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* TheyWastedAPerfectlyGoodCharacter: Kanae from the "Sunset Radiance" pack has yet to receive a Side Story, yet when another Arcaea Song Contest pack was released two years later, its new character Lagrange got one. Heck, Shirabe and Mir get Side Stories despite appearing on the song jackets for only two Memory Archive songs each! Given the LighterAndSofter tone of "Sunset Radiance" compared to other DLC packs, many fans speculate that if Kanae were to get one, hers would be significantly happier in tone compared to the others.
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** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in Western rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by Western gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many Western rhythm game players would rather just play]] ''SOUND VOLTEX'' itself, an attitude driven by the Western rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S. While there are certainly a number of Western ''Arcaea'' players, in most ''Arcaea'' English-speaking communities, most players there will be of Asian nationalities rather than Western.

to:

** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in Western rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by Western gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many Western rhythm game players would rather just play]] ''SOUND VOLTEX'' itself, an attitude driven by the Western rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S.their respective countries. While there are certainly a number of Western ''Arcaea'' players, in most ''Arcaea'' English-speaking communities, most players there will be of Asian nationalities rather than Western.
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** The Nintendo Switch version, on the other hand, received a ton of backlash from Southeast Asian players [[TaintedByThePreview from the moment it was announced]], as many of those players do not have game consoles due to the high cost of them relative to domestic wages and cost-of-living, not helped by game consoles typically [[NoExportForYou not being released in those countries]], meaning that one has to deal with import-induced price markups, so not only did this lead to cries of "why do I need to fork over 39.99 USD when the mobile version is free and which lets me pick and choose what to pay for" ([[ValuesDissonance as opposed to the Western idea of]] "I don't want to pay for my game in pieces, that's some predatory bullshit"), the inclusion of initially-VersionExclusiveContent drew ire from Southeast Asian players who didn't want to have to get a 300 USD console just for one specific DLC pack (although these Switch-exclusive songs would later be ported to the mobile versions). Sure, the game isn't exactly a smash hit in the West either, but at least over there, it was released to a somewhat warmer reception as opposed to outright backlash due to the stigma that mobile games have in more developed countries and gamers in countries like the United States being in better economic situations to afford game consoles. Much of the backlash has died down, although most SEA players still prefer the mobile version for having more up-to-date content.

to:

** The Nintendo Switch version, on the other hand, received a ton of backlash from Southeast Asian players [[TaintedByThePreview from the moment it was announced]], as many of those players do not have game consoles due to the high cost of them relative to domestic wages and cost-of-living, not helped by game consoles typically [[NoExportForYou not being released in those countries]], meaning that one has to deal with import-induced price markups, so not only did this lead to cries of "why do I need to fork over 39.99 USD when the mobile version is free and which lets me pick and choose what to pay for" ([[ValuesDissonance as opposed to the Western idea of]] "I don't want to pay for my game in pieces, that's some predatory bullshit"), the inclusion of initially-VersionExclusiveContent drew ire from Southeast Asian players who didn't want to have to get a 300 USD console just for one specific DLC pack (although these Switch-exclusive songs would later be ported to the mobile versions). Sure, the game isn't exactly a smash hit in the West either, but at least over there, it was released to a [[SoOkayItsAverage somewhat warmer reception reception]] as opposed to outright backlash due to the stigma that mobile games have in more developed countries and gamers in countries like the United States being in better economic situations to afford game consoles. Much of the backlash has died down, although most SEA players still prefer the mobile version for having more up-to-date content.
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in Western rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by Western gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American rhythm game players would rather just play]] ''SOUND VOLTEX'' itself, an attitude driven by the Western rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S. While there are certainly a number of Western ''Arcaea'' players, in most ''Arcaea'' English-speaking communities, most players there will be of Asian nationalities rather than Western.

to:

** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in Western rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by Western gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American Western rhythm game players would rather just play]] ''SOUND VOLTEX'' itself, an attitude driven by the Western rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S. While there are certainly a number of Western ''Arcaea'' players, in most ''Arcaea'' English-speaking communities, most players there will be of Asian nationalities rather than Western.
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American rhythm game players would rather just play]] ''SOUND VOLTEX'' itself, an attitude driven by the American rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S.

to:

** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American Western rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American Western gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American rhythm game players would rather just play]] ''SOUND VOLTEX'' itself, an attitude driven by the American Western rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S. While there are certainly a number of Western ''Arcaea'' players, in most ''Arcaea'' English-speaking communities, most players there will be of Asian nationalities rather than Western.
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American rhythm game players would rather just play]] ''SOUND VOLTEX'' itself.

to:

** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American rhythm game players would rather just play]] ''SOUND VOLTEX'' itself.itself, an attitude driven by the American rhythm game community's bootleg/piracy scene that allows players to (illegally) experience arcade rhythm games that are not officially available in the U.S.

