional town with fictional countries and history. I've had an issue trying to establish that in my head from what the game gives you.
Beyond that, I've thoroughly enjoyed what I've played of Disco Elysium so far. I'd highly recommend playing it but without any prior knowledge. This feels like something you just need to play and experience for yourself. It feels like a visual novel a lot of the time despite being a CRPG, especially since the dice rolls don't feel intrusive. Sometimes you'll have to fail a dice roll in order to figure out what to do next, and I think that just shows how good the game is at putting the player in their world right away while making sure they feel comfortable and not overwhelmed at all. I can't wait to play more of it.
I also intend to play Star Wars: Bounty Hunter's re-release after a friend gifted it as a birthday present, really looking forward to that as well.
C.S. Voll
I finished 428: Shibuya Scramble's main story and most of its side routes, bonus stories, and bad endings. It's easy to see why Famitsu gave the game a 40/40 review score back in the day; it convinces you to care about all the characters, including the ones that are initially quite irritating, too. The team accomplished that largely through still photos and text; quite the accomplishment. It really goes to show that, no matter how you tell it, a good story can elevate an experience. It must have been a mammoth effort to fill out all those branching storylines on a board (my playing time clocked in at over 30 hours, and I didn't even complete everything).
Now onto another visual novel: Steins;Gate. I first encountered Okabe's story through the anime, when I was much younger. Back then, I was about the same age as the protagonist, and I admired his frenetic, mad scientist energy. Now, playing the game with a couple of years of added life experience, I kind of feel sad when I watch him act out his delusions at the start. It's interesting how the passage of time can change one's perception of a complicated character. It's still a special, if somewhat melancholic experience to revisit this story in a different form, though. When I started up the game for the first time, the distinctive notes of the theme song played, and I had to sit back and soak it all in for a moment. This is going to be quite a ride.
Taylor Levesque
If 7 Days to Die and Half-Life had a baby, it’d be Abiotic Factor. Recently my husband and I have been trying this game out, and we are absolutely loving it! It’s an Early-Access game that’s still in the works, and the Deep Field Games team is actively looking for feedback to improve it. I’ve already gone and convinced a few family members to get it because I was already having so much fun.
As you may have guessed by my description – or from what you've maybe even seen in screenshots or videos – this game is survival-by-crafting. You’re a scientist (or group of scientists) trapped in a research facility, aliens are on the loose, and you’ll need to use everything at your disposal to craft your way to survival. Cook up some dead aliens to keep from starving, get enough sleep, find sources of clean water, and ensure you can find a toilet in time, all while destroying anything in sight that you think you can use to make your next big invention. It may sound simple, but good gods, it is addictive.
Priya Sridhar
I started playing Princess Peach Showtime! and am having a blast. Part of me wants to make some of the cookies that she assembles and bakes in the Festival of Sweets. Also, I can dive into another world with my basic gaming skillset and receive a lot of forgiveness for failing to dodge or jump at the right time.
Ignas Vieversys
Besides continuously getting my ass handed to me by the creatures of The Realm of Shadow - special shoutout goes to Bayle The Dread, the Brobdingnagian proto dragon, the ugly sibling of Deathwing with broken hitboxes, who made me change my entire gear and took around 40 attempts in total, but rewarded me with one of the most epic boss fights so far (Shadow of the Erdtree players don't miss out on this!) - this month I've been playing KinitoPET.
For those who don't watch Nexpo religiously, KinitoPET is a little horror game inspired by BonziBUDDY, the infamous desktop virtual assistant from the 90s (think Clippy but more sinister and hairy). The game can be finished in an hour or two (there are multiple endings, as per the tradition of other fantastic fourth-wall-breakers like Pony Island and IMSCARED), but the tricks that KinitoPET pulls off in that short time - like turning on your webcam and opening the command prompt - do make you uneasy in the best possible way, especially if you're playing this alone in the dark (my salute to those daredevils). One piece of advice: go into this experience blind. Don't watch any walkthroughs, nor read any reviews - just download KinitoPET, have a glass of holy water by your side (just in case), and start the game.
