Cadensia ๅฉ‰็މ๐Ÿชป๐ŸŽ€'s Avatar

Cadensia ๅฉ‰็މ๐Ÿชป๐ŸŽ€

@cadensia

๐Ÿ’ Fleur de nymphรฉa au cล“ur รฉcarlate ๐Ÿ“š Cultural anthropology, environment, comp lit, lesbian, East-Asia, game studies โ€ข EN/FR/ๆ—ฅๆœฌ่ชž โœ’ EN-FR, JP-EN/FR translator ๐ŸŒ‰ ้š…็”ฐๅทใ‚„ๅธ‚ๅ†…ใฎๆฐด่ทฏใฎๆ–‡ๅŒ–่กจ่ฑก ๐ŸฆŠ VTuber account: @mitsuharamiyabi.bsky.social

477
Followers
441
Following
852
Posts
07.10.2023
Joined
Posts Following

Latest posts by Cadensia ๅฉ‰็މ๐Ÿชป๐ŸŽ€ @cadensia

This chapter examines Resident Evil 3: Nemesis (Capcom, 1999) and its remake Resident Evil 3 (Capcom, 2020) as examples of Japanese collective/cultural memory discourse. Specifically, it argues that both games can be understood as embedded within established Japanese memory of the war as they make direct references to the atomic bombings of Hiroshima and Nagasaki, hiba- kusha, and other significant aspects of Japanese war memory. These references are contextualized through the use of collective/cultural memory theory, discourse theory, and game studies. Through the implementation of case studies, the chapter examines the setting, characters, narrative, and gameplay of both games. Ultimately, it argues that the games constitute an extension of Japanese collective/cultural memory that commemorates victims and hopes to abolish the use of nuclear weapons in the present and future.
Introduction
Jill Valentine had defeated her seemingly unstoppable pursuer, the Bio Organic Weapon (BOW) Nemesis. As she stumbled out of the secret Umbrella facility known as the Dead Factory, she knew that Raccoon City would soon be subjected to nuclear attack; it was the only way to prevent the further spread of the T-Virus. Seeing no way to escape, she prepared herself for death. Suddenly, in the distance, she heard the buzz of a helicopter engine. There was no time to question where this savior came from as she clambered aboard with her lone remaining ally, Carlos Olivera. There was no time for pleasantriesโ€”as the helicopter rose off the ground and attempted to escape the doomed city, Jill and the other occupants saw a missile cruise through the air before detonating slightly above the city's clock tower. The ensuing blast consumed her former home, and along with it a city and population that she had sworn to protect as an elite police officer in Raccoon City's STARS unit. All that remained was a scorched landscape under a fiery mushroom cloud. So ended Raccoon City and its population of

This chapter examines Resident Evil 3: Nemesis (Capcom, 1999) and its remake Resident Evil 3 (Capcom, 2020) as examples of Japanese collective/cultural memory discourse. Specifically, it argues that both games can be understood as embedded within established Japanese memory of the war as they make direct references to the atomic bombings of Hiroshima and Nagasaki, hiba- kusha, and other significant aspects of Japanese war memory. These references are contextualized through the use of collective/cultural memory theory, discourse theory, and game studies. Through the implementation of case studies, the chapter examines the setting, characters, narrative, and gameplay of both games. Ultimately, it argues that the games constitute an extension of Japanese collective/cultural memory that commemorates victims and hopes to abolish the use of nuclear weapons in the present and future. Introduction Jill Valentine had defeated her seemingly unstoppable pursuer, the Bio Organic Weapon (BOW) Nemesis. As she stumbled out of the secret Umbrella facility known as the Dead Factory, she knew that Raccoon City would soon be subjected to nuclear attack; it was the only way to prevent the further spread of the T-Virus. Seeing no way to escape, she prepared herself for death. Suddenly, in the distance, she heard the buzz of a helicopter engine. There was no time to question where this savior came from as she clambered aboard with her lone remaining ally, Carlos Olivera. There was no time for pleasantriesโ€”as the helicopter rose off the ground and attempted to escape the doomed city, Jill and the other occupants saw a missile cruise through the air before detonating slightly above the city's clock tower. The ensuing blast consumed her former home, and along with it a city and population that she had sworn to protect as an elite police officer in Raccoon City's STARS unit. All that remained was a scorched landscape under a fiery mushroom cloud. So ended Raccoon City and its population of


