What Can Video Games Replicate from Classic Anime

2026-09-03T00:00:00+02:00 | 3-minute read

Fact Sheet
Original Title
Orbitals
Genres
3rd-person Action
Co-op
Release Date
September 3, 2026
Length
HowLongToBeat: XX-XX hours
Reviews
Eurogamer: 3/5
OpenCritic: 82/100
Creators
Developer: Shapefarm
Publisher: Kepler Interactive
Platforms
Switch 2: Digital / Physical

Website

Orbitals is the kind of game which developers dream to make but never manage to even come close to start producing. Whether it’s fishing or gardening, Detroit techno or classic anime, everybody has a particular passion which commands a huge part of their life and identity. And where there’s passion, there’s always something to learn, because let’s face it: games that only borrow from other games are destined to creatively decay. And while borrowing from anime has been its own creative decay in some ways, when it comes to classics, it’s still underexplored. Orbitals looks both old-school and fresh for a reason. So what’s in there for game developers?

Orbitals

Imperfection Is Lovable

Technical mastery is not the ability to do something perfect, it’s the ability to do something so well that imperfections shine. The Rule of Contrast is inescapable: a game of stunning highs and abysmal lows will be much more memorable than a straight line, even if it stays closer to the sky than the ground. That’s just how perception works in practically anything, from relationships to art, and instead of fighting for everything to be “fine”, it’s wiser to invest in a few aspects that turn out incredible.

Orbitals

Physicality Is Beneficial

Classic animation look is all about how light bounces off different materials. Whether it’s paint, cels or just paper, there’s something special about the diffusion they produce that I, as a primarily not visual person, can’t correctly put in the words but can readily compare to how vinyl record enthusiast talk about sound warmth. The closest video game metaphor is physicality in controls: the immediacy of basic actions and animation cancellations, vibration feedback and playful interactions with no purpose, everything to do with input really.

Orbitals

Self-acceptance Is Mandatory

Modern anime grew to often dislike itself in ways modern games still run a confidence issue. In contrast, classics let themselves be classics without trying to be more than the medium could handle. It’s as if they don’t feel bad about being fun instead of meaningful, even though fun is full of meaning. But fun can also be stupid, and there’s nothing wrong with being stupid, it’s a part of play at the same degree as it’s in music and theatre. Don’t run away from being a video game, use the medium’s nature as a starting point to explore, including all the stupidity it brings along.

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About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

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Way of the Hunter 2

Way of the Hunter

This Is the President

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killer7

Super Mario Galaxy

Half Life 2

Resident Evil 4

Device 6

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Nintendo

Capcom

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