Showing posts with label sakura taisen. Show all posts
Showing posts with label sakura taisen. Show all posts

Memories of One Last Dream — Sneak Peek of Continue Magazine Vol. 88 (and How to Win a Copy)

The cover of Vol. 88 of Continue Magazine featuring the design classic Dreamcast swirl.

Although the Junkyard is almost an entirely online operation, our editorial collective has always harboured a love for print media. Sure, broadcasting your ramblings to a global audience via the world wide web is neat, but there is also something undoubtedly special about holding a book or magazine in your hands - the texture of the paper, the smell of the ink, the coffee mug rings on the cover and all that jazz. As laid bare in my prior Junkyard posts, and our latest DreamPod episode, I too am afflicted by a borderline unhealthy obsession with Dreamcast magazines. Therefore, when I was trawling eBay looking for old issues to scan and happened to lay eyes on the latest issue of Continue magazine, with its tantalisingly minimalist cover advertising a Dreamcast special feature, I knew I had to get my grubby mitts on a copy.

Of course, as this is a contemporary magazine which is still very much alive and kicking, scanning the entire mag or even the special section is out of the question. However, following a long honoured Junkyard tradition (sometimes titled “Let’s take a look at”), I am able to share my humble thoughts on its contents, along with a few choice snapshots and info on where readers can purchase this product themselves. 

So, here we go. Let’s take a look at Continue Volume 88…

Continue: The Story so Far

Continue, or Continue Motion Graphic to use the full title, is a Japanese magazine that describes itself as “the world's greatest otaku, subculture, and entertainment magazine”. Its first issue was published in March 2001, arriving on newsstands at a time when the Dreamcast was in a peculiar state of limbo - officially discontinued, but with several more years of software releases ahead of it (in Japan, at least). Published by Ohta Publishing Company on a quarterly basis through until the end of 2002, it then picked up pace, publishing bimonthly through until February 2010 when what would appear to be its final issue appeared. 

Top: Three covers from the initial run of Continue (2001-2010).
Bottom: Three covers from the revived run of Continue (2018-Present).
Cover artwork © Continue Motion Graphic.

Fortunately that wasn’t the case. In 2018, Ohta decided to shake Continue out of its lengthy hibernation, spruce it up, and put the magazine back to work, with little change in terms of its scope. Since its revival, the magazine has been published continually on a bimonthly basis, with each issue containing coverage of contemporary and retro gaming (among other 'otaku' topics) over a span of 120 pages or so. 

As someone who has only just come across the mag, my understanding of it, beyond what I’ve been able to glean from internet sources, is admittedly shallow. According to the blurb on RetroMags, right from its early days Continue was characterised by an avoidance of “fluff” previews, in favour of more considered coverage of games and the gaming industry, along with in-depth interviews. And, flicking through Volume 88, that description seems to hold up…

Volume 88: Memories of One Last Dream

The first pages of the special feature with a snap of one fine looking Dreamcast. 
Magazine content © Continue Motion Graphic, 2026.

Front and centre in this issue (or should I say volume?!) is a special 48-page feature on Sega’s swansong console aptly titled “Memories of One Last Dream”. The remainder of the issue has a variety of other neat features too, including a 2025 Game of the Year section, but given our remit, I will exclusively focus on the former item. Broken down into its constituent parts, the Dreamcast feature encompasses:

  • Brief reviews of 24 games;
  • Two full page panel comic strips (including one where the Dreamcast meets the PS5);
  • An interview with Akira Nishino and Takaharu Terada (focused on Sakura Taisen, aka Sakura Wars);
  • An interview with Yosuke Okunari (Dreamcast and Sega-wide discussion);
  • An interview with Tadashi Takezaki ((Dreamcast and Sega-wide discussion); and
  • A reproduction of Sega of Japan's 31 Jan 2001 "To everyone who supports Sega" message addressing the end of the Dreamcast and the shift to third-party software development.
All of the above is laid out beautifully, with the text interspersed between some extremely clean shots of the console and its paraphernalia, some interesting photos of Sakura Wars sketches and concept artwork, and of course, some shots of the interviewees during their in-person interviews (photography by Kazuki Ohashi and Hiroyuki Matsuzaki).

Left: Examples of the brief game reviews. Right: Sketches and concept artwork for Sakura Taisen.
Magazine content © Continue Motion Graphic, 2026.