If you love the cheap thrills of obscure horror games as much as I do, this one will blow your socks off. The most insane part is that KinitoPET was created by a high school student with no prior coding or interactive design experience if we were to believe that one Reddit interview. As a person who went through a game design course myself, to see people work full time on much lesser projects with additional help from experienced developers, I'm both in awe of the young lad and frankly, a bit scared. If he was able to make some players believe that KinitoPET is an actual virus as a first-time developer, who knows what thrilling horrors await us in the future?
Bryan Finck
Having polished off Dave the Diver not long after the last "Now Playing..." was published, I immediately jumped to another highly acclaimed title in my backlog - Tunic. I'd heard great things about the game while it was still an Xbox console-exclusive title, and I've been dying to get to it ever since it came to PS Plus. I'm happy to say it didn't disappoint, and I quite enjoyed getting one of several endings to the game's story. Though I found the game's main gimmick of playing rather blindly while you discover the instruction manual to be new and refreshing, it led to some WTF moments that seemed too cute by half. The minute-to-minute gameplay was almost always great though, and for me that is what matters most. I enjoyed my time with it and I can't ask more than that.
My most anticipated game of the year was EA Sports College Football '25. As a college football wonk and devotee of the games before their 11-year hiatus, I was beyond excited for the game to return. That said, I've barely played it because I was trying to finish Tunic, which I suppose is quite the recommendation for the diminutive fox and company. Now that I've had time to jump in though, the gridiron simulation is all I had hoped for and more. The on-field gameplay is a bit tougher than I remembered, which is appropriate, as defense can be a challenge even against "lesser" teams both in the game and in real life. Dynasty mode is where I'll spend most of my time, leading my beloved UCF Knights to an eventual College Football Playoff Championship with a side of world domination. Definitely pick it up if you're a fan of the sport.
Last but not least, the horrific reviews of the Borderlands film led me to jump back into Borderlands 2, which I started in 2020 and never finished. So now I'm (hopefully) about to face Handsome Jack for the final time, and I'm remembering why I loved (and occasionally hated) the game. Wave after wave of enemies can feel punishing to the extreme, but blasting them to bits is always mechanically pleasing. With death a mere blip with no real consequences, and each new weapon gives that sweet loot-filled hit of dopamine when you need it most. I wanted an FPS fix in the extreme and Gearbox's sequel hit the spot just right.
Be sure to tell us what you're playing in the comments and check back next month for more of what our team is getting into
Oshi no Ko is a stellar anime and manga series from Aka Akasaka and Mengo Yokoyari. The Oshi no Ko story arcs enable us to see the entertainment world from the starry eyes of Aqua and Ruby, as they make a name for themselves in order to honor their mother.
What Are the Story Arcs of Oshi no Ko?
The main plot begins after a poignant prologue beautifully told in Episode 1 of the Oshi no Ko anime, while the manga does so from Chapters 1-10. Beyond this, we see a time skip where Gorou, Ai’s doctor reincarnated into the body of her son, Aqua, goes into the entertainment industry to identify his father and the culprit behind Ai’s murder.
The ensuing story arcs concern different facets of the entertainment industry the siblings go through, such as TV dramas, dating shows, stage plays, and even movies.
Every Oshi no Ko Arc & Its Corresponding Anime Episodes
The 2.5D Stage Play arc is currently the longest of the series, as it had the most compelling concept until the Movie arc, and forced Aqua further out of his comfort zone as an actor than ever before. One neat part about that arc, in particular, is the meta-commentary on manga creators, and just how many times a story changes hands before it’s turned into a script for an adaptation.
