Category Archives: English

Purgatory – Review

Hello, annoying little internet flies. Your disgusting spider from moldy houses and your slimy snake from the smelliest sewers are ready to return here in the Archives to start this new season more charged than ever and ready to release our poisons.

The first review of this site was a very pissed off with a lot of flame in the background, then we continued with another not too positive review and this would perhaps indicate that our fate involves feeling anger in life. Perhaps some of you will have got used to our attitude…

Why are we talking about it now? Simple! Because with Back To The Future we are approaching the generation of the story-telling focus!

And that is precisely why we will resume our activities by reviewing Purgatory

Yes, it has to do with everything. It has something to do with everything.

Purgatory is a really good game that we discovered this year, so why are we talking like we’re possessed by Satan?

Understand one thing.

The discourse of videogame narrativity, how this is perceived by a fandom and many other discourses related to it … It is really a macro-theme to deal with, a tough row to hoe for us.

All the articles scheduled until this spring will cover this topic, if not all of them. Let’s say almost everyone apart from one will come across this topic, they are simply divided into three different sections because we have found a way to dissect this year’s big theme through numerous analyzes of other games, for better…

…And for worse.

What we are approaching is not only about writing, but as we have already anticipated also the history of the various productions of these games. You will realize how the subjects change from those we have presented so far in Back to The Future. The world of Horror RPGs, and why not, of independent videogame production is about to change.

Now we can finally introduce what role this year’s “Reviews” category will play in all this. Therefore, three out of four reviews will deal with games that seem to approach the structure of Generation 0, which we remember was the Generation in which each game, even before trying to emerge, tried to convey sensations to the player.

Even if it is “only” fear, everyone has tried to do it in their own way, continuously looking for a style and numerous and varied methods …

(In the pictures: Ao Oni, Yume Nikki, Body Elements)

…To try to convey something so primordial.
The reviews section will be really important at this time, because it will be our ground of comparison with the titles analyzed in Back To The Future and also with the title that we will analyze in a very special way not in a normal review or in the Back section To The Future, but in the new rubric…

So now that we’ve made our further introductions we can finally get closer to the title in question.

Purgatory

Plot

The game starts in a room full of corpses and blood where our protagonist falls. The design may not be the most eye-catching or well-finished, but like a good old-fashioned RPG Horror, it can introduce you to the action in a few minutes.
From the first exploration it appears to be a prison basement. Well, it is actually a prison.

The truth is that, as we will see by continuing the exploration, it is a slaughterhouse. The chosen setting was made in a very special way as the gray and dark palettes mix with the floors covered with flesh and walls of flesh that immediately trigger strong feelings of disorientation and desolation.
With the first rounds of exploration with Ele I was almost led to believe, given the scenario, that it was a sort of dystopia and for this I admit that I was a bit disappointed when in the end it turned out to be just an abandoned structure that the characters involved found themselves exploring out of pure curiosity.

We’ll know the explanation of how Enri (the name of our protagonist) ended up there little by little with flashbacks. The way in which the first flashback happens is clear, as the girl moves to the next area we see her in a different environment and with different clothes, while we are then introduced to Emma, one of the kids who will push her to enter the facility first. to make her search the place.

We said this environment looks like a butcher’s shop …

…With a machine to cut the meat into slices.

And if it’s a slaughterhouse, a butcher couldn’t be missing.

Among the various game overs and bad ends will also include an ending in which Enri will be able to get out using the tool of a strange ax that will give her a demonic status with which she can defeat him and escape.

In reality, I wouldn’t have much to say about the story, there isn’t a plot to unravel and with which I can get my hands dirty. What matters in this game is suggestiveness.

The author managed to bring to the public a game so suggestive that it deserves an equally complex plot. Even if the few events that are told to us are clear and told with transparent linearity, these unfortunately would not be enough to be able to boast the construction of a valid narrative plot, without neglecting the numerous background elements that there would be to explain and I’m not so sure that a Purgatory 2 could do so.

However, I do not totally disdain the type of plot we came across, especially since this makes the supernatural oddities that arise along the way even more evocative. With a little effort, it would probably be possible to build on a good narrative framework that can explain the phenomena we observe during gameplay without having to give up their elusive and paranormal nature.

