Fred Gallagher (Megatokyo) Interview – AX 2011 Junket

Here’s our first junket interview to be released—our talk with Fred Gallagher, the artist behind the Megatokyo comic! Megatokyo was, as readers might know, a formative influence in my early fandom years at the turn of the last decade. I was able to talk to Fred about his influences from the visual novel/dating sim scene, his thoughts about current anime, his artistic habits, and even something about Ping vs Hatsune Miku. Check it out!

Author: gendomike

Michael lives in the Los Angeles area, and has been into anime since he saw Neon Genesis Evangelion in 1999. Some of his favorite shows include Full Metal Alchemist, Honey and Clover, and Welcome to the NHK!. Since 2003 he has gone to at least one anime convention every year. A public radio junkie, which naturally led to podcasting, he now holds a seminary degree and is looking to become Dr. Rev. Otaku Bible Man any day now. Michael can be reached at mike.huang@animediet.net. You can also find his Twitter account at @gendomike.

2 thoughts on “Fred Gallagher (Megatokyo) Interview – AX 2011 Junket

  1. It’s strange to think how different fandom was back in 2000 when Megatokyo started. To use a specific example, there were maybe a dozen visual novels and romance games in English at the time. Almost everything was poorly written porn games, which didn’t seem to mesh with the general audience anime/manga which were already common at the time. It seemed very unlikely that any all-ages games with complex gameplay, such as the Sakura Wars and Tokimeki Memorial franchises, would ever see English release.

    In 2011, there’s still a good number of poorly written porn games. However, we have more official English translations, including a few which fans are more likely to discuss with friends (such as Higurashi, Ever17, and Demonbane). We have one professional translation of a Sakura Wars game, even though the franchise’s best days are over. We have fan made translations of the first two Tokimeki Memorial Girls Side games. And we have English speaking fans who are making their own games, and sometimes releasing them commercially.

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