In fact, much of the series enables us to look at the entertainment industry in a rather satirical sense, seeing our preconceptions about dying sectors of the industry turned on their head, and other seedy elements put on display. While the identity of the culprit behind Ai’s killing at this point has been revealed, he has not been brought to justice yet, and we’re along for the ride, however long it takes.
A new manga trailer for Jujutsu Kaisen has been released, paying tribute to the series' characters as the story nears its conclusion. The video, available on the official Shonen Jump YouTube channel, features a mix of iconic scenes and heartwarming moments from the manga.
You can view the official trailer video below:
The trailer, presented as an edited motion comic, culminates in a face-off between Sukuna and Itadori Yuuji, highlighting the dramatic stakes the series has taken on as it approaches it's final five chapters. In addition to the manga trailer, Shueisha announced they are offering 245 chapters of Jujutsu Kaisen for free on the Jump+ app and Zeblack platform. This initiative allows readers to relive key moments or catch up on the series as it heads towards its conclusion.
This trailer follows a similar style to a previous teaser released for the third season of the anime, which focused on the Culling Game arc. That teaser used stylized manga animation and video editing to give a preview of the upcoming anime adaptation of the arc.
With only five chapters left until the finale, the trailer serves as a poignant reminder of the journey the characters have been on and the challenges that still lie ahead.
After six years, Shonen Jump’s mega-popular sorcery-fighting manga, Jujutsu Kaisen, will publish its final chapter on September 30. In the years since it began syndication, it was nominated for (and won) a few literary awards, and both seasons of its anime series brought home Crunchyroll’s Anime of the Year. But as a…
Everybody has several games that mean quite a lot to them. For me, one of these games is Indiana Jones and the Infernal Machine. I not only grew up with this game, but I also have a lot of memories of this game. Outside of that, I also met some amazing friends through the community behind this game. I even did several speedruns of this game, and I’m an active member of the community. Now, color me surprised that 25 years after the release of this game, we got new fan-made content for this game. Not just fan made content in the style of fan patches to solve bugs with the game, a whole new level and promises of a level editor to create even more new custom content. This blew me off my socks and in today’s article I want to talk about it. So strap in andlet’s get ready to play new content for one of the best Indiana Jones games ever made.
The new level – SED
There is a speedrunning discord server for this game. Well, it was a speedrunning discord server but for a few years now, this server has grown into a server of people who appreciate this game. If you want to join this discord, here is an invite link. When the server started to grow, several modders joined our server. One of these modders is going under the name of Urgon (currently) and what we didn’t know is that he was decompiling the whole game. Not only that, he was creating a level editor based upon an existing level editor.
This existing level editor is for Star Wars Jedi Knight & Mysteries of the Sith. Those games used an engine that formed the basis for the Jones3D engine. While he was developing that editor, he tested his skills by creating a new level. So, basically, parts of this new level are tests of the new level editor and what you can do with it.
Now, information about this new level and the download link can be found at this GitHub repository. If you want to download the actual level, you have to go to this page and click the green button named “Code”. In that dropdown, you can choose “download zip”. You’ll need that later if you want to install/play this custom level. Now, if you read the pre-mod or the installation instructions for this level, you might feel overwhelmed if you aren’t very technically inclined. That’s why two community members wrote two special tools to aid you in preparing your game.
You might ask yourself, like Klamath did in at the end of our stream of this custom level, why are there two tools for basically the same? Well, let me tell you the history about it. When I wanted to play the custom level, I had a bit of trouble myself while figuring out the tutorial. I also found that the required steps were quite a lot to do. So, I decided to start writing a PowerShell script that did all the steps. I announced that in the Indy3D discord that I was writing this. When I almost completed my tool, the_Kovic dropped his version of the tool.
Personally, I didn’t want to throw my work out the window and continued finishing my GUI version. When I finished, I didn’t convert my tool to an EXE and left it just as a script file you could run using a command line or a code editor. The next day, Kovic released a GUI version of his tool and I gave some feedback on his tool. In the days after that, I created an EXE version of my tool and we both kept adding features in our tool. He wrote his tool in C#, which is a bit friendlier to create an EXE. If I didn’t release my first version as a script only and converted it to an EXE, I think it might have been less overwhelming for people.
