Sex sells. Except when it doesnât.
Two years ago, when the people at Atlus tried to convince big-box stores to distribute their newest game, Catherine, they found that companies like Walmart and Target werenât interested in selling sex. Store reps were turned off by the gameâs box art, which features a shirtless man trapped inside a womanâs giant cleavage. Perhaps because of thatâor because of the fact that the gameâs deluxe edition shipped with boxers and a body pillowâthey thought that Catherine was an explicit sex game.
We donât carry games like that, the stores would say, unaware that Catherine actually doesnât show much sex. The 2011 Japanese puzzle game is suggestive, but not lurid.
Atlus needed to find a way to get big stores to see that. So they did what any reasonable company would do: they made a sex tape.
The scheme was simple: just before the company met with retailers, Atlusâs video guy put together a reel of explicit scenes from big-budget video games that those stores already carried. Sex scenes. Shower scenes. The works. Their PR manager at the time, Aram Jabbari, narrated the video in a nasally voice, describing every scene as it happened.
After every juicy section, Jabbari would add: âThatâs not in Catherine!â
Catherineâs risque box art caused some problems for Atlus, so they made an alternate cover to sell in more conservative stores.
At the end of the video, they showed off Catherineâs most explicit sex scenesâwhich arenât really all that explicitâand explained that the game wasnât even close to as graphic as some of the games that they could find in Walmart and Target right then and there.
It worked. Big stores agreed to sell Catherineâand started to worry about what else they were selling.
âThey were surprised that they were actually carrying games that had that stuff in there,â said Tim Pivnicny, Atlusâs vice president of sales and marketing. âIt eased their fears [about Catherine], but I think caused them some distress about the other things.â
Atlusâs executivesâwho met with me late last yearâdidnât want to say which scenes or which games they used, so as not to embarrass anybody. But senior marketing manager Robyn Mukai assured me there was âa lot of sex.â
âFor the video guy, that was really uncomfortable to work on,â she said, laughing. ââCause it wasnât like it was announced to the office that we were doing this. So people just passing behind his desk might wonder why in the world he was watching videos like that.â
This is business as usual for Atlus, a quirky Japanese publisher that has spent the past two-and-a-half decades releasing hundreds of strange and interesting games across the world. While Atlus might not be as much of a household name as larger game companies like Sony or Nintendo, their hardcore fans have fallen in love not only with RPG series like Shin Megami Tensei and Etrian Odyssey, but with the warmth and strange humor that the company seems to offer in every website update and press release. The Atlus Faithful, as theyâre called, are a devoted bunch, and theyâve helped turn Atlus into a successful publisher of niche Japanese games worldwide.
But success comes with struggles, and Atlus has dealt with plenty of bothâeven while cranking out critical and commercial darlings like Persona 4 and Radiant Historia, the company has missed out on the sequel to the game they made famous, suffered through sluggish console transitions, and released at least one game that in retrospect, they really wish they hadnât.
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Itâs early December, and Iâm driving a rental car through southern California, trying to figure out why there are so many freeways. Iâm headed to the headquarters of Atlus USA, which I soon find out is a friendly, quiet office on the ground floor of a sterile office building surrounded by palm trees in sunny Irvine.
I might think this was just another corporate office if not for the giant cleavage on a poster in the entryway. Next to the Catherine art is a reception desk, totally bare except for a bunch of media-distributed awards that the companyâs games have won over the years, like Best Story and Best Fighting Game.
The office is cozy and fun to walk through, filled with games, posters, and shelves of Japanese manga and video game strategy guides. I scour the floor for corporate secrets or hints as to what might be coming next, but I canât find any clues. No Shin Megami Tensei IV teases here.
I say hi to new Atlus PR manager Alex Armour, who gives me a glass of water and plops me down in Atlusâs conference room, which is also Catherined out. I spend the rest of the morning chatting with some of the companyâs top U.S. executives: Pivnicny, Mukai, and director of production Bill Alexander. We talk about Atlusâs history, their goals, their accomplishments and their mistakes. They donât tell me anything about Persona 5
This is the U.S. publishing arm of the Japanese company, and the people here donât make the Atlus games you might recognize, like Shin Megami Tensei or Trauma Center. Instead, Atlus USA has two main roles: 1) to localize games made by their Japanese base and other developers they work with, and 2) to sell and market games in North America.
