![]() ![]() In an interview with CRB.com, Pereyda stated: "Basically, what we're doing is taking a look at stuff that's forgotten IPs, stuff that's sleeping, stuff that - just to be honest - some people don't care about and thinking what we can do with it. Namco Bandai also believed that ShiftyLook was a venue for content creators to collaborate on projects, and to establish working relations with artists and developers for future projects. Pereyda believed that entertainment formats like webcomics were largely successful, and that if these intellectual properties become popular through them, it could garner more interest in those series and make Namco Bandai interested in creating new games for them. The idea behind the company was to revive Namco's more obscure, dormant video game franchises for mediums such as webcomics and animations. ShiftyLook was headed by editor-in-chief Robert Pereyda. ShiftyLook shut down on September 30, 2014. ShiftyLook regularly held substantial exhibitions at large US comics conventions, having a major booth presences and holding large giveaways of promotional merchandise. The subsidiary later offered webtoons, anime, playable games, music, message boards, and graphic novels as well. A true sequel was in production towards the end of the 1980s, but was cancelled when the developers grew concerned that its concept would not work as a game.ShiftyLook was a subsidiary of Bandai Namco Holdings that was focused on revitalizing older Namco franchises, with their first step being video game webcomics based on the company's various franchises. ShiftyLook also produced an endless runner based on the comic, Bravoman: Binja Bash!, for cellular devices. Bravoman has since gained notoriety from its revival through the now-defunct ShiftyLook division of Namco Bandai Games, who produced a webcomic and animated series based on the game. The game spawned a shooter spin-off, Pistol Daimyo no Boken, in 1990. It received much more negative coverage from western publications, who disliked its mechanics, difficulty, and inferiority to other games in the genre. In Japan, Bravoman was widely successful, receiving high praise for its gameplay and humor. It was ported to a handful of systems, including the TurboGrafx-16, Japanese mobile phones, and the Wii Virtual Console. It is Namco's only video game to use pressure-sensitive buttons, which were reportedly easy to break. Bravoman's real identity, known as Hitoshi Nakamura, is a caricature of Namco's then-president Masaya Nakamura, who the game was dedicated to. Many former staff members from Toei Animation were hired for the project, leading to the game's distinct art style influenced by anime. The game ran on the Namco System 1 arcade board.Ĭonceived by Namco composer Norio Nakagata, Bravoman is a homage to 1930s tokusatsu films, parodying common tropes found in the genre, and Nakagata's love for synthesizer music. Bravoman can use his arms, legs and head to defeat enemies, and can also crouch and jump over them. Described as a "comical action game", the player controls the titular character, a bionic superhero with telescopic limbs, as he must defeat the villainous Dr. ![]() Wikipedia Rate this definition: 0.0 / 0 votesĬhōzetsurin Jin: Bravoman is a 1988 beat'em up arcade game developed and published in Japan by Namco.
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