That said, Kovic thanked me for creating my tool since like he said on our stream: “It put my butt into gear to create a tool and write a GUI, which I normally don’t write“. On top of that, our tools aren’t meant to compete with each other. I can’t write C# and Kovic can’t write PowerShell. And it would be a shame to just delete work because somebody else was quicker or made their tool more user-friendly first. The result now is that we both have two very strong tools with a very similar, maybe even completely the same, feature set.
Outside a different choice of coding language, the biggest differences between both our tools are under the hood. In Kovic’s tool, you get more files than in my tool when you download the tool. And that’s because to prepare your game for custom levels, you need to extract several files in the resource folder. The tool used for extraction has a bug where instead of extracting the folders of the archive into the resource folder, it extracts them into separate folders, like if you would extract a zip file. Kovic packs a modified version of this extraction tool so that part of the process goes a bit faster. In my version, the tool just downloads the latest official versions of the tool and prepare the game that way.
In the end, both our tools give you the same end result. They prepare your game to install custom levels and play them. If you want to try out the_kovic’s tool, you can find the latest version on this releases page. If you want to try our my tool, you can find it on this releases page. Feedback to our tools is always welcome! If you find an issue or if you have an idea, feel free to hit us up, and we will look into it.
Earlier I talked about a stream of the level we did. Klamath, the_Kovic and me did a live stream where we played through this level. Now, I have to emphasize that release of this level is an impressive technical achievement. Creating a level for a 3D game isn’t easy and requires a lot of work. It’s even more impressive when you know that not everything is documented about the engine, and you have to decompile a lot of it. In the next part of this article, I’m going to talk about the level itself and critique it.
If you don’t want spoilers, I’d advise you to skip that section for now and come back later. Now, I want to say that I start reviewing the level in a moment, but this feedback is mostly meant for people who want to make new custom content. What did this new level do right and wrong if you look at it as a player who doesn’t know the technical background of this level? This isn’t meant to break down the amazing work the modders did to make this work.
Reviewing the new level
Editorial note: this review will spoil quite a lot. If you don’t want to get spoiled, you have to skip this section of the article. This isn’t a walkthrough of the level either. Some sections are skipped, I’m only going to talk about the sections I want to talk about.
The new level takes place 25 years after the ending of the original game. Indy returns to his Canyonlands dig site. You are set loose at the tent where Sophia picked Indy up with a helicopter to start the Infernal Machine adventure.
In terms of new content, there isn’t a lot new to see. Some ladders are missing and some parts of the level are blocked off. Also, all treasures are missing that you would usually find in the level.
Before I continue, I want to mention that some parts of this level are made quite difficult on purpose. The developer wanted to give us the feeling we were young kids again, playing this game for the first time, and have us figure out the new puzzles by ourselves. Yet, finding a correct balance between difficulty and unfair is a very fine line to thread. Personally, I think that in some sections, the developer crossed the line into unfair level design.
When running on the top section, you notice that there are some new voice lines. These voice lines are made possible with a voice cloning AI tool that was trained on lines from Doug Lee, the original voice actor for this game. The new voice lines sound amazing, and if you didn’t know better, you’d think that Doug Lee came back to record the new lines. In most cases, these voice lines really fit Indy’s personality and fit right into the game.
We come to our first snag when we want to go to the new content. I can understand not seeing the shovel and being confused, since it’s hanging at the jeep on top. And you know what’s even more confusing, the other side of the jeep model has a shovel in its texture! Anyhow, when you pick up the shovel and dig up the Infernal Machine part, it’s clear that you need to break a wall. Here comes one of the worst parts of this level. The location of this cracked wall is insanely well hidden. It’s in one of the last places you’d look, and several of the first players ran around for hours upon hours in Canyonlands before it was found. And when it was found, it made us annoyed.
