Winnipeg Free Press (Newspaper) - January 20, 2025, Winnipeg, Manitoba
Can 35 roommates cure loneliness?
This co-living housing firm thinks so
W
ASHINGTONIANS are likelier
to live alone than residents of
any other major U.S. city, ac-
cording to a recent study — a recipe for
loneliness one European company sees
as a business opportunity.
Brussels-based Cohabs is buying up
properties in D.C. with the aim of con-
verting them into “co-living” spaces,
where as many as 36 housemates will
share common areas, events and — ac-
cording to the firm’s marketing — a
cure for urban loneliness.
The company opened its first D.C.
house last month. The property, for-
merly two adjacent rowhouses in Col-
umbia Heights, has been turned into a
warren of 36 bedrooms, 15 bathrooms,
two full kitchens, six kitchenettes and
two roof decks.
Cohabs has purchased five other
properties in D.C. and is aiming for
more. In 2025, the company plans to
buy a building a month, according to
U.S. managing director Daniel Clark.
“We could go pretty quickly to 500
beds and I think 1,000 beds is possible,”
Clark said.
An April study by the Chamber of
Commerce, a real estate research com-
pany, named D.C. the loneliest city in
America, based on Census Bureau data
showing 48.6 per cent of households in
the city consist of just one person, the
highest share of any U.S. city with a
population of at least 150,000. Nation-
wide, the study said, solo living has
increased as people wait longer for
marriage and children. The COVID-19
pandemic accelerated the trend.
Cohabs’s model resembles another
D.C. tradition that may or may not also
cure loneliness, depending on how it
works out: group house living.
Generations of mostly young D.C.
transplants, facing the prohibitive cost
of living alone, have fumbled their way
through Craigslist searches, open hous-
es and awkward roommate interviews
before landing in shared houses with
questionable hygiene and tedious chore
wheels but affordable rents.
Cohabs blends that model with a dash
of youth hostel, a pinch of college dorm
and a layer of European-style “apartho-
tel,” where hotel-style booking is used
for apartment living.
Rents are higher than in a typ-
ical group house but lower than most
one-bedroom apartments in the cen-
tral, lively neighbourhoods Cohabs has
targeted, from Logan Circle to Capitol
Hill. In Columbia Heights, bedrooms
that share bathrooms with one or two
other residents start at 80 square feet
and US$1,610 per month. Rooms with
private bathrooms are US$2,095.
Those rents include cleaning servi-
ces, utilities, periodic group breakfasts
and events, a full-size bed and other fur-
nishings and basic communal supplies
such as toilet paper, soap and olive oil.
Cohabs already operates properties
across Western Europe and has 17
houses in New York. The 10,952-sq.-ft.
Columbia Heights building is the com-
pany’s largest in the United States by
bedroom count.
The co-living model used by Cohabs
isn’t new to D.C. and it’s had its share
of mishaps.
In 2016, WeWork opened its second
WeLive location in Crystal City, a 216-
unit apartment building with shared
common areas. Five years later, fol-
lowing WeWork’s public implosion, the
building’s management was taken over
by Common Living, a New York-based
co-living firm that already had eight
D.C. buildings.
A 2022 Daily Beast story detailed a
litany of tenant complaints at Common
buildings; one D.C. resident called it a
“nightmare” and “probably one of the
worst experiences living somewhere
I’ve ever had in my 38 years on this
planet.”
Last year, the German co-living com-
pany Habyt bought Common Living. In
June, Habyt announced Common was
insolvent and all operations were be-
ing suspended immediately. (A 60-suite
Common project at the former Walter
Reed campus in northwest Washington
is now run by the apartment manage-
ment firm Greystar.)
Nest DC operates eight co-living build-
ings in the city, with two more opening
next year; another company, Oslo, has
four. The i5 apartment complex at Union
Market rents out co-living bedrooms
alongside private apartments.
Cohabs is different, according to
Clark.
For one thing, the company owns its
buildings rather than making manage-
ment arrangements with property
owners. But “what sets us apart is the
community angle,” he said — the group
meals, the outings to places such as
climbing gyms.
The community aspect is part of what
attracted Martin Beugeling. A 28-year-
old from the Netherlands, Beugeling
came to D.C. to work at the Dutch
Embassy and initially lived in a group
house in D.C.’s Chevy Chase neighbour-
hood. But the neighbourhood was too
quiet and remote for him, and he barely
spent time with his roommates.
“I was looking for a place that was
more social, where I could meet other
people,” he said.
He’d heard about Cohabs from col-
leagues who lived at the locations in
Brussels. He reached out to the com-
pany and moved into the Columbia
Heights building on opening day.
Beugeling is the archetypal Cohabs
resident. More than half of residents
are international, according to Clark,
and most are between 25 and 35 years
old. Cohabs’s leases start at three
months, appealing to people who are
more transient like Beugeling, who’s in
town on a six-month work rotation.
Ashley Doll grew up locally. But the
30-year-old Georgetown MBA student
is looking to make a move from Arling-
ton, Va., and she was drawn to how easy
Cohabs made it to find roommates. So
on a recent morning, she toured the Col-
umbia Heights building with D.C. oper-
ations manager Jessica Liu.
“It’s an interesting concept,” Doll
said after the tour. “I feel like it’s basic-
ally like being able to find a place with
roommates at a roommates price point
without having to actually deal with
finding roommates.”