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* EnsembleDarkHorse: For someone who only appeared in a memory, Cedric (Alice's real life brother) has a considerable amount of fans. It helps that he is the only non-partner with official artwork that clearly depicts him.

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* EnsembleDarkHorse: EnsembleDarkHorse:
**
For someone who only appeared in a memory, Cedric (Alice's real life brother) has a considerable amount of fans. It helps that he is the only non-partner with official artwork that clearly depicts him.him.
** AI-Chan was initially only introduced as an April Fools joke on the April 1st of 2023. However, the character is so immensely popular that instead of becoming a one-time joke, it becomes a partner character on the April 2nd on the next year.
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** To an extent, TheReveal that Tenniel [[spoiler:is an illusion that looked like Alice's real brother can be considered this. It almost feels like that the game doesn't even stop at trying to break Alice, they have to give a HopeSpot to the player that there's a male partner in Arcaea only to ''drive it into the ground and crush it''.]]

to:

** To an extent, TheReveal that Tenniel [[spoiler:is an illusion that looked like Alice's real brother can be considered this. It almost feels like that the game doesn't even stop at trying to break Alice, they have to give a HopeSpot to the player that there's a male partner in Arcaea only to ''drive it into the ground and crush it''.]]it'']]...until [[VideoGame/{{WACCA}} Luin]] was introduced to finally amend that.



** Areus from ''VideoGame/{{CHUNITHM}}'' is thought to be ''Arcaea''[='=]s second male partner after Tenniel, due to having a masculine design with an uncensored chest. However, supplemental material on the official ''CHUNITHM'' website states that [[NoBiologicalSex Areus does not have a specific gender]]. In fact, due to Tenniel [[spoiler:actually being an ImaginaryFriend of Alice, the number of male partners in ''Arcaea'' who actually exist in-universe remains at zero.]]

to:

** Areus from ''VideoGame/{{CHUNITHM}}'' is thought to be ''Arcaea''[='=]s second male partner after Tenniel, due to having a masculine design with an uncensored chest. However, supplemental material on the official ''CHUNITHM'' website states that [[NoBiologicalSex Areus does not have a specific gender]]. In fact, due to Tenniel [[spoiler:actually being an ImaginaryFriend of Alice, the number of male partners in ''Arcaea'' who actually exist in-universe remains at zero.]]
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Added DiffLines:

** Chapter 2 of the ''WACCA'' collab introduces a new partner, Luin, who is the first proper male Partner in the game. This is notable because while Tenniel exists, he [[spoiler:technically doesn't, being an ImaginaryFriend of Alice]], and despite their masculine looks, Areus is actually agender, so it's such a shock that a male character with no strings attached finally exists in the game (with the only real caveat being that he's a crossover character).
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** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.

to:

** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers rhythm game players would rather just play]] ''SOUND VOLTEX'' itself.
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** If the game detects you trying to {{cheese|Strategy}} Arc notes, such as by switching fingers or using multiple fingers on one Arc note, [[NoFairCheating it will turn that Arc red, rendering it unresponsive to your input for a split-second]]. A sound idea in theory, but sometimes, especially with regards to Arc notes that are close to one another, the game may redden an Arc even though you have not actually tried to cheat it, causing you to lose a significant amount of points for no good reason (and depending on the Partner, this can also send you into a premature TRACK LOST).

to:

** If the game detects you trying to {{cheese|Strategy}} Arc notes, such as by switching fingers or using multiple fingers on one Arc note, [[NoFairCheating it will turn that Arc red, rendering it unresponsive to your input for a split-second]]. A sound idea in theory, but sometimes, especially with regards to Arc notes that are come close to one another, the game may redden an Arc even though you have not actually tried to cheat it, causing you to lose a significant amount of points for no good reason (and depending on the Partner, this can also send you into a premature TRACK LOST).
Is there an issue? Send a MessageReason:
None