It’s a clear example of how players who are used to the level, overlooking the obvious. The wall you need to break has an actual cracked wall texture, but it’s behind something you can’t see through. I think it would have been fine if the location, where it is at, had a bigger ledge so you’d notice it somewhat instead of just having to go on a wild goose chase.
Now, we enter the new area. We come to a big open space where the next set of puzzles are. The first puzzle is actually a jumping puzzle. Now, I highly advise you to not play this level if you haven’t played through most of Indiana Jones and the Infernal Machine. Not that there are spoilers, but because some of the jumps in this level are straight up difficult and not what you really expect from this game. Kovic calls it “Kaizo Jones” for a good reason.
There are some small platforms and not having the look key working is going to be a pain in this section. Since, there are some moments where you need to be able to free look and not being able to see beneath or above you will make things a lot more tricky. After you finished these jumps, you might start to notice that the developer of this custom level added some details. Like, the rope bridges are gently moving in the wind. This is something that isn’t present in the original game. It’s a new “COG” script that makes that possible.
These cog scripts are a blessing for custom content. Since, this game isn’t hardcoded at all, so if you learn how to write these cog scripts, you can basically write new mechanics as well. It’s insane what possibilities there are going to be in the future for this game. I hope there is going to be good documentation so that custom level creaters know what’s possible and what’s impossible with the level editor.
While you are exploring this area, you notice that it’s huge. This also explains why it takes quite a while to load this level. Currently, modders are looking into why it’s running so slow. Since, we don’t really know if it’s the level size or something else slowing down the loading of this level.
So, after jumping around the central column, you’ll arive at the shed. Here you notice you can actually enter the shed from the top. Kovic explains it quite well during the stream. If you want to hear some technical explanations on how this level works, I’d advice you to watch our stream. Since there is a lot of interesting development talk in there. Later, Kovic and myself had a contest in trying to quote voice lines from the main game. We got close to 200. Kovic won that because I said a line he already said.
After you picked up everything from this shed and climbed outside, you experience another new mechanic of this game. It’s a mechanic that gets backported from Indiana Jones and the Emperor’s Tomb. The fact you can use your whip to go over a zipline.
After you returned and struggled with getting across the other bridge, you will encounter other parts of this level. Here you’ll encounter two voice lines that straight up lie to you. The first voice line is that you need more force, explosives to break a rock that’s blocking your way forwards. Here is the issue with that, you get an explosive barrel later. You need to find an extremely hidden swim tunnel in the water. It’s not the only hidden thing in the water, so investigate behind and underneath rocks quite well. Since, these puzzles in this water border in the unfair territory. What makes that explosive voice line even more evil is that there is a box of TNT in the shed earlier. But what’s the second voice line that lies to you?
Well, that is after you made your way past said boulder. You find a minecart and interacting with it, Indy says that it will run with gasoline. And there is still gasoline left in the shed. Sadly, you can’t pick it up anymore. Now, this is a red haring, you don’t need this minecart at all.
By now, you have learned that this level likes to break the rules of how the main game is designed. You’ll have to think outside of the box sometimes to beat this level. But, for some jumps, you need to use your knowledge of what’s possible and impossible to progress. This makes it quite tricky sometimes to progress. And this brings me to a conclusion we also said on stream. I think that the issue is that people expected a more tame level than what we actually got and that might turn some people off. But, I’m so glad that the quick save system exists in this game. So, abuse the quick save system and make multiple saves since you’ll need them if you aren’t a veteran player of this game.
Anyhow, let’s get back into the flow of the level. After we completed the lever puzzle, we go back towards to the huge open area and take the lift to a new location. What follows is a totally new area where it’s a good thing if you saved up on health packs and you have a great sense of direction.
