• October 3, 2025 |
  • General, News

TGS 2025: Japan’s Gaming Industry Faces Uncomfortable Realities

At TGS 2025, Japan’s gaming industry grappled with uncomfortable truths as free-to-play mobile titles and economic pressures overshadowed traditional console and PC showcases. Developers are also increasingly turning to AI amid budget constraints and market shifts.

by Jack Smith |
SHARE
"Large promotional displays for Tokyo Game Show 2025 and Ananta Game. The Tokyo Game Show banner features a colorful anime illustration and dates '9.25 THU - 28 SUN'. A column on the left shows a blue-haired anime character with 'Ananta Game HALL6 C06' and website. A person in a green dress walks past the banners."

Tokyo Game Show, long revered as a vibrant showcase of Japan’s indelible mark on global gaming, presented a perplexing tableau this year.

Beneath the dazzling lights and ostentatious displays, an unsettling quiet hummed, an undercurrent of anxiety that belied the surface spectacle.

While Japanese games undeniably command an increasing presence in the global marketplace, a visit to Makuhari Messe for TGS 2025 revealed a landscape undergoing profound, and perhaps uncomfortable, transformation.

The traditional titans of Japanese console and PC gaming – Sega, Konami, Level-5, Sony, Square Enix, Bandai Namco – largely offered muted showcases.

Their booths, while present, felt like echoes of past glories, featuring either already-released titles or those mere weeks from launch.

Sega touted Sonic Racing: Crossworlds (already out) and a remake of an early PS3 title.

Konami showcased Silent Hill f (also released) and a Japan-only Momotaru Densetsu entry.

Level-5, despite its reputation for innovation, re-trotted out games like Inazuma Eleven: Victory Road and Professor Layton and the New World of Steam, both previously showcased.

Meanwhile, highly anticipated titles like Decapolice were conspicuously absent.

It was a stark departure from the forward-looking vision TGS once promised, offering little to excite those peering into the future of console and PC experiences.

The notable exception was Capcom, whose booth buzzed with genuine anticipation.

Their glimpse into a 2026 lineup, including Resident Evil: Requiem with a global-debut preview for the rumored Switch 2, provided a rare spark of what was missing elsewhere.

Yet, even Capcom’s brilliance couldn’t fully illuminate the shadows cast by the broader industry trend.

To understand the shift, one needs only to step outside the convention hall and into the pulsating heart of Tokyo’s otaku culture: Akihabara.

Once a bastion of cutting-edge Japanese anime and gaming, its billboards now tell a different story.

Gone are the ubiquitous promotions for major upcoming domestic titles.

In their place, a rotating gallery of ads for in-game events in free-to-play (F2P) titles from East Asian studios outside Japan, like Genshin Impact, dominate the skyline.

Animate Akihabara, a retail giant, prominently displayed a Nikke x Resident Evil collaboration.

The very exit of Akihabara Station has been rebranded in homage to Yostar, the Shanghai-based developer of Azur Lane and Blue Archive.

The mobile F2P boom of the 2010s may have matured, but its influence in Japan is not just sustained; it’s ascendant.

The numbers speak volumes.

Mobile in-app purchases alone hit $11 billion in Japan in 2024, a figure likely conservative given the growing cross-platform presence of F2P titles on console and PC.

The 2025 CESA Video Game Industry Report, previewed at TGS, painted a clear picture.

While the Japanese games industry saw a modest 3.4% growth, this was almost entirely attributable to the mobile market.

The console market, in fact, has shrunk since 2020, while PC gaming, though growing, remains a smaller slice of the pie.

For Japanese players aged 15 and above, mobile player counts now equal or exceed those on console.

The Nintendo Switch remains popular, but the PlayStation 5, with its 80,000 yen price tag (compared to a projected 50,000 yen for a Switch 2), is simply too expensive for a significant portion of the population.

This is particularly true as Japan grapples with economic stagnation and rising costs of living.

In an era where the price of a 5kg bag of rice has doubled in a year, luxuries like high-end consoles are increasingly out of reach.

This economic reality fuels the F2P phenomenon.

These games offer high-budget, flashy action and graphics without the barrier of an expensive console, leveraging the essential phone many already own.

TGS 2025 became a testament to this shift.

The show floor was littered with extravagant F2P booths, often employing legions of models to hand out fliers and freebies, all vying for attention.

The buzz wasn’t around the next big console exclusive, but rather Ananta, a new F2P open-world action game from Naked Rain and NetEase.

Despite online comparisons to Western AAA blockbusters, players at TGS flocked to its demo, drawn by the promise of familiar mechanics wrapped in an appealing anime aesthetic tailored for Asian markets.

Other F2P titles like Love and Deepspace and Nikke commanded long lines, not for gameplay reveals, but for photo opportunities, exclusive merchandise, and fan interactions.

The success of these games isn’t just about high player numbers; it’s about cultivating high spenders.

A recent survey revealed a staggering 18.8% of respondents admitting to prioritizing gacha spending over essentials like rent.

While Japanese players are uniquely willing to spend on F2P titles (70% of revenue from domestic players despite 80% overseas downloads), the industry’s pursuit of these “whales” manifested in some deeply uncomfortable ways.

Booths like Nikke’s featured a “human gacha,” where players “rolled” for suggestive cosplayers in boxes, a disturbing echo of in-game monetization.

Miresi: Invisible Future grabbed attention with a 5.5-meter LED cube endlessly jiggling the scantily clad main character’s anatomy, a display that felt not only demeaning but jarringly out of place next to family-friendly offerings.

This “sex sells” approach, a throwback to the 2000s, signals a desperate grab for attention in a crowded market, where the high-spending few are critical to a game’s survival.

Beyond the games, F2P titles offer a lifestyle.

Their vast multimedia empires—pop-up stores, merchandise, cafe collaborations—allow players to engage with their hobbies and socialize without the prohibitive upfront cost of a new console or premium game.

It’s luxury on a budget, a way to connect and participate in a community when disposable income is tight.

The anxieties weren’t limited to market shifts.

The same CESA report noted that 51% of Japanese developers are embracing generative AI in development.

TGS even dedicated a pavilion to the technology, pushing actual indie game showcases into the convention’s corridors, effectively demoting genuine artistic output to a sideshow.

This embrace of AI, coupled with the exploitative F2P showcases and the dearth of new AAA titles, created an “uncomfortable” TGS.

It showed an industry grappling with budget cuts, unannounced cancellations, and a reevaluation of expectations in a post-COVID world.

While Japan’s labor laws mitigate mass layoffs seen internationally, temporary contracts are quietly going unrenewed, a silent culling.

This isn’t a temporary correction; it’s the culmination of a decade of economic uncertainty.

TGS 2025 wasn’t a celebration of innovation; it was a mirror reflecting the profound anxieties of developers struggling with budgets and players struggling to afford their beloved hobby.

The solutions, it seems, lie far beyond the realm of gaming, demanding economic interventions that touch the very fabric of Japanese society.

In the interim, the games industry finds itself in an awkward dance of adaptation, a dance that TGS 2025, for all its flashy pretense, could only begin to choreograph.

More from Science

Home » TGS 2025: Japan’s Gaming Industry Faces Uncomfortable Realities
© Hampton Global 2026.
Join our newsletter
Stay up to date on latest stories