** If the game detects you trying to {{cheese|Strategy}} Arc notes, such as by switching fingers or using multiple fingers on one Arc note, it will turn that Arc red, rendering it unresponsive to your input for a split-second. A sound idea in theory, but sometimes, especially with regards to Arc notes that are close to one another, the game may redden an Arc even though you have not actually tried to cheat it, causing you to lose a significant amount of points for no good reason (and depending on the Partner, this can also send you into a premature TRACK LOST).

to:

** If the game detects you trying to {{cheese|Strategy}} Arc notes, such as by switching fingers or using multiple fingers on one Arc note, [[NoFairCheating it will turn that Arc red, rendering it unresponsive to your input for a split-second.split-second]]. A sound idea in theory, but sometimes, especially with regards to Arc notes that are close to one another, the game may redden an Arc even though you have not actually tried to cheat it, causing you to lose a significant amount of points for no good reason (and depending on the Partner, this can also send you into a premature TRACK LOST).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If the game detects you trying to {{cheese|Strategy}} Arc notes, such as by switching fingers or using multiple fingers on one Arc note, it will turn that Arc red, rendering it unresponsive to your input for a split-second. A sound idea in theory, but sometimes, especially with regards to Arc notes that are close to one another, the game may redden an Arc even though you have not actually tried to cheat it, causing you to lose a significant amount of points for no good reason (and depending on the Partner, this can also send you into a premature TRACK LOST).
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.

to:

** Despite being a hit in many Asian countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), and being successful enough to have collaborations with high-profile arcade rhythm games, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.
** The Nintendo Switch version gathered a lot of controversy [[TaintedByThePreview from the moment it was announced]], mainly amongst ''Arcaea''[='=]s pre-existing plurality [[GermansLoveDavidHasselhoff foreign userbase]] in Southeast Asia (Indonesia, Philippines, Malaysia, Vietnam, etc.). Many ''Arcaea'' players from that part of the world do not have game consoles due to the high cost of them relative to domestic wages and cost-of-living, not helped by game consoles typically [[NoExportForYou not being released in those countries]], meaning that one has to deal with import-induced price markups, so not only did this lead to cries of "why do I need to fork over 39.99 USD when the mobile version is free and which lets me pick and choose what to pay for" ([[ValuesDissonance as opposed to the Western idea of]] "I don't want to pay for my game in pieces, that's some predatory bullshit"), the inclusion of initially-VersionExclusiveContent drew ire from Southeast Asian players who didn't want to have to get a 300 USD console just for one specific DLC pack (although these Switch-exclusive songs would later be ported to the mobile versions). Sure, the game isn't exactly a smash hit in the West either, but at least over there, it was released to a somewhat warmer reception as opposed to outright backlash due to the stigma that mobile games have in more developed countries and gamers in countries like the United States being in better economic situations to afford game consoles.

to:

** Despite being a hit in many Asian countries, countries (especially Southeast Asian countries such as Indonesia, Philippines, Malaysia, and Vietnam), it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.
** The Nintendo Switch version gathered version, on the other hand, received a lot ton of controversy backlash from Southeast Asian players [[TaintedByThePreview from the moment it was announced]], mainly amongst ''Arcaea''[='=]s pre-existing plurality [[GermansLoveDavidHasselhoff foreign userbase]] in Southeast Asia (Indonesia, Philippines, Malaysia, Vietnam, etc.). Many ''Arcaea'' as many of those players from that part of the world do not have game consoles due to the high cost of them relative to domestic wages and cost-of-living, not helped by game consoles typically [[NoExportForYou not being released in those countries]], meaning that one has to deal with import-induced price markups, so not only did this lead to cries of "why do I need to fork over 39.99 USD when the mobile version is free and which lets me pick and choose what to pay for" ([[ValuesDissonance as opposed to the Western idea of]] "I don't want to pay for my game in pieces, that's some predatory bullshit"), the inclusion of initially-VersionExclusiveContent drew ire from Southeast Asian players who didn't want to have to get a 300 USD console just for one specific DLC pack (although these Switch-exclusive songs would later be ported to the mobile versions). Sure, the game isn't exactly a smash hit in the West either, but at least over there, it was released to a somewhat warmer reception as opposed to outright backlash due to the stigma that mobile games have in more developed countries and gamers in countries like the United States being in better economic situations to afford game consoles. Much of the backlash has died down, although most SEA players still prefer the mobile version for having more up-to-date content.
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.

to:

** Despite being a hit in many Asian countries, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game).game and instead stick to games that at least have content that can be played without spending (a lot of) money). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.
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** Despite being a hit in many Asian countries, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game. It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.

to:

** Despite being a hit in many Asian countries, it's a niche title at best in American rhythm game circles. Most detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game.game (in contrast to the attitude displayed by low-income gamers in Asia, who feel uneasy about having to pay such a price just to try a game). It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.
Is there an issue? Send a MessageReason:
None


** Despite being a hit in many Asian countries, it's a niche hit at best in American rhythm game circles. Most detractors dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game. It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.

to:

** Despite being a hit in many Asian countries, it's a niche hit title at best in American rhythm game circles. Most detractors detractors, generally older players with the income for arcade and console rhythm games, dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game. It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.