So, the short minecart ridge comes to an end. It doesn’t take long before you find yourself into a watermaze. This watermaze is unfair in my honest opinion. Klamath had a tricky time solving it and he had to use almost every health pack to get through it. Without Kovic pointing out the right tunnel, I think it would have made the stream quite a bit longer. There was supposed to be a minecart section instead of this swimming maze, but the developer had a hard time making the minecart section to work and he gave up and made this swimming maze.
Now, I’m all fine with this swimming maze, but the map glitches out at certain parts. I have a mediocre sense of direction and I wanted to rely on the map. The map doesn’t always render the tunnels correctly. You sometimes swim off the map or “in nothingness”. Sadly, I have to draw my own map. I wish I still had it, since it would make for a nice screenshot here… But I threw it out but me and my clumsiness… I knocked over my waterbottle over it.
After the swimming maze, we get a new section of “Kaizo Jones”. Where we get some extremely tricky platforming. Here is where you need to use the look key again and be sure you are playing in 4:3. If you are playing in another resolution like 16:9 or 16:10, this will also be one of the moments where you don’t see all the information.
The block puzzle that follows, feels right out of Tomb Raider. The initial reviews of this game called out this game as a Tomb Raider clone. While, this game does the formula a whole lot differently. We even talked about that during the stream. In terms of theming, Infernal Machine is a lot better. Tomb Raider feels like obstacle courses. But that’s thanks to a different engine and control style. If you want to hear the whole discussion, you can watch the stream from this point. Excuse Kovic’s internet being spotty while he was replying.
After the block puzzle, a new path opens in the swim maze. Then, some platforming comes. Something I love is how there is even a troll hidden inside the platforming. It caught me off guard and made me smile. This platforming section was also love to do. It felt like a real test on how well I know the game. This platforming section feels a lot better put together and feel less cryptic on where you need to go next. You really start to notice that the developer was getting more used to the level editor and made better puzzles. The moment of having to use the whip to swing over the gap while the platform underneath you was breaking was amazing.
After that, we get into the finale of this level. We jump into a portal and we land in a playable area which is shown at the end of Shambala, the 4th level in the original game. That area that’s shown to you after you have beaten the Ice Guardian. The path that takes you to Palawan Lagoon. It was possible to explore that using cheats and modified saves, but now it’s in a level for real. Exploring the little house at the end brings us to something you totally don’t expect this custom level to do. You’ll find a parchment inside with a riddle and at the end you notice something in red saying: “MAT -> ZIP”.
There is some meta gaming now going on. You’ll need to make a hard save and exit your game. You’ll need to go to your resource folder & then open the MAT folder. In there you’ll need to rename “SED.MAT” to “SED.ZIP”. You’ll also need to enter the password for the zip, since you get a new cog script to continue the level, which you need to place in your cog folder. In there, there is another surprise. But, that’s something I’m not going to spoil. But, be sure that Kovic is playing with that surprise and maybe I’m going to dig into it. PS, the next paragraph is in white with the right spelling of the password:
Marcus
The way the level ends is bittersweet. If you solve the final puzzle, something special happens and you can beat the level. You could argue that the ending of this level is “lazy” or “creative”… But, it’s an amazing way to wrap up the story in one level with a nice bow.
At the start of the custom level, I felt that it was quite rough around the edges and it had some moments that felt badly designed. In terms of game design that is. If you look at it visually and level flow wise, I personally think that this level would fit right into the original game as a final challenge. But, the further you go into the level, the more you start to notice that the developer of this level is getting used to the tools and the editor and more polished puzzles and area’s are coming through. You notice the journey of the developer and see it becoming better and better.
I want to give a big congrats to everybody who was involved in releasing this custom level. It’s a blast to play and I can’t wait to see more custom levels. The stream I did with this level was one of the best streams ever and it was also quite a lot of fun to write the tool to help people play this custom level. I’m curious what you think about this custom level and/or the content of this article. Feel free to drop something in the comment section down below.