The next game we will review we will find ourselves in front of a more interesting and multifaceted case of videogame storytelling in the clues to be grasped during the exploration of the environment …

Speaking of this, it is appropriate to leave the article in Ele’s hands.

Yes, I admit that you spent very little time with me during this article, but with you we will have the opportunity to see each other in the next ones.

You will see me, you will see me

Gameplay

Good evening! Good evening! It is Ele (or EleRantula if you prefer) now that speaks to you!

What can I say… Paola has more or less summarized part of what I will say in this part of the review:

“… Like a good old-fashioned Horror RPG, it can introduce you to the action in a few minutes.”

Yes, as we said for The Crooked Man in Back To The Future, here too we have a return to the Horror Experience Generation.

But if in the title of Uri it seems that we only had a jolt of this generation, since it was mainly given by the atmosphere of the game, in Purgatory we can have a nice full-immersion in this generation, albeit in a more “modern” key.

Now you will understand what I mean, with a key question you might ask yourself:

“Why do you think a 2017 game has such great inspiration from a current of HOR-RPG that started practically in the mid 90’s?”

Guys, it will be a common answer, but just play.

The start of the game, as my sister told you, catapults you directly into the action.
No introduction of the background (for now) or of a particular situation by any means, an unknown and above all silent protagonist …

But let’s get away from those mountains of corpses and explore the place where the girl was taken so suddenly.

…………………

…………..

……………

During the exploration, do you not hear a certain… Silence?
No precise OSTs to accompany us in the horror atmosphere of this prison / butchery subspecies, only ambient sounds and the occasional (more frequent in the early stages of the game) Enri’s steps in the various lakes and pools of blood (which, if we want be very meticulous, at the level of realisticness I found exaggerated, even if they help a lot to build the atmosphere) present … This sense of peace, also given by the fact that, in fact, Enri seems to be a mute girl (or, if not, very taciturn ) so her point of view isn’t really shown through thoughts or dialogues ...
What does it make you feel?
As always, I tell you: isolated. As isolated from the rest of the world like Enri, since you are locked in there with her. This complete participation and immersion on the part of the player in the environment and atmosphere … Does it remind you of something, longtime fans?

 

For those new to the Ludi Tarantula Archives, this text is taken from the article dedicated to Ao Oni in the “Back to the Future” section. We treated Ao Oni it in the so-called “Generation 0” that I am talking about so much in this review. There is more information on this in the very first Back To The Future article on CORPSE-PARTY, but even just reading this review you will have understood what kind of titles we are talking about.

So yes, ladies and gentlemen, we can confirm that in 2017 a title came out that seems very inspired by the atmosphere of about … How much, twelve years ago?

Moving on to the actual gameplay, this too is partly a consequence of this great inspiration from the Horror Experience generation.
In fact, in the game you have a pure exploration of the various environments, no precise puzzles but more than anything else a finding of objects to move forward, even if obviously you never find yourself in too dispersive environments, being the “butcher’s” sectioned into various environments always precise with some difference between them, divided by shutters that must be opened each time to progress in the game.

As they say, you don’t change a team that wins: even with this rather simple basic gameplay, Purgatory is not boring at all and Nama (author of the game) has almost always managed, especially from the second section onwards, to find imaginative ideas to let players find the “green keys” they need from start to finish.

But now let’s talk about the reason why at the beginning of this part of the review I mentioned a full-immersion in Generation 0 in a modern way. These that I will list will be precisely the reasons why this title in 2017 (and in 2020) holds up very well, despite being inspired by very old titles and while not being some kind of cult: linearity.

As I said above, the butchery is divided into various areas which in turn are divided into smaller areas (the various rooms within a macro-area, in short), which we do not have all available immediately: we have to unlock them one at a time.
Already compared to Ao Oni, where we have a nice multitude of rooms available from the beginning, or even Akemi Tan, this small element adds to Purgatory a type of procedure in the game more similar, for example, to the early stages of Ib.
Ib is from Generation 1: The Character Drama.

But in addition to puzzles and traps … We have said that in this butcher’s shop there is also a butcher. In fact, this title also includes a number of chases with this very nice meat-slicer, ready to kill us (as the slasher horror films say since the 80s).

