Anime
Inherit the Winds Original TV Anime Casts Ryōhei Kimura – News
Kimura plays Nagakura Shinpachi in January 2027 anime
The official X/Twitter account for the original television anime project Inherit the Winds (Kaze wo Tsugumono) revealed on Wednesday that Ryōhei Kimura will play Nagakura Shinpachi (historical Japanese characters’ names are rendered family name first).

© Project Kaze

©Project Kaze
The anime will premiere in January 2027 on the “Agaru Anime” programming block on CBC, TBS, and 26 other affiliated networks. There will be an early theatrical preview screening in 2026.
The anime will star (historical Japanese characters’ names are rendered family name first):
The anime takes place in the Bakumatsu era in Kyoto. A solider who has lost his memories is aided by the famous Shinsengumi member Okita Sōji. Okita Sōji names this man “Tachikawa Jinsuke.” Jinsuke’s life begins anew amidst the Mibu soldiers.
Yutaka Narui and Aniplex are in charge of the original story with cooperation by Azuki Mashiba. Tomohiro Kawamura is directing the anime at Live2D Creative Studio and Drive Inc. Narui is also writing the scripts. Fumi Ebina is the character designer, and Shigeru Kishida is composing the music.
The anime’s four-panel manga adaptation launches on Star Seas Company‘s Twi4 (read as Tsuiyon) X (formerly Twitter) account in 2026. Matsuri Muramatsu draws the manga.
Narui is a playwright and founder of the theatrical troupe Caramel Box who has previously worked on many stage plays themed on the Shinsengumi. While one of the plays was also titled Kaze wo Tsugumono, the way the title is written is different (with “mono” being written in kanji for the play and in hiragana for the anime), and the anime is still listed as being an “original” TV anime.
Source: Inherit the Winds anime’s X/Twitter account
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Anime
Crunchyroll Adds New Assassination Classroom Film – News

© 松井優征/集英社・アニメ「暗殺教室」製作委員会2025
Crunchyroll announced on Wednesday that it will begin streaming the Assassination Classroom the Movie: Our Time (Gekijōban Ansatsu Kyōshitsu Minna no Jikan) anime film on Thursday at 8:00 p.m. EDT in Japanese with English, Spanish, and Portuguese subtitles and with an English dub.
Crunchyroll also began streaming the English dub for the second television anime season based on Yomu Mishima‘s Trapped in a Dating Sim: The World of Otome Games is Tough for Mobs (Otome Game Sekai wa Mob ni Kibishii Sekai Desu) light novel series on Wednesday. The dub features a returning cast.
Assassination Classroom the Movie: Our Time opened in Japan on March 20 with Avex Film Labels distributing.
The cast members from the previous television anime reprise their roles for the film.
Masaki Kitamura (After-School Hanako-kun, Gundam Evolve) directed the film at Lerche. Makoto Uezu returned to pen the script for the film, and Aya Higami (After-School Hanako-kun) designed the characters. Singer-songwriter Sora Tomonari performs the film’s theme song “Teacher.” Mai Fuchigami, Aya Suzaki, Nobuhiko Okamoto, Ryōta Ōsaka, and Shintarō Asanuma perform the insert song “Machine Gun to Rashinban” (Machine Gun and Compass) as their respective characters, under the unit name 3-nen E-gumi Utatan, the unit name also used for the television anime songs.
The new film contains a full collection of episodes that were left out of the anime due to time constraints. The original manga’s author Yūsei Matsui stated that the film is not just a 10th anniversary project, but is also a continuation of the main story.
Matsui’s Assassination Classroom manga ran in Weekly Shonen Jump from 2012 to 2016. The manga inspired a 22-episode television anime series that aired in 2015, and a 25-episode second season that aired in 2016. An anime film then opened in Japan in November 2016.
Toonami began airing the anime’s first season in August 2020, and started airing the second season in 2022.
Assassination Classroom also inspired two live-action films that opened in Japan in March 2015 and March 2016, respectively.
Source: Crunchyroll (José Sassi, link 2 (Liam Dempsey)
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Anime
Chainsmoker Cat Anime Casts Niina Nakabayashi – News
Nakabayashi plays Jikaki Neko in 4th episode on Thursday
The staff of the television anime of Nyan Nyan Factory‘s Chainsmoker Cat (Yanineko) manga revealed on Wednesday that Niina Nakabayashi plays Jikaki Neko, who debuts in the preview for the fourth episode on Thursday:

© にゃんにゃんファクトリー・講談社/ヤニねこ製作委員会

©にゃんにゃんファクトリー・講談社/ヤニねこ製作委員会
The anime debuted on July 2 at 24:30 (effectively, July 3 at 12:30 a.m.) on the Tokyo MX and BS11 channels. The anime will start airing on AT-X on July 25. WWWave Corporation‘s anime streaming platform OceanVeil is streaming the anime as it airs.
The anime has two versions, an “Evil Dragon Unleashed” version that “respects the work’s directorial intent” on some of the episodes, and an “On-Air” version that is made for terrestrial television broadcast. The “Evil Dragon Unleashed” version is available on the AT-X premium subscription channel and the AnimeFesta, DMM TV, Fuji TV On Demand, Hulu, Netflix, and Anime Times streaming services in Japan. (AnimeFesta and Anime Times will also have the “On-Air” version.) 16 other streaming services only offers the “On-Air” version in Japan. OceanVeil streams the “Evil Dragon Unleashed” version of the anime.
The original manga contains toilet humor, gross-out comedy, and characters regularly consuming drugs and/or alcohol.
Seven Seas is releasing the manga in English, and it describes this comedy set in a world where humans, catgirls, and similar species co-exist:
Yani is a catgirl with a seriously bad smoking habit. She smokes so much that her apartment smells like ash and is littered with cigarette butts—and plenty of other trash! Every time she tries to quit, she becomes weak to the cravings and gives in almost instantly. Will she ever get her life together, or is she doomed to live as a chainsmoking slob forever?
The anime stars:
Studio Lemon‘s Taku Kimura (Kairyū to Yūbinya-san, Star Wars: Visions‘ “Tattooine Rhapsody”) is directing the anime at Bibury Animation Studio, and Takashi Aoshima (Himouto! Umaruchan, The 100 Girlfriends Who Really, Really, Really, Really, Really Love You) is writing the scripts. Riki Matsuura is designing the characters, and Keiichi Suzuki (Saint Young Men, Tokyo Godfathers) is composing the music. Rock band Wasureranneyo will perform the anime’s opening theme song “Nanmonee,” while Necry Talkie will perform the anime’s ending theme song “Kemuri to Blue” (Smoke and Blue). Other staff members include:
Nyan Nyan Factory has been serializing the manga in Kodansha‘s Young Magazine, and Kodansha published the 12th compiled book volume on May 20. Seven Seas published the third volume in English on June 16.
Source: Press release
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Anime
Dead or Alive 6: Last Round Game Review – Game Review
Dead or Alive 6 Last Round is a solid game, but a fundamentally mishandled product.
This is a game that has multiple layers worth discussing. I mean, all games are more than merely gameplay. There are the aesthetics, the soundtrack, monetization, all sorts of caveats and considerations that have to be taken into account. That’s nothing novel. Dead or Alive 6 Last Round has to tangle with two additional factors, though: it is a fighting game and a revision of an older title at that.

©KOEI TECMO GAMES CO., LTD.
First, the core gameplay. I played the core game of Dead or Alive 6‘s orginal release a decent amount. I was by no means an expert or even an intermediate player—it was and is a somewhat niche fighter despite the series’ overall visibility, and most folks were more eager to play other fighting games on offer. I messed around with it a bit on my own and enjoyed it well enough, but my attention moved on before I got a full sense of the game. Last Round is, from what I can tell, a faithful rerelease almost to a fault. I certainly couldn’t feel any difference in gameplay, nor could I find any notes about extensive rebalances or changes. It is the original game more or less, and that’s not a bad thing.
Dead or Alive 6 is a great game, and Last Round does nothing to change those fundamentals. It remains what the original was, a continued refinement of a long-standing series which obviously branched off from Virtua Fighter‘s fightmordial ooze and followed a unique developmental path. You have the relatively simple scheme of punch, kick, black, and hold buttons, with various combinations and directions creating bespoke attacks. Simple chains make mashing an option, with the hold/counter mechanics rewarding good reads of opponent behavior. There’s some light meter management, 3D-fighter considerations like sidestepping and orbital/homing moves, all the standard fare that one would expect.

©KOEI TECMO GAMES CO., LTD.
In practice, the game feels very good to play. I can’t speak to its overall competitive integrity, of course, but the series always has had players competing, running tournaments, and exploring the system’s nuances. It has a good back-and-forth flow to the fights that keeps the attacker and defender engaged. The action looks explosive and over-the-top even when doing relatively simple strings, and there’s the obvious appeal of lots of beautiful characters bouncing about with massive… normals.