The 24 games that are selected to be reviewed/highlighted are invariably bangers and would make a decent menu for those new to the console. They include the iconic titles that were big hitters in western markets like Sonic Adventure, Crazy Taxi and Jet Set Radio, as well as a smattering of more understated delights like Death Crimson 2, Segagaga, and The Typing of the Dead. For incorrigible DC obsessives like us though, these reviews are unlikely to be of much interest. After all, we have probably played the featured titles many times over, and have little desire for our stubbornly held views on them to be challenged (ok, maybe that last part is just me). 

The mag's main hook then, beyond the admittedly gorgeous aesthetics, is its interviews with those who helped make Sega tick during the Dreamcast era. For those of us who don’t comprehend Japanese, an extremely rough inkling of what is said can be ascertained using a translation app of one sort or another. Of course, this method is replete with potential issues, and cannot match the touch of a skilled human translator. We're hopeful that Ohta may permit us to translate and publish one of the three interviews in English, but until then, here is a rough synopsis of each:

Akira Nishino and Takaharu Terada are interviewed about the Sakura Taisen series, whose multiple releases on the Dreamcast were central to the identity of the console in Japan. They have both been employed by Sega since the 90s and took up key roles in the creation of the Sakura Taisen game series. They speak about the creative process; the generosity of other Sega colleagues; brainstorming over late night beers; their desire to ensure Sakura Wars 3 utilised everything the Dreamcast hardware had to offer; and much much more. Perhaps the most poignant moment discussed is when the news arrived that Sakura Wars 4 would be developed as a proper-finale for the Dreamcast, despite the fact that Sega had already ceased production of the console.

Akira Nishino and Takaharu Terada proudly pose with an extensive range of Sakura Taisen/Sakura Wars games released for the Dreamcast, along with the special edition version of the console. 
Magazine content © Continue Motion Graphic, 2026. 

Yosuke Okunari, a Sega employee since 1994 who is renowned for his knowledge of the company, gives a wide ranging interview about the Dreamcast as "one last dream". He speaks about the period between the end of the Saturn and the start of the Dreamcast when hard decisions had to be made about whether games in development should shift to the new consoles; about Sega's self-reflective (self-deprecating?) advertising campaigns of the era; the split between Sega's different development arms (Overworks, Smilebit, Sonic Team); and Phantasy Star Online representing "the dream come true", among many other topics. 

Yosuke Okunari giving it the big 'un in a suave Sega jacket. 
Magazine content © Continue Motion Graphic, 2026.

Tadashi Takezaki, a marketer for Sega between 1993 and 2015, provides insights into a whole host of topics that are regularly mulled over by Sega enthusiasts including: the decision to cease the Saturn (despite it performing well within Japan) in a bid to return Sega to global success; the strategic choices made regarding the Dreamcast's hardware, aesthetics and its launch date; the lack of a "killer app" among Japan's four launch titles; and the prominence of innovative and cutting-edge games in the Dreamcast's library. Perhaps the key detail though, is where Takezaki explains how, once Sega had decided to discontinue the Dreamcast, he arranged for Sega to directly and warmly address its fans in what is referred to as the "To everyone who supports Sega" message, instead of only publishing a matter-of-fact press release.

Snaps of Tadashi Takezaki in mid-flow during his interview.
Magazine content © Continue Motion Graphic, 2026. 

Those seeking to get their hands on Continue Magazine Vol. 88 should visit its dedicated page on the publisher’s platform, which gives numerous options for it to be bought physically or digitally at a price of 1,980 yen (roughly a tenner). 

How to Enter Our Competition

Of course, one lucky reader could also get their hands on a physical copy of the mag by winning our competition. Entrants simply need to email us at dreamcastjunkyard (at) gmail dot com and tell us which of the three interviews featured in Continue Vol. 88 they would most like to see published in English and why (in less than 50 words). They must do so by no later than Sat 28 March, and be located in the UK or Europe only (apologies, delivery costs elsewhere are too high for this rag-tag non-profit outfit). 

Our hope is that Ohta Publishing will give us permission to translate and publish one of the interviews featured in Continue Vol. 88 here on the Junkyard blog. Once we know what readers preferences are we will crack on with pleading for permission.

Sakura Wars Columns 2 has been Translated into English!