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* AmericansHateTingle: The Nintendo Switch version gathered a lot of controversy [[TaintedByThePreview from the moment it was announced]], mainly amongst ''Arcaea''[='=]s pre-existing plurality [[GermansLoveDavidHasselhoff foreign userbase]] in Southeast Asia (Indonesia, Philippines, Malaysia, Vietnam, etc.). Many ''Arcaea'' players from that part of the world do not have game consoles due to the high cost of them relative to domestic wages and cost-of-living, not helped by game consoles typically [[NoExportForYou not being released in those countries]], meaning that one has to deal with import-induced price markups, so not only did this lead to cries of "why do I need to fork over 39.99 USD when the mobile version is free and which lets me pick and choose what to pay for" ([[ValuesDissonance as opposed to the Western idea of]] "I don't want to pay for my game in pieces, that's some predatory bullshit"), the inclusion of initially-VersionExclusiveContent drew ire from Southeast Asian players who didn't want to have to get a 300 USD console just for one specific DLC pack (although these Switch-exclusive songs would later be ported to the mobile versions). Sure, the game isn't exactly a smash hit in the West either, but at least over there, it was released to a somewhat warmer reception as opposed to outright backlash due to the stigma that mobile games have in more developed countries and gamers in countries like the United States being in better economic situations to afford game consoles.

to:

* AmericansHateTingle: AmericansHateTingle:
** Despite being a hit in many Asian countries, it's a niche hit at best in American rhythm game circles. Most detractors dislike it for the same reason they dislike other mobile rhythm games: Mobile is often see as "not a real gaming platform", the idea of having to shell out for a tablet to enjoy the game in a more optimum manner is seen as a ripoff, and it runs on the model of "free to start, with additonal content available via {{microtransaction}}s," a model routinely shunned by American gamers for what they consider to be a devaluing of video games as an art form versus paying about $50-70 for a complete game. It also doesn't help that the basic gameplay strongly resembles ''VideoGame/SoundVoltex'', and [[TheyCopiedItSoItSucks many American gamers would rather just play]] ''SOUND VOLTEX'' itself.
**
The Nintendo Switch version gathered a lot of controversy [[TaintedByThePreview from the moment it was announced]], mainly amongst ''Arcaea''[='=]s pre-existing plurality [[GermansLoveDavidHasselhoff foreign userbase]] in Southeast Asia (Indonesia, Philippines, Malaysia, Vietnam, etc.). Many ''Arcaea'' players from that part of the world do not have game consoles due to the high cost of them relative to domestic wages and cost-of-living, not helped by game consoles typically [[NoExportForYou not being released in those countries]], meaning that one has to deal with import-induced price markups, so not only did this lead to cries of "why do I need to fork over 39.99 USD when the mobile version is free and which lets me pick and choose what to pay for" ([[ValuesDissonance as opposed to the Western idea of]] "I don't want to pay for my game in pieces, that's some predatory bullshit"), the inclusion of initially-VersionExclusiveContent drew ire from Southeast Asian players who didn't want to have to get a 300 USD console just for one specific DLC pack (although these Switch-exclusive songs would later be ported to the mobile versions). Sure, the game isn't exactly a smash hit in the West either, but at least over there, it was released to a somewhat warmer reception as opposed to outright backlash due to the stigma that mobile games have in more developed countries and gamers in countries like the United States being in better economic situations to afford game consoles.
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** Arcaea Online, a subscription for 200 Memories (about 2 USD) per month. It's a premium service that grants players to extra features on the ''Arcaea'' web portal, most notably detailed analyses of their Potential and which songs contribute to it at any given moment. On one hand, there are players who appreicate being able to break down their Potential in a way that doesn't violate ''Arcaea''[='=]s terms of use (as opposed to probers that ''are'' against such, and can get a player banned). Others, especially less-affluent players, think that the idea of paying for an official prober is a joke and that it's just lowiro being a bunch of greedy profit-chasers.

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