This was how players of Resident Evil 3: Nemesis (Capcom, 1999) experienced the end of Raccoon City, the de facto capital of the Resident Evil universe. The ending of the game was equally shocking and thought-provoking as players realized that the city that had been the setting for the series was destroyed in such a dramatic fashion. This narrative crescendo, along with the other well-received and designed aspects of the game made Resident Evil 3: Nemesis a well-respected and loved entry in the long-running series. In 2020, Capcom released Resident Evil 3 as a much-anticipated remake of the 1999 game. The remake made significant changes to the original including truncating the story, removing ancillary characters, and dramatically re-imagining the gameplay. However, in the face of all of these changes, other major aspects of the original were untouched. These include the heroic characterization of the story's main character, the grotesque depiction of monsters, and, crucially, the destruction of Raccoon City via nuclear strike. While potentially innocuous on their own, these combined choices can be interpreted as being highly influenced by the Japanese collective memory of the Pacific War (1937-1945).
Japanese memories of the war have been highly contested and divided in the decades since 1945, leading to a fractured discourse that can be identified and elaborated upon in media such as videogames. In this chapter I will examine the Resident Evil 3 games-the 1999 original and the 2020 remake-through the lens of collective/cultural memory theory, discourse theory, and games as history to elaborate on the continued influence of the atomic bombings of Hiroshima and Nagasaki on Japanese videogames. I argue that the remake aims to keep the anti-nuclear commentary of the original game while simultaneously updating and modernizing the original for new audiences.

This was how players of Resident Evil 3: Nemesis (Capcom, 1999) experienced the end of Raccoon City, the de facto capital of the Resident Evil universe. The ending of the game was equally shocking and thought-provoking as players realized that the city that had been the setting for the series was destroyed in such a dramatic fashion. This narrative crescendo, along with the other well-received and designed aspects of the game made Resident Evil 3: Nemesis a well-respected and loved entry in the long-running series. In 2020, Capcom released Resident Evil 3 as a much-anticipated remake of the 1999 game. The remake made significant changes to the original including truncating the story, removing ancillary characters, and dramatically re-imagining the gameplay. However, in the face of all of these changes, other major aspects of the original were untouched. These include the heroic characterization of the story's main character, the grotesque depiction of monsters, and, crucially, the destruction of Raccoon City via nuclear strike. While potentially innocuous on their own, these combined choices can be interpreted as being highly influenced by the Japanese collective memory of the Pacific War (1937-1945). Japanese memories of the war have been highly contested and divided in the decades since 1945, leading to a fractured discourse that can be identified and elaborated upon in media such as videogames. In this chapter I will examine the Resident Evil 3 games-the 1999 original and the 2020 remake-through the lens of collective/cultural memory theory, discourse theory, and games as history to elaborate on the continued influence of the atomic bombings of Hiroshima and Nagasaki on Japanese videogames. I argue that the remake aims to keep the anti-nuclear commentary of the original game while simultaneously updating and modernizing the original for new audiences.

Here is Ryan Scheidingโ€™s chapter in the Handbook of Japanese Games in which he examines Resident Evil 3โ€™s relationship to cultural memory discourse as it pertains to the atomic bombings, not too dissimilar from the recent Polygon review of RE9 which drew so much anger.

09.03.2026 16:51 ๐Ÿ‘ 7 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Preview
15 years after the Tohoku quake, the road home remains uncertain for many In once-abandoned communities, life is cautiously returning as policymakers confront the staggering price of future recoveries.

I covered the 2011 Tohoku quake and nuclear disaster when it happened. 15 years later, I visited communities still shaped by displacement โ€” from the still-sparsely populated town of Futaba to a new inland neighborhood built for tsunami survivors. My story: www.japantimes.co.jp/news/2026/03...

09.03.2026 11:39 ๐Ÿ‘ 15 ๐Ÿ” 7 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

I remember people saying that the Blasted Step runback was awful, but at least it was fixed and mindless. Here, the enemies spawn at different locations, and you wear down your focus on the traversal and the Swarm Room before the boss.

I just hate it so much, it's incredible!

10.03.2026 00:05 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

So, I've been back in Silksong, because I really wanted to finally finish the game.

And really, I don't hate myself enough to pretend that I like Bilewater and the hatred-laden environment. The runback is disastrous with all the layers of RNG, the Swarm Room into the boss is horrible. Help.

09.03.2026 23:46 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Goddess knows that if I was a bit more confident in my English writing...

Relatedly, it's amusing that the Tokyo Majin series never got out of Japan, but after Tokyo Psychodemic...

09.03.2026 19:22 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Video thumbnail

So, "Schrรถdinger no neko" isn't up your alley? How about a fully 3D JRPG about an amnesiac siren? This is "Shinkai densetsu Meremanoid". Already hacked the thing, got a half-width font, script dumped, the whole kit and caboodle.