Lost In Translation
Itâs tempting to believe that all it takes to get Japanese games to America are a few coffee-addled translators and a big boat, but the localization process is significantly more complicated than that.
Step one is deciding which games to bring over in the first place, a difficult and competitive process. Atlus USA not only localizes games developed by their parent company in Japan, they also help bring over titles from smaller development studios like Sting and Vanillaware.
âIf itâs something that our parent company is working on, a lot of those titles have more of a fast track to getting approved for release over here,â said Alexander. Itâs the other ones that are much harder to secure. Deals can take months and sometimes years to put together, and sometimes a great deal just falls apart at the last minute.
âWe get a lot of questions from our fans on the forumsââWhat about this title, why didnât they pick up this title?'â Alexander said. âI canât comment on any specific title, but we always have our ears to the ground. When we think thereâs an opportunity and we think thereâs a quality game, weâre certainly investigating that.â
ETERNAL PUNISHMENT? For a while now, fans have been wondering if the U.S. will ever see Persona 2: Eternal Punishment, the PSP remake released last year in Japan. When I asked about it, Atlus marketing manager Robyn Mukai gave the most boring response possible: âWe have no announcements at this time.â
So Alexander and his team will play Japanese games at trade shows, meet with developers during events like the Game Developersâ Conference in San Francisco, and even read about interesting-looking titles on websites like Kotaku. After deciding to pursue a game, they get a build and play around with it. If it meets their standards, the team will start negotiating.
âThe whole process of publishing video games has a lot of complexities,â said Pivnicny, âbut the most anguish is involved in trying to figure out what games to publish⊠That is the area that causes the most distress among individuals and I think collectively, as a company. Because thereâs a lot riding on it.â
Once Atlus has decided to publish a game, the team will start working on an English translation, which is much harder than it sounds. Alexander, who joined the company as an editor back in 2001, oversees this whole process.
âWe work in localization teams,â Alexander said. âAt the start of the project, the team will meet, weâll kind of discuss the characters, what their personalities are like, how weâre gonna represent that in English. Weâll create term lists for key terms that are used in the game and try to find English equivalents to those.â
âLike what?â I asked.
âSo in the Shin Megami Tensei series, âDemon Fusionâ for example could be a key term,â he said. âThe term âFusion.â Words thatâthereâs not always like a natural English word that you can use in place of it, or a term thatâs used consistently throughout the game. You want it to be true to the original but also sound cool in English.â
Their teams have a fair amount of flexibility, Alexander said. Even a game like Persona 3, chock full of Japanese honorifics like âsanâ and âsenpai,â still needs a translatorâs touch to be more palatable to American tastes.
âYou canât go with something thatâs such a literal translation that it just sounds very stilted. Then itâs no fun for anybody to play.â
âYou canât go with something thatâs such a literal translation that it just sounds very stilted,â Alexander said. âThen itâs no fun for anybody to play. Weâre very aware of the fact that you have to find the right balance. Some jokesâthey may work in Japan, but they may completely fall flat in the English version.â
So the team will find substitutions, trying to stay as accurate as possible to the original script. âRather than coming up with something totally brand new, weâll try to find something thatâs at least a parallel of what the Japanese joke was,â Alexander said. âEven if itâs a more North American-type joke.â
Once a gameâs script is translated, someone needs to plug it into the code, which means bringing on programmers. Sometimes Alexander and his team will send scripts back to the gameâs original development team in Japan; other times theyâll outsource localization programming to an outside company.
Next up is quality assurance, and if you ever head to Atlusâs offices, youâll undoubtedly find a group of QA people playing and testing out games on one of the televisions in the back. While an Atlus-translated game has usually been tested by the original developers in Japan, the new programming might have led to some new bugs. Itâs QAâs job to find them.
And then itâs time for Tim Pivnicny to go to work.