©KOEI TECMO GAMES CO., LTD.
The mode selection is solid too. Versus mode is the core of any fighting game, and there are various local and online modes with ranked, casual, etc. The story mode is present and, uh, a gloriously good time, not despite but because it is a completely delirious experience. I have no clue what was going on, and frankly, I don’t want to know—it’s better that way. All that matters is that every six seconds or so, right around the time your frontal lobe is beginning to engage and you might realize you don’t know what’s going on, an absurdly dressed character will walk into frame with ragdoll physics, bouncing bazookas in directions never before imagined.
The real standout for the package is the DOA Quest mode. This is similar to World Stage mode in Virtua Fighter, where you play through a series of increasingly difficult CPU opponents. The difference here is that you have set challenges for each fight, which include winning the fight but often using certain mechanics, doing combos of a given length, or other special conditions. In effect, they are like mini-achievements, and completing them unlocks later fights as well as additional currencies to unlock costumes. It’s incredibly helpful that after each fight, if you missed a particular challenge, it provides a single button press to jump to that section of the tutorial to remind yourself of the input or practice the timing again before retrying the challenge. In short, it serves as something of an extended tutorial and single-player mode all at once, allowing you to spend a lot of time battling the entire cast, trying out new characters, and earning costume unlocks.

©KOEI TECMO GAMES CO., LTD.
The visual presentation has been upgraded. The visuals seem a bit crisper and less blurry, and it’s more noticeable in direct side-by-side comparisons. That said, the original release for Dead or Alive 6 did not look bad at all, and the upgrades are not so drastic that I can actually tell while playing. I didn’t notice much improvement while playing, but when looking at older shots side by side, I can tell a slight difference. Overall, I’d call this an improvement, but it’s so subtle it’s very hard to notice. It’s especially hard to appreciate any visual fidelity upgrades given the speed of the matches—these ladies are shmooving around at Mach 1 and roundhousing kicking each other, not much time to key in on the finer details.
The game’s cost is also not bad, at least at first blush. It is currently US$39.99 at the time of this writing, and there is even a free option to try out a few core cast members before buying. While forty bucks for a rerelease of an older title isn’t exactly a budget option, it’s certainly a long way from a full-priced release, and with a free option to try before you buy, it all seems rather fair. And there will be future DLC releases with new characters, meaning the game will continue to be supported and offer fresh excitement—a necessary component of any multiplayer experience.

©KOEI TECMO GAMES CO., LTD.
So we’ve got solid fundamentals, plentiful modes to engage with, and a price that won’t break the bank. What’s the catch? Isn’t this a slam dunk?
Ah… ahhahahaha… oh, no, I’m afraid not. Despite my hopes for the series to return to prominence, Dead or Alive 6 Last Round can hardly get out of the starting gate with all the albatrosses around its neck.
The game lacks rollback netcode and crossplay. These were once luxuries—certainly around the time of the game’s original release. These days, however, it basically makes the game a non-starter for multiplayer, as online play is severely compromised and the player base is isolated by platform. This was already going to be a smaller release compared to the other big fighting games dominating the space. There was already an uphill battle ahead to carve out a community for a game (and a series) that had gathered a thick layer of dust in recent years. Without rollback and crossplay to nurture the community, it’s basically a non-starter for a paid rerelease of an older game.
On top of that is the DLC framework. Having to unlock costumes through gameplay is one thing, and, to be fair, many costume unlocks are possible without paying. But the game is chock-full of paid costumes—many of which were in the original title! Mai and Kula are characters you had to pay to unlock as well, even though they were in the prior release as DLC. This adds a huge cost barrier for new and returning players, both competitive and casual. Yet another fault line that leaves the game on shaky ground when the series needs all the help it can get to build momentum.

©KOEI TECMO GAMES CO., LTD.
No rollback, no crossplay, paid base roster characters, paid costumes everywhere… it makes one wonder why they even bothered with a rerelease. Sure, there might be future characters coming, but there are so many points of friction between the competitive and casual dimensions of the game that it’s hard to imagine it picking up any steam. We live in an era of abundant fighting game availability for old and new gamers, where competition for players’ time is as fierce as the early 90s heyday. Even fighting games that check all the boxes struggle to survive in this environment! Dead or Alive 6 was a good enough game when it released in 2019, and Dead or Alive 6 Last Round is that same game at its core. But Koei Tecmo has essentially rereleased the same 2019 game into the 2026 environment without making any adjustments to meet the moment, and what might have been good enough once upon a time is not sufficient for a paid product in the current market. Dead or Alive 6 was a good game, and it’s still present within this shell. But Dead or Alive 6 Last Round is a bad product.
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