Ping me if you know Japanese and want to translate it!

09.03.2026 18:51 ๐Ÿ‘ 239 ๐Ÿ” 98 ๐Ÿ’ฌ 7 ๐Ÿ“Œ 11
Post image

้œง็”Ÿ&็ตๅ‘ฝๅญใƒšใ‚ข่‰ฏใ™ใŽใ‚‹ใ€€#ใƒ‘ใƒฉใƒŽใƒžใ‚ตใ‚คใƒˆ

20.02.2026 17:45 ๐Ÿ‘ 9 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Post image Post image Post image Post image

Saw on the train today, Fukushima prefecture is doing a tourism campaign in partnership with Square-Enix, promoting Final Fantasy-like landscapes & touristic spots.

Cute stuff, I only found the 1st one in good quality.

09.03.2026 11:17 ๐Ÿ‘ 794 ๐Ÿ” 155 ๐Ÿ’ฌ 17 ๐Ÿ“Œ 6
Post image

Paranormasight: The Seven Mysteries of Honjo and The Mermaid's Curse 2CD Original Soundtrack album releases on March 18 in Japan. Pre-orders for the West should go live later today: www.rpgsite.net/news/19804-p...

09.03.2026 06:25 ๐Ÿ‘ 74 ๐Ÿ” 18 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 2
Preview
Falcom announces Dragon Slayer Project forย console Falcom has announced Dragon Slayer Project, its tentatively titled 45th anniversary project for console. A genre, specific platforms, and a release date were not announced.

Falcom announces Dragon Slayer Project forย console

Falcom has announced Dragon Slayer Project, its tentatively titled 45th anniversary project for console. A genre, specific platforms, and a release date were not announced.

09.03.2026 06:01 ๐Ÿ‘ 185 ๐Ÿ” 87 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 48
An article titled "The Rise of the Techno-Pastoral" by Lisa Peralta. The image that accompanies it depicts a gameboy whose screen shows a pixelated green field and trees, and its lead reads "When criticizing the present, we keep dreaming of the technology of the past. Is this logic sound?"

An article titled "The Rise of the Techno-Pastoral" by Lisa Peralta. The image that accompanies it depicts a gameboy whose screen shows a pixelated green field and trees, and its lead reads "When criticizing the present, we keep dreaming of the technology of the past. Is this logic sound?"

I made a blog!

been thinking a lot about our relationship to technology and what I find unsettling about "tech detox" culture

go read it: noreturn.blog/p/the-rise-o...

08.03.2026 23:51 ๐Ÿ‘ 459 ๐Ÿ” 128 ๐Ÿ’ฌ 15 ๐Ÿ“Œ 15
Preview
The Copied Cathedral: NIER Weiss, you dumbass.

NEW ARTICLE! "In The Copied Cathedral", my exploration of the Drakengard/NieR series, continues with a bumper dissection of 2010's NIER. Cavia's swansong is strange and formulaic, inventive and predictable, and finds its own kind of beauty in how these things clash together.

08.03.2026 14:45 ๐Ÿ‘ 121 ๐Ÿ” 49 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 3
Post image

My long essay in The Way Spring Arrives explores how female wuxia writers broke into and evolved a male-dominated genre. 2/ #books #fantasy

07.03.2026 13:00 ๐Ÿ‘ 31 ๐Ÿ” 8 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Renaissance et tellement de personnages... La procession des mages ?

07.03.2026 14:10 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
COMPUTER WORLDS: A Showcase of Strange & Distinctive Games - Coming to noclip_2
COMPUTER WORLDS: A Showcase of Strange & Distinctive Games - Coming to noclip_2 YouTube video by noclip_2

INTRODUCING COMPUTER WORLDS

A showcase of strange & distinctive games created by independent developers - premiering next week on noclip_2

SAVE THE DATE
MARCH 12th - 1PM ET / 10AM PT

WATCH & PLEASE SHARE:
www.youtube.com/watch?v=kYRp...

06.03.2026 17:10 ๐Ÿ‘ 535 ๐Ÿ” 207 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 33
Post image

Madam!
#Paranormasight #ใƒ‘ใƒฉใƒŽใƒžใ‚ตใ‚คใƒˆ

03.03.2026 13:08 ๐Ÿ‘ 59 ๐Ÿ” 25 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Ah, thank you for the kind words!

05.03.2026 01:44 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

incredibly good piece on the latest Paranormasight, guaranteed will make you appreciate the thing even more, wowow!!

