Yo-Kai Watch and the Perils of Launching a Multimedia Franchise

The first decision you make in Level-5’s Yo-kai Watch 2 is whether to buy a doughnut from one of two competing shops. Your father loves Spirit Doughnuts; your mother prefers Soul Doughnuts. You eventually pick one and the choice leads to your parents having a marital dispute in front of you. The implication is that they don’t normally fight; something must be causing them to have this odd behavior. Cue the “Yo-kai,” spirit-like entities that linger around unseen, causing normal behavior like getting really hungry, needing to pee, and getting in stupid fights with your spouse.
This prologue also reinforces the fact of this game coming in two versions: You can buy either Yo-kai Watch 2: Bony Spirits or Yo-kai Watch 2: Fleshy Souls. The difference is minimal; certain Yo-kai only show up in one or the other, but the main narrative and gameplay remains the same. Level-5 and Nintendo, who published the games in the West, have borrowed a page from the Pokémon playbook in a few ways with this series, but this dual-release (along with a show on Cartoon Network) is perhaps the most telling of Yo-kai Watch’s ambitions: to be everywhere, on your television, in your handheld, on your mobile device, and even on your wrist. Ubiquity is such that eventually, we forget to notice: That thing that is everywhere becomes familiar, barely seen, making us do things we might have done anyway.
I’ve been playing Yo-kai Watch 2 for a few weeks now. And as a game, it’s a fun trifle: You explore your town as a kid on summer vacation, discovering more Yo-kai and helping friends and neighbors with their problems. You’re not “catching ‘em all” so much as pulling back a mystical veil on what’s been there all along. Each Yo-kai is designed such that finding them is reward enough: the sweaty blob Swelton is a gross, drippy thing complete with tiny sauna towel, but what would be revolting in person is a cute cartoon spirit you feel empathy with. I, too, sweat sometimes, Swelton; I, too, know what it’s like to feel warm.
One early quest takes you to the local playground. You help a group of kids playing soccer settle an argument about whether the goalie let the ball into the net or not. He exclaims it did not; the dozen of onlookers persist: Of course the ball went in, are you blind!? Once you find the hidden Yo-kai, however, all is revealed. The goalie was controlled by the Nosirs, a troupe of stubborn spirits that cause their victim to be incessantly negative: No no no! Fight and defeat Nosir and the goalie admits the truth. As a kind of filter for a child’s experience, Yo-kai Watch is a brilliant conceit, giving reason to so many unreasonable things—the need to be right, certainty in the face of the unknown—we put up with as flawed humans.
But as a concept—and Yo-kai Watch was designed to be exactly that, a “concept” that extends beyond a simple game and into a multi-tentacled universe of product—it only works when the franchise becomes like its titular spirits, everywhere and nowhere all at once. In Japan, its country of origin, Level-5 succeeded in birthing a new ubiquitous property. The first game sold okay and puttered to over a million in its first year of release in 2013; its dual-sequel, released a year later and subtitled Ganso and Honke in Japan, blasted past a million in its first week. It became a genuine phenomenon and, still today, its characters can be seen in convenience stores on nearly every street corner from Tokyo to Kagoshima.
The original game came out in the West last year; the response has been muted. Anecdotal evidence remains mixed. My then-nine-year-old niece asked for the 3DS game last Christmas. My twelve-year-old nephew remains infatuated with Minecraft, Five Nights at Freddy’s, and the greater Marvel Universe. After playing the sequel for some time, I worry about the game’s chances to duplicate its massive success here, though not because I don’t like it. I do. But as much as I might care for the game, it matters little what I, thirtysomething college instructor, think, since my preferences won’t drive enthusiasm like the fervor of a packed blacktop or a lunchroom bubbling with the excited chatter of pre-teens.