This year in Dreamcast has already been one for the books. The indie titles, the Easter eggs, the unearthing of massive franchise entries once thought to be lost. One of the biggest deals for me personally has been the current surge of translation projects gracing our favourite system. Just like House of Pain back in '92, Dreamcast translation fever is in effect, y'all. Outdated Hip-hop references aside, most recently, we've seen many patches released, with plenty more in the works (you can see a megathread of all of the upcoming projects here). One individual in particular, Derek Pascarella, has been particularly busy in the first quarter of this year, releasing translations of Neon Genesis Evangelion -Typing E Keikaku-, and the infamous French-exclusive Taxi 2. While the translations of those games were more of a solo effort on Derek's part, he decided to take it up a notch for his next project, so much so that he had to recruit the talents of a whole team. This brand new patch is an English translation of Japan-exclusive Hanagumi Taisen Columns 2. Derek was kind enough to send me some early builds of the translation prior to the public patch release, so thank you, Derek.

Released in 2000, Hanagumi Taisen Columns 2 is the second instalment in a short-lived Columns spin-off series to the Sakura Wars franchise. For those not in the know, Sakura Wars (aka Sakura Taisen) is a Sega franchise that was ridiculously popular in Japan, where it remained exclusive for a very long time. The mainline entries in this series are known for their fantastic steampunk plots set in the Taishō period of Japan (with the plots of later entries finding their way to other countries), as well as a seamless combination of tactical RPG gameplay with visual novel sections, where building up relationships with members of your squad strengthens their morale in battle. If you want to read a bit more about Sakura Wars I've covered it on the blog twice now, with the most recent coverage being on the very good PS4 reboot that was released in April of last year. I've also chatted about it a little on the DreamPod too. 

At face value, Sakura Wars Columns (as the game's title was localised by Derek et al.) appears to simply be a Sakura Wars reskin of the classic Sega falling-block puzzler Columns, which probably saw its most prominent success as Sega's flagship puzzle game for the Mega Drive (or Genesis for you Americans!). But Sakura Wars Columns 2 stays true to the roots of its franchise, with story modes available in the game incorporating its signature visual novel/date sim-style gameplay in between blasts of gem stacking puzzle mayhem. All 12 characters of the Imperial Combat Revue's Flower Division have their own dedicated storylines (all of which are extremely charming - as is typical of the writing in Sakura Wars), as well as various strengths and weaknesses when it comes to column stacking. And with a tonne of different modes, unlockables and extra content, it's a really great package. I imagine Japanese gamers who picked this game up back in 2000 weren't disappointed, especially since it contained a network match service that allowed players to face off with each other online. These network capabilities have long since been retired, but let’s hope the release of this translation inspires the awesome peeps over at Dreamcast Live to restore them. Knowing them, they're probably already working on it.

Sakura Wars Returns with Flying Colours (PS4 Review)

The Sakura Wars (aka Sakura Taisen) series is possibly Sega's worst-kept secret, at least for us in the West. Most Dreamcast fans have probably encountered it at some point, but without the ability to understand the Japanese language, most have not proceeded further. This Japanese steampunk-themed tactical RPG series was a massive hit in its country of origin, spawning sequels and spin-offs, as well as crossing into other forms of media. As I'm writing this, the Sakura Wars multi-media franchise has surpassed over 4 million units shipped in Japan.

Despite the series' massive success, Sakura Wars was probably deemed too culturally-different for Western gamers, probably due to its heavy use of unfamilar (at least, back in the late '90s and early 00's), visual novel/dating simulation-style gameplay. The only Sakura Wars game from the original batch to be localised into English was the fifth game in the franchise, Sakura Wars V: So Long, My Love (released on the Wii and PS2). Most would probably agree that it wasn't the best entry the series had to offer, but hey, at least it was something. The series would then remain untouched for many years.
This was no small franchise. A big thanks to our very own Mike for the pics.
But Sakura Wars has stepped back onto the stage and into the limelight once again. Sega have blessed us with a worldwide (albeit, staggered) release of a flashy modern-gen reboot of Sakura Wars, exclusively for PlayStation 4. Developed by Sega's CS2 R&D department, Sakura Wars saw involvement from new and returning staff; including veteran Sega producer Tetsu Katano, director Tetsuya Otsubo and music composer Kohei Tanaka. Tite Kubo, the creator of manga ultra-hit Bleach was responsible for the designs of the main cast of characters. Guest artists BUNBUN (Sword Art Online), Ken Sugimori (Pokémon) and Shigenori Soejima (Persona) contributed their talents towards the designs of various supporting characters. It's clear from such star studded pedigree that Sega really pulled out all the stops for this one, and as an owner of a pre-order copy that turned up three days early, I'm happy to confirm that it resulted in a big success. If you're a fan of Sakura Wars, you'll be happy to know Sega have done the franchise the justice it deserves. If you're new to Sakura Wars, this is the perfect entry point.