Also from this point of view Purgatory moves away from titles like Ao Oni, where the chases are random and the Oni can appear from any angle, because the chases with the butcher are all scripted.
What is to be noted is not the very fact that the player knows when exactly the butcher appears, but the fact that scripted chases are typical of more driven games and with much more “plot dictated” chases; Purgatory could handle chases like Ao Oni, since the main enemy almost never has anything to do with the story, so whether it appears randomly or just and only at certain times it wouldn’t make much difference.

But it didn’t, and it was also a good choice, in my opinion. It made it easier to create imaginative ways to escape from… That massive man.

This case, for example.

This little … “Puzzle”? In short, it consists of pulling one of the levers and going to the corresponding button (which will be visible through the fact that it is a brighter red) as quickly as possible: if the player does not make it in time, the lever must be pulled again.

Here, after solving the riddle in this quieter room and having rigorously saved before entering the door that will take us to the next room, this happens.

The player thinks: “Oh yeah, I have to do this like I did before!”

I really enjoyed this chase: many times when there are these types of chases (or even actual boss fights), they seem much more difficult than normal fights… But simply because it is very likely that the player will take longer to understand what the heck do they have to do in order not to be killed, than actually do it. And it’s… Annoying.

This chase, I tell you, was long enough for me. But I knew what I had to do, it was the actual difficulty of the chase that made it long and even at times complicated, given the added difficulty of the butcher who, in fact, chases Enri who in the meantime has to go from one button to another, from one lever to another…

So, citing this case, in short I appreciated the Purgatory chases in general, and the choice of making them scripted, which in many other games (such as Yume Nikki: Dream Diary) makes everything much more boring, predictable, and even anticlimatic, in this case it was a winner, given the general creativity there was for the game from a gameplay point of view.

Another thing that certainly makes the game more enjoyable to some kind of players, even if there are all those elements of gameplay and atmosphere of the constantly mentioned Generation 0, to explain the plot (why Enri ended up in the butcher shop, mainly), flashbacks are used in the form of cutscene, with obviously have also an alternative potrait for Enri to show what she was like before falling into that bad situation.

This scene, which you get when you are about to go to the second game zone, is also accompanied by music. There is the presentation of another character (Emma), who we will see in the following cutscenes and will be recognized for her false innocence and sneakiness, which will then be one of the main reasons (if not THE main reason) why Enri is in the Butcher’s shop.

During these scenes it can be seen that a story, however simple, is being told in all respects. There is not an introduction just to explain where we are, like in Ao Oni, but events told with potraits that also vary in expression (in some games this characteristic is absent, so I think it seemed right to say it). These are all small features that help to give a more precise context to everything we are doing with Enri in the present day and it helps a lot not to leave us that feeling of emptiness that you normally feel while playing a title of the generation from which the gameplay of this game takes inspiration.

Therefore Purgatory, for these reasons, is a really good title for the nostalgic of the Horror Experience that the puzzle solving phases of Ao Oni brought us in 2004, or even the first phases of Akemi Tan in 2012, along with other minor titles. (I take Body Elements as an example, with Kona5 as a developer) but at the same time, through some pretty good artwork and a small sufficiently logical background added to everything, it manages to be more enjoyable than other titles of the same type even for players more used to more linear games from the point of view of the storyline and gameplay, therefore also to the most novice Horror RPG players.

We can therefore define this title as “A piece of the past inserted into modernity”.

Mogeko Castle – More floors, more styles, more personalities

Welcome to Mogeko Castle, the only castle where you can be threatened by yellow cats and fight them with the power of prosciutto!

While the protagonist of the game goes to her last train stop, this is for us the last stop of the first generation with the time machine for “Back to the future”.

This title spread in 2014 and has been recognized as one of the most bizarre HOR-RPGs.

Some call it a parody of this current. Well, when a parody of something materializes, it means that the latter has developed elements that characterize it.

Let’s see together how the parodic RPG par excellence was born and raised.

 

Okay, this is one of the cases in which the various wikis on the game are fairly well-informed, and you don’t have to look for who knows what site to know the release date of Mogeko Castle in Japan: March 5, 2014 …

No, that’s wrong!