Clark aims to diversify the company’s
housing offerings in D.C., with some
properties offering larger units of up to
two bedrooms. (Currently, bedrooms in
the D.C. Cohabs are single occupancy,
with no couples allowed, though guests
are permitted.) He’s even eyeing the
city’s push to convert office buildings
to residential uses.
For now, Beugeling’s only roommate
is Aymen Chargui.
The 27-year-old from France arrived
in D.C. last month to work as an en-
gineer for a French company. Friends
from back home had told him finding
good housing in the United States could
be tough, and Cohabs seemed like a
good way to avoid a difficult housing
search. Plus, he didn’t know many
people here and saw an opportunity to
make friends.
But until more people move in, he’s
enjoying all the space — the equivalent
of 18 bedrooms and a half-dozen com-
mon areas to himself. “I don’t mind be-
ing alone,” Chargui said.
— Washington Post
AARON WIENER
AARON WIENER / WASHINGTON POST
Aymen Chargui, 27, works on his laptop in one of the common spaces at Cohabs’s first D.C. location, in the Columbia Heights neighbourhood. Chargui is one of the first two residents of the new building.
Sega’s resurgence rides wave of Japanese excellence in games
SEGA is in a cultural renaissance — if
only for the simple fact Sonic the Hedge-
hog is hot on the tails of Disney’s prin-
cesses and kingly lions at the box office.
Sonic the Hedgehog 3 cemented the
series as the rare Hollywood block-
buster trilogy acclaimed by critics and
audiences alike. The blue hedgehog has
become one of the main characters of
meme culture, widely mocked since the
turn of the century and now celebrated
as a box office star.
It’s all part of Sega’s plan to return
to the cultural zeitgeist, said Shuji Ut-
sumi, Sega’s CEO in America and Eur-
ope. The confidence is evident in Ut-
sumi’s media tour, where he evokes the
company’s “rock-and-roll” spirit from
the 1990s.
“Gaming is becoming a centre for
culture, like music and movies,” Utsumi
said in an interview. “Sega intellectual
property is aging very well to appeal
to a wider audience. Our core audience
includes filmmakers who understand
games culture, so they can create inter-
esting films and streaming shows.”
Utsumi has been vocal about reviving
classic titles from Sega’s impressive
library of games, including a slate of
franchise reboots for cult hits Jet Set
Radio, Crazy Taxi and Shinobi. Last
month, Sega announced the next in-
stallment of Virtua Fighter, a series that
hasn’t released a new entry since 2006.
“This is not just a nostalgia effort,”
Utsumi said. “We believe that it is im-
portant for Sega to incorporate modern
technological and gameplay updates
into these projects. Our goal is to have
all of our legacy IP titles provide new
expression and play for modern tastes
and preferences.”
The early 1990s were the height of
the Japanese firm’s success, but num-
erous strategic mistakes and the failing
arcade market forced Sega to retreat
from making game consoles. In the
early aughts, Sega struggled to find its
identity, publishing countless games
with varying quality.
Last year, Sega had one of its best
years for quality games.
In January, Like a Dragon: Infinite
Wealth sold a million copies in a week,
the fastest ever for the long-running
crime drama series. The role-playing
high school adventure Persona 3 Re-
load by Sega-owned Atlus quickly re-
peated that feat, a record for that series.
In October, Atlus released Metaphor:
ReFantazio, which IGN and GameSpot
named best game of the year.
Sega ended the year by releasing
Sonic x Shadow Generations, timed
with the release of the Paramount film.
Today, Japanese games have re-
turned as a dominant force in the indus-
try. Four of the five games nominated
for the top prize at the Game Awards
were from Asia, Metaphor among them.
Sega’s current success owes much to
Like a Dragon and Persona, two game
series that centre Japanese people and
culture. Utsumi, a veteran entertain-
ment businessman who helped launch
the Sony PlayStation and worked at
Warner Music, pointed to the rally of
other Japanese game publishers includ-
ing Nintendo and Capcom. He credits
the COVID-19 pandemic and its eco-
nomic and social impact for introducing
new audiences to Japanese entertain-
ment and strengthening production.
“After COVID, Asian culture saw
an uplift with (South) Korean drama,
K-pop and also Japanese games and
anime,” Utsumi said. He added Japan
did not have widespread debates about
lockdowns, remote work and other
issues surrounding the pandemic, which
helped teams focus. Japan’s vaccination
rate was relatively high as its govern-
ment learned to live with the pandemic.
“The impact was much smaller.”
The recent Virtua Fighter announce-
ment points to Sega’s ambitions. That
unnamed project is being developed
by RGG Studio, famous for its Yakuza/
Like a Dragon series and for making
high-quality, gorgeous games at a fast
pace. RGG released the massive Infinite
Wealth last year, just a month after Like
a Dragon Gaiden. Next month, Sega and
RGG will publish Pirate Yakuza in Ha-
waii.
Virtua Fighter is a long-lost crown
jewel, unearthed for a shining. Re-
leased in 1993, the original introduced
3D graphics to video games, inspiring
the breakthrough first-person 3D game
Quake and the entire fighting genre.
The new game’s announcement even
earned a surprise appearance from
Jensen Huang, CEO of Nvidia, the com-
puter graphics firm that battles Apple
for being the most valuable company in
the world.
In an announcement for the game,
Huang said Sega “gave Nvidia our first
big break” by commissioning it to cre-
ate the Sega Dreamcast console.
— Washington Post
GENE PARK
PARAMOUNT PICTURES
Sonic the Hedgehog 3 was a box office hit, further pushing Sega back into the spotlight.
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