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| Imadoki no Vampire: Bloody Bride | |
|---|---|
| Developer(s) | Jorudan (programming) Opus (sound) Avit (graphics)[citation needed] |
| Publisher(s) | Atlus |
| Platform(s) | PlayStation |
| Release |
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| Genre(s) | Dating sim[1] |
| Mode(s) | Single player |
Script error: The function "nihongo_foot" does not exist. is a 1996 dating sim for the PlayStation. It waspublished by Atlus. In the game, the players controls a young vampire who has reached adulthood. He is sent to earth to suck the blood of a girl with a 'platinum aura'. However the girl has to willingly allow him to suck her blood. The character is given three years to complete his mission.
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Imadoki no Vampire: Bloody Bride was released in Japan for the PlayStation on December 27, 1996.[1]
Four writers for Famitsu reviewed the game. One reviewer commented that with dating, training, fighting monsters and raising familiars there was plenty to do in the game which would either hook viewers or leave them feeling scattered. Two reviewers commented that the RPG-like battle sequences were poor with one saying it only featured a single flashing image. While one reviewer said the visuals in the game might not be for everyone, two found the characters appropriately charming.[1] One reviewer in Dengeki PlayStation found the atmosphere of the game to be like an anime series which they said may divide opinions. One reviewer in the magazine said the stories became long-winded while another said the conversations between characters and storylines were good and liked how cute the girls and familiars were.[3]
Glenn Rubenstein, reviewing the game for GameSpot, complemented its depth and graphics, but criticised its sound. He recommended it for people "big on imports and anime".[2]
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 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]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
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