And with that, I have said everything I wanted to say about this for now. I want to thank you so much for reading and I hope you enjoyed it as much as I enjoyed writing it. I hope to welcome you back in another article but until then, have a great rest of your day and take care.
In Hive Jump 2: Survivors, try to survive as long as you can against what seems like endless waves of aliens. With many weapons and jumpers to unlock, be prepared for hours of fun. This is a smaller game that packs a big punch. Hive Jump 2 takes a lot of the weapons and enemies …
After ten years and lots of critical acclaim for both the manga and the anime, My Hero Academia has come to an end, and I can’t muster any feeling towards it one way or the other.
It’s a sentiment similar to the one I had when Attack on Titan ended last year. Yes, I can acknowledge the amount of love and attention that the series has garnered since it debuted in Shonen Jump and how its more measured anime adaptation prioritized quality over pumping out new episodes as quickly as possible. But much like Attack on Titan, I could never get into the series, no matter how hard I tried. Whether it was watching the anime or reading the manga, every attempt I had to engage with the series left me cold. And now it’s all over.
On August 5th, 2024, Kohei Hirokoshi’s superhero epic wrapped up. As I’m writing this, the final chapter has yet to be released, but even if it somehow offers a finale that lives up to everyone’s expectations, I don’t think it will incentivize me to start following the series now that it’s all said and done. So, much like last time, I wanted to offer up an explanation as to why I never got into one of the most popular Shonen properties of the last decade.
I admit, when I first heard of My Hero Academia in 2014, I didn’t care for it. I had already written it off before reading a single chapter. Why? Because of its inspiration. While Kohei Hirokoshi had said that he was inspired by manga like Dragon Ball Z and Naruto, most of the aesthetics and themes of the series took their cues from American comics. Hirokoshi has been a huge fan of American comics and read them even before they became popular in Japan thanks to the worldwide success of numerous Hollywood superhero franchises like the MCU, Spider-Man, and the X-Men series. Because of that, Hy Hero Academia was seen as a blending of the two cultures – making an American superhero epic from the perspective of a Japanese Shonen action series.
But it’s because of that blatant connection that I became disinterested in the series, whether it was fair or not. I’m someone who loves to read American superhero comics. I’ve been a DC fan for most of my life and at the time I was reading comics like Scott Snyder’s run on Batman, Brian Azzarello’s wonderful run on Wonder Woman, and various smaller series like Secret Six, Animal Man, and Batgirl. These titles gave me exactly what I wanted – stellar artwork, great action, and solid character drama. These series were also part of a large, interconnected world that would come together in grand events that would shake the fabric of the world. When I saw My Hero Academia, I had assumed that the series was a pale imitation of those tropes.
On that, I can safely say that I was wrong. My Hero Academia takes a lot of the iconography of superheroes and puts its own, worthy spin on it. In the world of My Hero Academia, anyone is capable of being a hero. Even if you’re like Deku, a person who was born without a Quirk and logically shouldn’t be able to become a superhero, still tries to. He pushes himself to be accepted into U.A. High School and slowly becomes the hero he always wanted to be. It’s a theme that’s universal in superhero comics. It doesn’t matter if you have powers or not. Anyone can be a hero with enough determination and perseverance.
But still, my bias against the series stood. Even as the series exploded in popularity with the anime’s release in 2015, I tried to engage with it but found one part that stopped me in my tracks – its supporting cast. In the first season of the show, the series introduced an absurd amount of supporting characters to populate Class 1-A. While some of them received worthwhile development as the series went on like Bakugo and Todoroki, there were just too many characters to keep track of. Some of them were insufferable, like Mineta (though I won’t hold that against the series), but most just kind of existed, not providing a lot to the ongoing narrative. But instead of fleshing out this core class that Deku and his friends spend most of their time with, the series keeps trying to add even more characters.
