Because of the hype surrounding the Japan vs. USA showdown, even those who were originally uninterested are now becoming intrigued, creating a short-term social impact in Japan.
People spontaneously organize various small-scale fan clubs online and offline, gather to watch matches together, and there are even commentators explaining the game's content to those who don't understand these games.
Huh? So this is using various martial arts to fight on the TV screen? What about our karate? Do we have our kendo? Do we have our judo and sumo?
Oh, there are actually? That's interesting. Is this a game? I always thought this was just fantasy entertainment for kids.
To demonstrate professionalism, Tokyo TV even produced a special episode about martial arts.
Using various connections, they invited the heads of seven different martial arts dojos from local regions in Japan, all of whom are quite well-known figures in the field of Japanese martial arts, giving the program a high level of authority.
They gathered to discuss the authenticity of combat moves in Street Fighter in great detail, which is a hot topic of interest among many people now.
It's not just about playing games; they also want authenticity. In short, they want to cover everything.
To promote the event, Tokyo TV even ran a week-long program teaser, squeezing it into the most popular time slot.
And the results of the broadcast were quite pleasing.
Among these seven martial arts dojos, there were members of the martial arts advisory team invited by Takayuki.
Previously, they didn't really care much about video games, thinking they were fake, and that performing combat moves in video games wasn't real. Players wouldn't gain anything related to martial arts from playing games.
But with the recent popularity of Street Fighter, they were pleasantly surprised to find that more and more students were learning about martial arts through Street Fighter and wanting to try real martial arts in dojos.
As a result, the income of several dojos increased rapidly.
Originally, the economic environment was not very good, and martial arts, which had become increasingly recreational, were gradually being neglected. Modern society no longer seemed to need martial arts, and they were falling out of favor.
But because of Street Fighter, everything took a turn.
And then several dojo heads of the advisory team began to truly value video games. Video game consoles even started appearing in their dojos, allowing tired students to experience the fun of combat through gaming consoles, bringing in additional revenue.
And then there was this interview program, and several dojo heads were delighted to be interviewed. They had long wanted to make a good impression.
It's just that there were hardly any channels before, and they didn't have much money at the time, let alone spend money promoting themselves.
But now they could go to the TV station for free publicity, so naturally, they didn't want to miss this rare opportunity.
A dojo head spoke sincerely in front of the camera: "First of all, I want to say that Street Fighter is a really good game. It truly embodies the charm of combat. From my professional point of view, this game is almost flawless. The company that made this game is really conscientious."
Another dojo head immediately agreed. He was a member of Gamestar Entertainment's motion advisory team, so naturally, he would praise the game even more.
"Dear audience, I sincerely recommend that you try it out. This is a game worth playing, and I am a member of the motion advisory team of this company. With us personally overseeing it, you can be sure that the content players experience is the most authentic."
There were live audiences in the interview program, most of whom were, of course, there to help set the atmosphere, but some were genuine viewers who also let out a sigh of admiration.
Gamestar Entertainment is indeed a very responsible company. They are willing to put in the effort to make products professionally and won't just fool players.
But some people raised questions. For example, characters like Ryu in Street Fighter can unleash powerful special moves, which is obviously somewhat unrealistic.
The dojo heads on stage immediately explained, "Regarding this, we also had doubts before, but the president of this company gave us an explanation, which we think makes sense."
"According to the description from this president, firstly, this is a game, and games naturally come with some fantasy elements, which is understandable. Secondly, the performances in the game are more like a kind of symbolism. For example, performing a move like a Hadouken is certainly not realistic, but you can imagine it as a manifestation of a martial arts master's potential energy during an attack being symbolically represented."
"Powerful martial arts masters can create sonic booms, but people often can only hear the sound of the sonic boom and rarely see it. In order to provide a more obvious visual effect, special effects like those sonic booms appear."
This explanation was, of course, a bit of a stretch, but the audience seemed to buy it.
They actually didn't care too much about this kind of issue. Movies and TV dramas also exaggerate various special effects and performances; Street Fighter is not a historical drama that requires meticulous accuracy. It's really not necessary to search for 100% authenticity in it.
The question just now was just to shut up those nitpickers.
As the interview program reached its halfway point, it naturally segued into the upcoming showdown between the USA and Japan.
"First of all, I have high hopes for our players. They are not only outstanding in games but also students of our respective dojos in real life. I believe they can win."
"For example, our student Kumasawa Kuni, he already has the skill of a third-degree black belt in karate, which is very impressive. He is also the player I am most optimistic about. I hope that in the future, in addition to shining in video games, he can also perform well in real-life combat competitions."
In the remaining time, several dojo heads naturally began to promote their own dojos one by one, hoping to attract more people to come and study at their dojos and earn more tuition fees.
And Takayuki Entertainment, as the biggest contributor, also didn't forget to help promote. The cooperation between the two sides was very harmonious, mutually beneficial, and the heads of several dojos naturally wanted to return the favor.
In the end, after the program ended, the viewership ratings exceeded 30%, which immediately sparked a nationwide enthusiasm for martial arts, even surpassing esports itself a bit in the follow-up, but at the moment, people are still very concerned about the situation in the United States.