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Tokimeki Memorial ( Japanese: ときめきメモリアル, Hepburn: Tokimeki Memoriaru, lit. "Heartbeat Memorial") is a dating simulation series by Konami. It consists of eight main games in addition to many spin-offs. The games are notable in the dating sim genre for being highly nonlinear. Their nickname amongst their fans is the contraction ...
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v. t. e. Dating sims, or romance simulation games (恋愛シミュレーションゲーム, ren'ai shimyurēshon gēmu), are a video game subgenre of simulation games with romantic elements. While dating sims share a similar visual presentation as visual novels, they are distinct genres. Dating sims are largely dependent on statistics, while ...
Summon Night (サモンナイト, Samon Naito) is a series of role-playing video games, mixed with elements of a visual novel based dating sim. The series is primarily developed by Flight-Plan, published by Banpresto, and owned by Bandai Namco Entertainment. The character designs are by Izuka Takeshi. [ 1] The series has had six main line ...
First Naruto game to be released in North America, and was announced in tandem with Naruto: Ninja Council, which was released on March 22, 2006. [ 7][ 4] Naruto: Clash of Ninja 2. Original release date (s): JP: December 4, 2003 [ 8] NA: September 26, 2006 [ 8] EU: November 24, 2006. Release years by system:
Hatoful Boyfriend is an interactive text-based visual novel that follows a branching plot line, with the player's decisions determining which of the game's multiple endings they receive. The title is a pun on the wasei-eigo word hātofuru (ハートフル, "heartful"), and the Japanese word hato (鳩, "pigeon", "dove"), as the game features ...
2. Trapped in a Dating Sim: The World of Otome Games Is Tough for Mobs ( Japanese: 乙女ゲー世界はモブに厳しい世界です, Hepburn: Otomegē Sekai wa Mobu ni Kibishii Sekai Desu) is a Japanese light novel series written by Yomu Mishima and illustrated by Monda. It was originally self-published as a web novel on the Shōsetsuka ni ...
Otaku ( Japanese: おたく, オタク, or ヲタク) is a Japanese word that describes people with consuming interests, particularly in anime, manga, video games, or computers. Its contemporary use originated with a 1983 essay by Akio Nakamori in Manga Burikko . Otaku subculture is a central theme of various anime, manga, documentaries, and ...