The year is 1991, and arcade video games are the latest craze. Becoming a professional gamer is a far-fetched dream in an industry that has yet to spread its influence. Yet, that is the path sixth-grader Haruo Yaguchi wants to pursue. His aptitude for video games has earned him respect in local arcades and bestowed him with confidence and pride, both of which are shattered when fellow classmate Akira Oono easily defeats him in Street Fighter 2.
Akira is rich, pretty, and smart—as close as can be to a perfect girl. But Haruo had never cared about these things as, despite his multiple shortcomings as a person, his supremacy in video games was, in his mind, undisputed. So, now that someone has appeared who can rival him, part of Haruo cannot help but loathe her. Another part, however, itches for somebody who can compete with him on equal terms, and Akira is more than capable.
A project was launched where scientists discovered a mysterious substance that can interface directly with the human brain. This substance, called “Exotic Matter (XM),” has existed since ancient times, influencing human minds and the progress of humanity. In the wake of this discovery, a battle of powerful nations and corporate giants has been unleashed. Organizations across the globe have embarked on a secret race to exploit XM. It represents both an opportunity and a threat to humanity. Two Factions seeks to control the XM. The Enlightened view XM’s power as a gift that enhances human experience and discovery. The Resistance sees XM as a hostile takeover of the human mind, choosing technology as humanity’s best path forward. XM, and the mystery behind it lie at the center of this battle for the fate of humanity.
2018—Now, a new struggle is about to unfold in Tokyo and across the globe. Dangerous and powerful forces seeking to exploit the potential of XM will collide. This groundbreaking project will mark the beginning of an epic augmented-reality experience combining the three elements of animation, location-based gaming, and the real world.
It has been a year since Aoba Suzukaze started working at the Eagle Jump game company. In that time, she and her eccentric coworkers in the character design department have worked hard to release the company’s newest game: Fairies Story 3. With their latest title now complete, a new project must begin—starting with a contest to decide the character designs for the upcoming game. Through hard work, dedication, and some guidance from the previous character designer, Kou Yagami, Aoba wins the contest and begins her new role as lead character designer.
However, her new job is not an easy one. In addition to having extra work and longer hours, Aoba questions whether she is the right fit for the job. New Game!! continues as Aoba overcomes her inexperience with the help of her friends and coworkers, willing to face any challenge to make Eagle Jump’s newest creation, a cutesy game called Peco.
Dorogoza Island is rich in “Drop Energy” that players can use on friendly monsters. Once strong enough, they can face enemies in puzzle wars. Winners reap rewards, but what happens to the losers? Only the brave can take on these monstrous challenges!
Iride Akatsuki has unlocked hidden content in the game he’s playing, ‘Nakanohito Genome,’ and it turns out that this content is a real-life game!
He soon wakes up to find that he has been kidnapped and taken to a strange place, along with a number of other teammates. Each of them specializes in a certain sort of game, like cultivation games, fighting games, puzzle games, etc.
A llama-headed ‘teacher’ gathers them after level 1 is cleared to explain how the game will proceed.
Will this group of gamers succeed, and make it back to their real lives?
High school student Homura Suzuko has returned to Ikebukuro, the town where she grew up.
“We’re friends forever!” She treasures her memories of her old friend from when she was little, Morikawa Chinatsu, and she’s excited at the prospect of meeting her again.
But when she gets to school, she finds she has trouble fitting in with the rest of the class.
One day, she decides that if she learns to play the card game WIXOSS, she might be able to make some friends. She stops at a card shop on her way home and buys a deck set. When she takes the set home and opens it, the girl on one of the cards begins to move, and speak.
Humans chosen as Selectors must battle for control of the five coins that hold all their memories.
If they can retake all the coins, they win, and can leave the game. But if they lose, as a penalty—
“Lostorage”—What will become of Suzuko as she’s caught up in this insane game?
And just like Suzuko, Chinatsu finds herself drawn into the game as well…
After his mother wins a free trip to the islands, Pokemon trainer Satoshi and his partner Pikachu head for Melemele Island of the beautiful Alola region, which is filled with lots of new Pokemon and even variations of familiar faces. Eager to explore the island, Satoshi and Pikachu run wild with excitement, quickly losing their way while chasing after a Pokemon. The pair eventually stumbles upon the Pokemon School, an institution where students come to learn more about these fascinating creatures.
At the school, when he and one of the students—the no-nonsense Kaki—have a run-in with the nefarious thugs of Team Skull, Satoshi discovers the overwhelming might of the Z-Moves, powerful attacks originating from the Alola region that require the trainer and Pokemon to be in sync. Later that night, he and Pikachu have an encounter with the guardian deity Pokemon of Melemele Island, the mysterious Kapu Kokeko. The Pokemon of legend bestows upon them a Z-Ring, a necessary tool in using the Z-Moves. Dazzled by his earlier battle and now in possession of a Z-Ring, Satoshi and Pikachu decide to stay behind in the Alola Region to learn and master the strength of these powerful new attacks.
Enrolling in the Pokemon School, Satoshi is joined by classmates such as Lillie, who loves Pokemon but cannot bring herself to touch them, Kaki, and many others. Between attending classes, fending off the pesky Team Rocket—who themselves have arrived in Alola to pave the way for their organization’s future plans—and taking on the Island Challenge that is necessary to master the Z-Moves, Satoshi and Pikachu are in for an exciting new adventure.
The Kazama Family—a gang of three wannabe delinquents and close friends, spearheaded by Kenji Kazama, is trying to make a name for themselves at Fujou Academy. On the first day of the term, the gang finds themselves putting out a fire in the Game Development Club. Instead of thanking them, the eccentric club members attack and knock out Kenji’s two friends, forcing Kenji to fight for his life. Failing to escape, the gang leader is coerced into joining the Game Development Club.
As he settles in, Kenji gets to know the four girls responsible for his provisional membership—student council president and general tyrant Chitose Karasuyama, spirited tomboy Sakura Mizukami, negligent club advisor Minami Oosawa, and the school’s infamous shadow leader Roka Shibasaki. Throughout the Game Development Club’s constant shenanigans and his desperate attempts to leave the club, Kenji begins to realize that he may be actually enjoying himself.
The peaceful days turn out to be short-lived as the shadow of another Selector Battle looms large. Kiyoi Mizushima is the first to notice that things are amiss, and she makes her move to put an end to the cycle of darkness.The Battle this time includes a new card, “Key,” and has been set up with rules different than before. With both the mastermind and their motive shrouded in mystery, the darkness grows ever deeper and more menacing. Suzuko Homura, Chinatsu Morishita, Hanna Mikage, Ruuko Kominato, Yuzuki Kurebayashi, Hitoe Uemura, and Akira Aoi, the Selectors gather once again.
After death, there is no heaven or hell, only a bar that stands between reincarnation and oblivion. There the attendant will, one after another, challenge pairs of the recently deceased to a random game in which their fate of either ascending into reincarnation or falling into the void will be wagered. Whether it’s bowling, darts, air hockey, or anything in between, each person’s true nature will be revealed in a ghastly parade of death and memories, dancing to the whims of the bar’s master. Welcome to Quindecim, where Decim, arbiter of the afterlife, awaits!
Death Parade expands upon the original one-shot intended to train young animators. It follows yet more people receiving judgment—until a strange, black-haired guest causes Decim to begin questioning his own rulings.