The long-awaited global re-release of the dungeon RPG Tokyo Clanpool, developed by Compile Heart and Idea Factory, finally launched on December 19, 2024. Available on the Nintendo Switch in Asia and globally on PC via GOG, the game has left fans outraged as it becomes yet another casualty of global censorship, sparking controversy over the publisher’s handling of the situation.
Initially slated for a PC release on Steam, Tokyo Clanpool faced a significant hurdle when Valve rejected the game, citing its vaguely defined and inconsistently enforced policies against heterosexual anime-style content, particularly anything they deemed “suggestive” or featuring characters with “youthful appearances.”
In response, Eastasiasoft pivoted to GOG, a platform traditionally cautious about hosting explicit Japanese titles but recently more open to expanding its library to include such content. Despite the alternative release, what could have been a victory for fans of niche Japanese RPGs quickly unraveled.
The final versions of Tokyo Clanpool on both Switch and PC revealed signs of censorship, with the controversial removal of the game’s “Ether Sensitivity” feature, a gameplay element in the original release. Eastasiasoft has remained tight-lipped, refusing to acknowledge or explain the changes, leaving fans frustrated and fueling online backlash.
Notably, these changes were never disclosed in any pre-release marketing materials or press statements. Eastasiasoft has maintained complete silence on the matter, offering no comments, patch notes, or explanations to clarify the extent of the censorship or the reasoning behind the feature’s removal on both platforms.
What makes the situation worse is Eastasiasoft’s prior assurances of delivering an “uncut experience” to players a promise that now feels blatantly broken. This lack of transparency has left fans feeling betrayed after months of anticipation and excitement.
The incident adds to a growing trend of increased censorship in games localized for Western audiences, often driven by platform holders like Sony, Nintendo, and Valve. Valve, in particular, has become notorious for its opaque and seemingly arbitrary approval process, further fueling fan frustration.
Eastasiasoft’s censorship was confirmed by Joshua Michael French, project lead at Eastasiasoft and a staunch advocate for authentic translations and anti-censorship in Japanese game localization. French shared the disappointing news that Tokyo Clanpool’s Ether Sensitivity minigame was removed entirely.
Despite Eastasiasoft’s public commitment to anti-censorship, the removal was necessitated by the arbitrary and increasingly restrictive content policies imposed by major storefronts.
The minigame’s removal was a strategic decision aimed at ensuring the game could launch at all. Initial rejection by Steam forced Eastasiasoft to pivot, prioritizing the game’s release on the Nintendo Switch in Asia.
This move was seen as a way to avoid a potential worldwide ban, as Nintendo of America (NoA) and Nintendo of Europe (NoE) have recently tightened their content guidelines, barring numerous games with mature or suggestive themes. This includes Idea Factory’s cancellations of Western releases for Hyperdimension Neptunia Re;Birth Trilogy and Death end re;Quest: Code Z, both of which were flagged for breaching these new policies.
French confirmed that the GOG and Switch versions of Tokyo Clanpool are identical, applying the same censorship globally for consistency. Alarmingly, even in Asia, the minigame was not allowed, hinting that Nintendo of Japan may now be adopting the same regressive policies as its Western counterparts, policies that previously drove players to Nintendo for uncensored and authentic Japanese games.
When questioned about the possibility of reintroducing the minigame via a PC patch, French expressed uncertainty. He explained that efforts to secure a Western release on the Switch were ongoing, and releasing an uncensored PC version could jeopardize those negotiations. Reflecting on the changing landscape of content policies, French suggested that earlier titles like Moero Crystal H, Seven Pirates H, or Mugen Souls might not pass scrutiny under today’s stricter guidelines.
This situation highlights the challenges developers face navigating the minefield of censorship, platform requirements, and global distribution strategies. While Tokyo Clanpool was ultimately barred from release on Steam, Eastasiasoft made the difficult decision to scrap the controversial minigame, which featured heroines in skintight leotards that turned transparent via touch controls on the PlayStation Vita. Given the presence of “loli” characters in the game, it’s clear that revised Western content policies, which often equate such depictions with “pedophilia,” would have made its inclusion untenable.
Despite being banned from Steam and pivoting to release on GOG, there’s no valid justification for why the PC version of the game is censored globally. The entire situation reflects poorly on Eastasiasoft, as they chose to remain silent about the censorship until after the game’s release.
Given that Eastasiasoft’s audience has historically been vocal about their disdain for censorship, this lack of transparency is a clear dealbreaker. They should have communicated these changes well in advance, ensuring players were informed before making a purchase.
The delayed revelation that the Ether Sensitivity minigame was removed has understandably left many gamers feeling betrayed. For those who pre-ordered the game’s physical release, the sense of being deceived is likely to prompt widespread cancellations, further damaging Eastasiasoft’s relationship with its niche yet dedicated audience.
This mishandling of communication and the decision to release a censored version without prior notice risks burning bridges with fans who once trusted the company’s commitment to delivering uncensored experiences.
Eastasiasoft could have easily explored alternative PC storefronts beyond GOG and Steam to release an uncensored version of Tokyo Clanpool. Platforms with less restrictive content policies would have allowed them to maintain the game’s integrity, and their fanbase would have appreciated the effort.
Instead, they opted for a censored version, leaving the original PlayStation Vita release, now over a decade old as the definitive way to experience the game. At least on the plus side, via the open-source Vita3K emulator Tokyo Clanpool is listed as being “playable,” though of course as a former Japanese exclusive title you’ll have actually read Japanese in order to play it.
The shoddiness of the censorship becomes glaringly obvious in the translated release. Despite removing the Ether Sensitivity minigame, the game still includes the original graphics and the tutorial sequence introducing the feature, fully translated.
However, just as the gameplay is set to begin, it abruptly skips to the proceeding dialogue cutscene, making the cut feel lazy and disjointed. This half-hearted implementation only adds insult to injury for fans who expected a faithful and complete experience.
The Nintendo Switch release, available exclusively in Asia with physical editions distributed by PlayAsia, also features the same modifications. This raises concerns that Nintendo’s historically lenient approach to content in its Japanese division may be shifting, potentially signaling the creeping influence of Western policies on Japanese releases at the source.
There’s no technical barrier preventing Eastasiasoft from offering a workaround, such as an off-site patch to restore the Ether Sensitivity mechanic on PC. However, Joshua Michael French dismissed this notion, citing that the publisher is “exploring all options” while attempting to secure a Western release through Nintendo of America (NoA) and Nintendo of Europe (NoE).
This situation highlights the broader influence of cultural shifts within the gaming industry. Policies driven by DEI and ESG agendas, championed by corporate powerhouses like BlackRock and Vanguard, are exerting pressure on developers and publishers to conform to “safer” global standards. This push toward sanitized content often results in censorship, undermining creative freedom and catering to a homogenized vision of what games should be.
Regardless of the underlying cause, the release of Tokyo Clanpool underscores the difficulties developers face in navigating platform policies and global sensitivities. As backlash against Eastasiasoft intensifies, it remains uncertain whether the publisher will address the controversy or continue to leave fans in the dark.
This situation is especially frustrating given Eastasiasoft’s history of positioning itself as a champion of uncensored content. The company even marketed Tokyo Clanpool as being “too sexy for Steam” after its ban, likely due to their initial refusal to remove the controversial minigame.
One thing is certain: the censorship debate is far from over. Gamers are increasingly demanding transparency from publishers who claim to fight for artistic freedom but are quick to compromise those principles at the first sign of resistance. Eastasiasoft’s handling of this release not only highlights the growing tensions between creative integrity and global standards but also fuels skepticism about the true commitment of such companies to their stated values.