Hitting The Market
Step 1. Make game
Step 2. ???
Step 3. Profit!
Nobody in the video game industry really knows how to fill in step 2, but itâs Tim Pivnicnyâs job to try. As Atlusâs head of marketing and sales, heâs the guy who gets video games from the companyâs desks to our handsâideally in exchange for lots and lots of money.
âIâm responsible for ultimately anything that the potential consumer sees of our products,â Pivnicny said. âAnd then when they actually go and buy it, where they buy it. Iâm responsible for getting it out there.â
So Pivnicny spends his days working with first parties like Nintendo and Sony, who print the discs and cartridges you can buy in stores. He and his team put together boxes. They figure out whatâs going to be in the premium-priced special editions of each game. They make sure everything prints on time. They talk to all sorts of game shops, from tiny momânâpop stores to mega-corporations like Walmart. Sometimes they have to make sex tapes.
âWe always think in relative terms. We canât think in millions of units and all that-we donât have those numbers here.â
But even Atlusâs biggest gamesâTrauma Center, Persona 4, Demonâs Soulsâarenât all that big compared to the Call of Dutys and Maddens of the world. While massive publishers like Activision and EA might need to sell millions of games just to turn a profit, Atlus has different standards.
âWe always think in relative terms,â said Pivnicny. âWe canât think in millions of units and all thatâwe donât have those numbers here.â
When I asked what they consider a âsuccessfulâ game, Pivnicny wouldnât give any numbers, but he said there are a lot of factors involved. For example, thanks to the Internet, todayâs games have longer legs and more of a shelf life than even a decade agoâwhich is how a company like Atlus can get away with releasing new games for the PSP, a system that most consider to be dead, even just a few months ago.
âBack in the old days it was just retail,â Pivnicny said. âOnce it went out at regular price, ultimately it would get marked down. Nobody would really want more. But retailers now have online stores and some of them like to have back catalog, so we have a way now of continuing to rebuild the PSP games. And in fact, this month, this week, this day weâre actually bringing in [PSP game Growlanser: Wayfarer of Time] into our distribution center. The majority of those are already sold.
âAlso right now weâre selling it digitally on the PlayStation Network. So itâs not something we have to look at: well whatâs the launch quantity and thatâs it. One of the great things about many of our titles is that they do have a long period of life because sometimes the word of mouth is good⊠For us, sometimes the immediate first month is like okay. But then when we look back 6 or 12 months later itâs like, âOh, thatâs pretty good.â Re-orders for physical goods and orders online make it okay.â
In addition to last yearâs Growlanser, an excellent strategy-RPG, Pivnicny also cites the stellar DS role-playing game Radiant Historia as a successful release that has continued to deliver for them. Even Persona 3 FES, a 2008 PlayStation 2 game, still sells copies every week.
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Handheld games canât pay the bills, especially in the United States, where DS and PSP games have traditionally sold for $30. In Japan, they cost the equivalent of $50. Good for U.S. customersânot so good for Atlus USA.
âDuring console transitions, for example, sometimes weâll get more handheld titles from our Japanese partners,â Alexander said. âSo those are challenging periods because there are times when we had to kind of beef up on the handheld games. You can do the mathâweâve got the same costs to run the office, but weâve got fewer console titles. Weâre doing more handheld titles to try to make up for the difference.â
Which means longer hours. More all-nighters. Harder work for translation teams.
Itâs no wonder Atlus prefers to work on console games. But even the companyâs biggest console success was bittersweet.
âWe Helped Set The Tableâ
In 2009, Atlus published an action-RPG called Demonâs Souls. Brutal and fascinating, Demonâs Souls was critically acclaimed and commercially successful. People loved the gameâs old-school, punishing style, and the game did so well that Atlus wound up re-releasing it under Sonyâs coveted âGreatest Hitsâ label, a sign of financial success.
