{"id":1130607,"date":"2026-02-03T07:47:50","date_gmt":"2026-02-03T07:47:50","guid":{"rendered":"https:\/\/www.polygon.com\/?p=527335"},"modified":"2026-02-03T07:47:50","modified_gmt":"2026-02-03T07:47:50","slug":"how-to-name-your-game-after-a-japanese-airport-twice","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-to-name-your-game-after-a-japanese-airport-twice\/","title":{"rendered":"How to name your game after a Japanese airport, twice"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/how-to-name-your-game-after-a-japanese-airport-twice.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">Back in 2017, Studio Koba announced <a href=\"https:\/\/www.youtube.com\/watch?v=l4hrIq43JGY\"><em>Narita Boy<\/em><\/a>, a game named after Tokyo\u2019s second-biggest airport that seemed custom built for Kickstarter. It had slim-fit pixel art characters in a neon side-scrolling world. It had nostalgic \u201880s anime vibes with modern visual effects. It had a story of a developer \u2014 former <a href=\"https:\/\/www.polygon.com\/a\/life-in-japan\/Vane-Last-Guardian\">Friend &amp; Foe<\/a> team member Eduardo Fornieles \u2014 going back to his hometown to make the game he always dreamed of.<\/p>\n<p class=\"has-text-align-none\">It was just a concept at that point, but it was gorgeous, and that was enough to push the inevitable crowdfunding campaign over the top.<\/p>\n<p class=\"has-text-align-none\">Four years later, the game shipped and turned out to be one of the better Kickstarter video game success stories, looking like a playable cartoon and playing like a surreal version of a classic action-adventure game. With simple combat and text-heavy screens slowing the pace, though, it never felt quite as good as it looked.<\/p>\n<p class=\"has-text-align-none\">The team\u2019s follow-up, <em>Haneda Girl, <\/em>doesn\u2019t have that problem.<\/p>\n<p class=\"has-text-align-none\">Announced last year with <a href=\"https:\/\/store.steampowered.com\/app\/3280910\/Haneda_Girl_Demo\/\">a demo now on Steam<\/a>, <em>Haneda Girl<\/em> \u2014 named after Tokyo\u2019s biggest airport \u2014 isn\u2019t a direct sequel, despite the name. It\u2019s an action-platformer with faster movement, more responsive controls, and the kind of precision required when you have to bounce between wall jumps while avoiding shots from all directions.<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<div class=\"wp-block-embed__wrapper\">\n<div>\n<div><iframe loading=\"lazy\" title=\"Haneda Girl -Official Demo Trailer-\" src=\"https:\/\/www.youtube.com\/embed\/bHtbQ05HBRI?rel=0\" width=\"720\" height=\"405\" allowfullscreen allow=\"accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share;\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<\/figure>\n<p class=\"has-text-align-none\">You play as a girl named Chichi Wakaba who has a sword and can dart around the screen in fractions of a second. She has no ranged attacks, so she has to sneak up on enemies, go into \u201cghost mode\u201d to hide from lasers, or slice through panels to drop platforms on enemies below, <em>BurgerTime<\/em>-style. She\u2019s also highly vulnerable and will die if hit by a single bullet.<\/p>\n<p class=\"has-text-align-none\">The twist is she has a mech partner, M.O.T.H.E.R., that she can hop in and out of. The mech moves slowly and can\u2019t jump as high, but has a machine gun turret and can absorb multiple shots before blowing up and respawning a few seconds later.<\/p>\n<p class=\"has-text-align-none\">Playing the demo, I found myself constantly jumping in and out of the mech, using it to charge Wakaba\u2019s attacks, take the brunt of enemy attacks, or just spray bullets in an area and hope it worked out \u2014 which it often did. The level designs pushed me to switch between the two styles, offering narrow paths or high walls that only Wakaba can fit through or climb, and rooms filled with enemies that M.O.T.H.E.R. was built to blast through. It feels like there might be a way to speedrun the game primarily using Wakaba, but the balance between the two is what made the demo work for me. I constantly felt the temptation to fly towards the goal, only to think better of it and settle for a few moments of planning, followed by a few moments of chaos.<\/p>\n<p class=\"has-text-align-none\">Or I just went for it and died. As the trailer suggests, that\u2019s going to happen a lot. <\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\">Haneda Girl<em>\u2019s demo is available now on Steam. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find <\/em><a href=\"https:\/\/www.polygon.com\/pages\/ethics-statement\"><em>additional information about Polygon\u2019s ethics policy here<\/em><\/a><em>.<\/em><\/p>\n<p><a href=\"https:\/\/www.polygon.com\/impressions\/527335\/haneda-girl-demo-impressions\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Back in 2017, Studio Koba announced Narita Boy, a game named after Tokyo\u2019s second-biggest airport that seemed custom built for Kickstarter. It had slim-fit pixel art characters in a neon side-scrolling world. It had nostalgic \u201880s anime vibes with modern visual effects. It had a story of a developer \u2014 former Friend &amp; Foe team member Eduardo Fornieles \u2014 going back to his hometown to make the game he always dreamed of. It was just a concept at that point, but it was gorgeous, and that was enough to push the inevitable crowdfunding campaign over the top. Four years later, the game shipped and turned out to be one of the better Kickstarter video game success stories, looking like a playable cartoon and playing like&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-to-name-your-game-after-a-japanese-airport-twice\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1130608,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1130607","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How to name your game after a Japanese airport, twice | Arcader News<\/title>\n<meta name=\"description\" content=\"Back in 2017, Studio Koba announced Narita Boy, a game named after Tokyo\u2019s second-biggest airport that seemed custom built for Kickstarter. It had\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/how-to-name-your-game-after-a-japanese-airport-twice\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to name your game after a Japanese airport, twice | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Back in 2017, Studio Koba announced Narita Boy, a game named after Tokyo\u2019s second-biggest airport that seemed custom built for Kickstarter. 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