04.03.2026 22:07 ๐Ÿ‘ 17 ๐Ÿ” 3 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Post image

#้€ๆ˜Žๆฐดๅฝฉ
#ๆฑๆ–นProject
้ญ‚้ญ„ๅฆ–ๅคข๐ŸŒธ

04.03.2026 01:08 ๐Ÿ‘ 447 ๐Ÿ” 197 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 1

This article aptly captures the real state of Japanese game dev right now. For years, companies have prioritized outsourcing/contract hires because of fewer legal obligations. But as this piece describes, it also lets them skirt around layoff laws by ceasing to contract that external work at all.

04.03.2026 19:12 ๐Ÿ‘ 156 ๐Ÿ” 95 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Paranormasight The Mermaid's Curse finished! It made me cry!

Truly found the last couple lines almost overwhelmingly moving ๐Ÿฅฒ

03.03.2026 09:12 ๐Ÿ‘ 33 ๐Ÿ” 3 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
Preview
Shigeru Miyamoto x Shigesato Itoi โ€“ 1989 Interview - shmuplations.com This lengthy interview captures a high-level meeting of the minds between Shigesato Itoi, Shigeru Miyamoto, and author Seiko Itou.

Today we have an amazing interview from 1989 with Shigeru Miyamoto and Shigesato Itoi. Conducted shortly after the release of Mother, it's full of deep musings about realism, creative exhaustion, the moral panic over kids & gaming, and prescient visions of the future. shmuplations.com/itoimiyamoto/

02.03.2026 22:46 ๐Ÿ‘ 523 ๐Ÿ” 221 ๐Ÿ’ฌ 6 ๐Ÿ“Œ 21
Valkyria Chronicles 3 promo art.

Valkyria Chronicles 3 promo art.

What do you mean a new English patch for Valkyria Chronicles 3 was released last week? How did I miss this?!

github.com/akorov/VC3Re...

This patch by DoomyDoom appears to retranslate the entire story from scratch and localizes content that was previously left untranslated in the old 2013 patch.

02.03.2026 18:23 ๐Ÿ‘ 211 ๐Ÿ” 99 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 8
All of the characters featured in "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were).

All of the characters featured in "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were).

Two screenshots of "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were).

Two screenshots of "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were).

The game has the player jump between the perspectives of 9 passengers aboard a train heading from Shibuya to Shinjuku. Every choice selected has an impact on the lives of the characters and, once the game is over, an email is sent to the player's phone that contains an epilogue to the story. (2/3)

02.03.2026 13:53 ๐Ÿ‘ 12 ๐Ÿ” 1 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
Logo for Movie Adventure series.

Logo for Movie Adventure series.

Web page for "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were).

Web page for "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were).

Way before Takanari Ishiyama created Paranormasight, he wrote and composed a few installments of the "Movie Adventure" series. These were small novel games released by Genki for feature phones around 2001-2003. One of the most intriguing entries Ishiyama wrote was "ใใ“ใซๅ›ใŒใ„ใŸ" (There You Were). (1/3)

02.03.2026 13:53 ๐Ÿ‘ 31 ๐Ÿ” 8 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Post image

Deedlit from Record of Lodoss War

#art #artist #fantasyart #retroanime #animefanart #animeart

15.01.2026 23:27 ๐Ÿ‘ 931 ๐Ÿ” 327 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

I struggle to see how it could even remotely be a good thing...

02.03.2026 01:34 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
Tifa Was Never a Bully As fans of the Final Fantasy VII โ€œRetrilogyโ€ eagerly await its third and final installment, many are going back to the 1997 original, and experiencing the game that started it all for tโ€ฆ

For this month's blog, I cover a subtle mistranslation found in the original Final Fantasy VII that made the kind and motherly character of Tifa out to be Cloud's childhood bully.

annacairistiona.wordpress.com/2026/02/25/t...

25.02.2026 17:05 ๐Ÿ‘ 16 ๐Ÿ” 8 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 1
Preview
In Translation | "Tomorrow a Bride" by Tatsuhiko Yamagami & Hiromichi Kinjo A one-shot of time and life and chance connections.

New scanlation!

Ripped straight from the legendary alt manga mag COM comes the beautiful and surprising one shot "Tomorrow a Bride" by Tatsuhiko Yamagami and Hiromichi Kinjo!

It's the kind of story I really needed when I read it, and hey maybe someone needs it too

02.05.2025 21:29 ๐Ÿ‘ 78 ๐Ÿ” 31 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0

THAT is the problem with "better than nothing". MTPE fan TL is worse than nothing. It's actively detrimental to the games supposedly being translated and the community at large.

It makes players associate the game with slop.

It forestalls good-faith translations.

It wastes everyone's time.

01.03.2026 19:04 ๐Ÿ‘ 141 ๐Ÿ” 71 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0