âWe knew it was a good game, but we also knew it was extremely difficult,â Alexander said. âSo we were optimistic and we were planning conservatively, but we didnât know it was gonna blow up like it did.â
âWhen it came to the sequel, we just werenât big enough to handle that.â
âBlow upâ is almost an understatement: to this day, Demonâs Souls is Atlus USAâs best-selling game. So to people paying attention, it came as a bit of a surprise when, two years later, Atlus didnât publish the gameâs sequel, Dark Souls. Namco Bandai, a significantly bigger competitor that had brought the last game to Europe, won the rights for both Europe and North America this time.
âWhen it came to the sequel, we just werenât big enough to handle that,â Pivnicny said. âWhich was unfortunate because we helped set the table for [Dark Souls].â
I asked what happened. âTheyâre a much bigger company,â Pivnicny said, rubbing two fingers together.
Not long after the gameâs release in late 2011, Namco Bandai said they shipped over a million copies of Dark Souls. Thatâs gotta hurt.
A (Mediocre) Game of Thrones
Atlusâs track record is pretty impressive. Scan through a list of games theyâve published in America and youâll find some gems, even outside of their biggest series: Rock of Ages, Odin Sphere, Ogre Battle 64
But thereâs one high-profile blemish: last year, Atlus released a game called Game of Thrones, based on the fantasy book and television series. Developed by a French studio called Cyanide, the game was awful by most accounts. Kotaku called it an âunpolished, joyless slog.â
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So what was Atlus thinking? For one, they told me, most of them are fans of the show and the books. The series is great, and people seem to love itâwhy wouldnât they jump at the opportunity to publish a game like that?
They also signed on before the Game of Thrones game was actually finished.
âThe game wasnât done,â said Mukai. âItâs not like we evaluated the game in its initial form. It was early in development at that point.â
âSome of the strengths were the story, and the characters, and it was very gritty,â said Pivnicny. âAnd very much in the vein of what the books are.â
âThey were working with the author,â said Mukai, âso we knew that the quality of the story had to be there.
âAnd the quality of the gameplay?â I asked.
âIt took a while for it all to sink in,â said Pivnicny. âAnd so we ended up with a game that was okay at certain respects, kinda good in other respects, very good in a few others. The ultimate mix was something that just didnât click.â
âIf you could do it all over again,â I asked, âwould you still do the same thing?â
Tim paused. âNo.â
Whatâs Next?
In the coming months, Atlus will release a number of interesting games: the dungeon-crawler Etrian Odyssey IV in late February, a co-op shooter called God Mode, and a 3DS port of niche RPG Devil Summoner: Soul Hackers this April. Theyâve just announced Shin Megami Tensei x Fire Emblem, an upcoming Wii U game and one of the most bizarre crossovers in recent memory
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DRAGONâS CROWN While visiting Atlusâs offices, I had the chance to sit down and play a bit of Dragonâs Crown, the Vanillaware game that Atlus will release later this year for PS3 and Vita. It was an early build, but it feels very much like Vanillawareâs other gamesâslick and beautiful. As I wrote in my notebook: âItâs Odin Sphere with co-op!â
âYou know, I think first and foremost we want to recognize that Atlus is where it is today because of our fans,â Alexander said. âWe want to continue to support products that appeal to our loyal fans and address that need in the hardcore niche kinda area. So weâll continue to try and do Japanese RPGs and kind of just really unique high-quality games that our fans know and love, and that will be our bread and butter moving forward, even as we do other initiatives into the digital realm like Rock of Agesâwhich are still high-quality unique games just something different from the Japanese flavor maybe.â
In other words, more experimentation. As we approach new consoles and new types of media, Atlus is going to continue to try new things. They canât survive on Etrian Odyssey alone.
âItâs a prudent thing to do as a business,â said Pivnicny. âAnd we hope that we will make decisions that will entice some of the current fans to come with us on that journey, but [sometimes] weâll do things that are completely outside of their interests, in hopes that it will be good for us as a company and therefore continue to bring the funds in so that we can support the niche games from Japan. So we sort of have to look outside what we would really I guess love to do, and do some things to support that core.â
âMore importantly,â I asked the team, âwhen is Persona 5 coming out?â
Pivnicny laughed. âWell. Japan has only mentioned a few things about it. Thatâs as far as we are.â