The Summer Game Fest showcase showed Japan’s top game-makers racing ever further ahead of the west | Opinion

by John Garrett
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The showcase at Summer Game Fest 2026 highlighted a concerning trend for western game developers: Japanese studios are consistently producing high-quality games that appeal to hardcore players more than their western counterparts.

While Chinese and Korean studios also had a significant presence at the event, it was notable that Capcom and Square stood out with Resident Evil Veronica and Final Fantasy 7 Revelation as the opening and closing acts. Throughout the two-hour showcase, it was apparent that few major western studios participated, if any.

As the audience gathered for the 2 pm start, industry professionals in smart-casual attire were outnumbered by media, influencers, and fans sporting Zelda, Halo, and Witcher merchandise. The excitement mainly stemmed from games developed outside of the US and Europe, with a noticeable absence of large western studios at the forefront.

A father in front of us entertained his children with a mobile game, Block Blast, as the event began. However, the subsequent trailers showcased content unsuitable for young audiences, emphasizing the diverse nature of the gaming industry beyond violence. Nintendo’s presence played a role in this regard.

Unlike E3, Summer Game Fest did not shy away from graphic content, potentially surprising viewers unfamiliar with the gaming landscape. The emphasis on gore in some presentations could have left younger viewers unsettled.

Host Geoff Keighley’s claim that the “magic is back” raised questions about the industry’s recent state. He referred to a resurgence of smaller hits on platforms like Steam, highlighting the challenges faced by western console game developers, especially evident during the showcase.

The event seemed to favor Steam as the primary platform, with Sony and Xbox saving their major announcements for separate showcases. Keighley’s attempt to address the industry’s discovery problem was met with skepticism due to the high costs associated with participating in such events.

Throughout the showcase, there was a discernible editorial direction, showcasing a mix of new Japanese titles, established franchises, and familiar developers. Distinguishing between paid placements and impactful selections proved challenging, reflecting the changing landscape of game marketing.

The audience’s enthusiastic response highlighted the popularity of Japanese games like Veronica, FFVII, and other notable titles, with minimal representation from western studios. Excitement also surrounded appearances by well-known personalities in various game presentations.

While some games failed to generate significant interest, others like Stellar Blade from Shift Up resonated with the audience. The inclusion of diverse content, including updates, skits, and surprise appearances, kept the momentum going throughout the event.

The conclusion with Final Fantasy VII was well-received, contrasting with past criticisms of Keighley’s previous showcases. Despite the overwhelming bass, attendees left the Dolby Theatre in high spirits, marking a successful day for gaming enthusiasts in attendance.

While the experience may have differed for online viewers, the live event provided an engaging platform for fans to connect with the latest developments in the gaming industry. The post-COVID landscape has shown that physical presence can still offer unique insights into the pulse of the business.

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