My Hero Academia takes the concept of a large and shared superhero universe goes overboard with it yet doesn’t know what to do with it. Not only is Class 1-A introduced, but Class 1-B is also shown off despite most of its students hardly doing anything. It’s been shown that there are superheroes outside of Japan, but we hardly see any of them since the series is solely focused on Deku and the people surrounding him. The manga did get a spin-off, Vigilantes, that attempted to flesh out the world somewhat, but had minimal impact and those characters, yet again, rarely, if ever, factor into the events of the main series. Why bother designing all of these characters if the series doesn’t do anything with them outside of sporting slick designs and using their power for fight scenes?
Developing and maintaining a large supporting cast is tricky, especially for a long-running series. At the risk of sounding like a One Pieceapologist, one of the strengths of that series handles is its supporting cast. They’re established within the confines of an arc and then are left once their story is concluded. There are rare instances where some side characters will reappear in future arcs, but they’re exactly that – rarities. Plus the series has trained its audience to expect check-ins with its cast in between major arcs or during global events, to remind audiences about the scale of the world and the events happening. My Hero Academia seems its supporting cast as background fodder and every time I interact with the series it just continues to prove that point.
A few years after the anime debuted, I gave the series another chance by watching the original movie, World Heroes’ Mission. I was given a screener in the lead-up to New York Comic Con and watched it, hoping that this non-canon film would generate some interest in exploring the series in more detail. I’ve always believed that non-canon anime films, or at least the good ones, should be a distillation of the strengths of their source material and are easy jumping on points for newcomers. But as I watched the movie, I was just bombarded by tons and tons and tons of side characters that ultimately didn’t matter and served as glorified cameos. The film centered on Deku, Bakugo, and Todoroki, with barely any thought being given to anyone else. Is this true of the rest of the series? Does the show center on these three and their struggles to be heroes? That’s the impression that I got from World Heroes’ Mission.
So I continued to ignore the series. As I did, I started to hear more and more criticisms about the series. Keep in mind, these criticisms weren’t the majority consensus, but much like how people began to become dissatisfied with Chainsaw Man’s erratic tone or Jujutsu Kaisen’s treatment of its characters, people became comfortable sharing their dissatisfaction with the series. One of the biggest criticisms I saw of the series was the general lack of consequences that certain actions had. It’s a criticism I’ve heard a lot these past few weeks as the series’ epilogue doesn’t address the impact the final arc had on the world. While I couldn’t confirm nor deny these criticisms, what I will say is that this isn’t a problem this is exclusive to My Hero Academia.
If we’re going to argue that My Hero Academia is somehow weaker because it doesn’t show lasting consequences for its actions, then I would say that’s just par for the course with superhero comics and their constant need to maintain a status quo. How many times has there been a critically acclaimed run of a comic book that was quickly a swiftly ignored the second a new writing team stepped on board? It’s unfortunate, but if My Hero Academia suffers from a lack of repercussions, then it’s not the only series to be guilty of it is all I’m saying.
I love reading manga and comic books, but for some reason, My Hero Academia never came across like peanut butter and chocolate to me. These two parts should compliment each other well, and they do for most people, but for me they never quite sat right with each other. My Hero Academia came across as a pale imitation of the genre that I loved and instead of mixing superheroes and manga seamlessly, it instead took a lot of the comic book industries worst tropes and just put a Shonen spin on them.
But let me make one thing perfectly clear – if you are someone who loves My Hero Academia and are saddened to see it go, then I feel for you. I wish I could have overcome my biases and enjoyed the series just as much as you did. I have friends who don’t watch anime or read manga, yet they kept up with My Hero Academia for the better part of a decade. It clearly hit a nerve that affected millions upon millions of people, so who am I to say that someone shouldn’t enjoy it? If you were emotionally impacted by Deku’s journey to be a hero, then I hope this finale serves as the coda that you were looking for. I just won’t be one of the people looking back with reverence for a series that I thought never lived up to its full potential.