From HandWiki - Reading time: 7 min
| Far East of Eden | |
|---|---|
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| Genre(s) | Role-playing |
| Developer(s) | Red Company Hudson Soft |
| Publisher(s) | Hudson Soft |
| Creator(s) | Oji Hiroi |
Far East of Eden (天外魔境 Tengai Makyō, lit. "The Devil's Cave Outside Heaven") is a series of role-playing video games released in Japan and Taiwan. The name is a play on the terms "Far East" and "East of Eden". The series was conceived by Oji Hiroi and developed by Red Company, debuting on the PC Engine CD-ROM² System in 1989.[1]
Based on the Japanese folk tale Jiraiya Goketsu Monogatari, the series became widely popular in Japan, where it was one of the most popular RPG series during the 16-bit era, along with Enix's Dragon Quest and Squaresoft's Final Fantasy. Its success was partly because the original Tengai Makyou was the first RPG released for the new CD-ROM format, which it utilized to create a bigger game and introduce fully voiced animated cut scenes and CD music to the genre.[1]
Though originally intended to be only three games, it has grown to encompass a number of remakes, gaidens and genre spin-offs across a variety of platforms. Despite its relative popularity in Asian countries, the series is largely unknown in other territories, with only one game released overseas.
The main series is composed of three separate games within the land of 'Jipang' (a fictional feudal Japan using the name given by Italian merchant Marco Polo), each follows a descendant of the 'Fire Clan' and supporting cast in battles against a range of often comical villains. The stories of the games, though primarily of 'fantasy' fare, also attempt to provide commentary on common misconceptions about Japanese culture by Western societies.
The first game Tengai Makyo: Ziria, released for the PC Engine CD-ROM² System in 1989, was notable as the first RPG released on CD-ROM and the first in the genre to feature animated cut scenes and voice acting. The game's plot was also unusual for its feudal Japan setting and its emphasis on humour; the plot and characters were inspired by the Japanese folk tale Jiraiya Goketsu Monogatari (with the protagonist's name deliberately misspelled, per the fantastic theme). The music for the game was also composed by the Academy Award winning musician Ryuichi Sakamoto.[1]
The game was previewed in the November 1990 issue of Computer Gaming World. The writer Roe R. Adams (also a co-developer for the Wizardry games) described it as "a truly gigantic game" that "seems to be about the size of 2 or 3 Ultimas put together." He suggested that, if "NEC can handle the mammoth translating job, Ziria could be the game hit of 1991" unless, "of course, Nintendo counters with Zelda III or Dragon Warrior III, and Sega with Phantasy Star III."[2] There were also plans to release the sequel Tengai Makyō II: Manjimaru (1992) in North America, but due to the TurboGrafx-16's failure in that market, no Tengai Makyou games would be released there up until Far East of Eden (1995).[1]
The games are largely the creation of Hiroshi Adachi (under the nickname "Oji Hiroi") and Red Company (today Red Entertainment). Virtually all publishing tasks have been handled by Hudson Soft.
Most players will note that the series also makes reference to another 'creator', Paul Hieronymus Chada, who is presented as a 19th-century Smithsonian sociologist/historian similar to that of Sigmund Freud or Karl Marx. The imagery however is part of a running joke in the series, as P.H. Chada does not exist. He is a fictional 'author' of the stories of the Tengai Makyō series, whose blatant exaggerations of 'Jipang' represent the misconceptions Western societies have held with regard to Japan. 'P.H. Chada' is actually the anagram of 'Prince Hiroi Adachi'.
Oji Hiroi and Red Company would later become known for creating the Sakura Wars series for the Sega Saturn.[1]
The series sold over 2.2 million copies.[5]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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