Do you recognize this game screenshot?
Remember the epic battles we all fought in Mogeko Castle?
No?

Of course you don’t remember them, because the wikis are also provided enough to tell us that the very first release of the game was on April 1st, 2012 (how ironic to release a parodic game on April 1st?), In a version made on RPG Maker 2000, untraceable today on official sites, which precisely as a substantial difference compared to the game we all played and seen on Youtube, had battles at certain moments of the game. So we should start the development history of Mogeko Castle from 2012

…If only it had something to offer.

It seems that only one channel, Alex Lu, has brought (even without any commentary) the first version of the game on youtube. Even in its homeland the game wasn’t well known, having perhaps even been less “publicized” by the author herself.

It would not even be such a risky hypothesis, given that as of today it is still not clear to me how the 2014 version was so well known both in Japan and in the West, given that it also had no advertising in Japan: I haven’t found other sites to download it, only the author’s site.

After having had its space, in one way or another, in the Japanese Horror RPG community, this title (or rather, its remake, having been even more popular in the community in general) was eventually discovered by our dear Kate (VgPerson) and translated into English. Needless to say, the usual gameplay rallies started from that translation as has happened with many other titles, but Mogeko Castle had different reasons for being popular in the world HOR-RPG community.

In these three comments we had three different types of reception for the game.

Surely there are those who have appreciated the various elements that we will analyze in the Ace in the Sleeve, as well as the most surreal elements of the game … And who has been even a minimum disturbed perhaps by the same strange elements that made other players laugh or bewildered ( of this type of comments and why they are not all like this, even if we know what the game is about, we will explain it better in the Ace in the Sleeve).

In general, however, the reception on the game has been very positive in the HOR-RPG community, due to a factor that we will explain below.

Mogeko Castle has joined three genres together: adventure, horror and demential.

The demential genre is generated to break traditional narrative schemes, to act as a parody. And in our case Mogeko Castle is a game out of the box of what has become over time a full-fledged current: it already had its clichés, elements of vague similarity between one game and another (let’s take the example of the classic girl protagonist), atmospheres, types of plots. A current already formed thanks to the two generations that we have already treated – mainly the first one, not the Generation 0- at this point needed a parody that would ridicule them with “dangerous” monsters that at the dinner time bell turn into ridiculous beings (this it also makes them very ambiguous to the player), strange customs and strange other characters that we will find in the castle in general, together with the situations we will face.

So how did Mogeko Castle made its way into the global HOR-RPG community?

Mogeko Castle is first of all an adventure, it faces a journey in the true sense of the term (and not The Hero’s Journey we mentioned in the previous article): the goal of Yonaka is to find a safe exit from the castle, and in doing so he will come across all its different areas and varieties of inhabitants.

In this regard I would like to make a note on the gameplay of this game.
Although devoid of innovative mechanics, real puzzles (you only have a little difficulty in some pursuits, such as that of multiple doors) and in general enough if not much, lackluster, has an element that makes the game still enjoyable: interaction with the environment. In fact, we have many possibilities to interact, sometimes even in ways other than just talking, with the various types of Mogeko that we will meet, to activate mechanisms in the castle (although in many cases they will cause a game over or a bad end) or even simply collect items to the right and left, among vomit-filled rubbish bags to “fluffy books”.

Going instead from the narrative point of view of the game, given that the gameplay does not really offer anything, to be honest, during the History of the Product we talked before about the wide sphere of emotions that this title has provoked in gamers. This turns out to be its main Trump Card.

More precisely, the main strength of Mogeko Castle is the multitude of used registers and the management of them.

Above we said that this title is a demential adventure, right?

…Absolutely

In the game we can remember these types of scenes, present above all at the beginning of the game but which are distributed for almost its entire duration, but also…

Not to mention the numerous and sometimes disturbing Bad Ends.

In short, if we talk about atmospheres and, as mentioned above, registers, Mogeko Castle really has everything. But how have all these different registers been managed to make them a Trump CArd, and not simple vibe inconsistencies that would have gone straight into the Work Defects? Let’s examine the three basic registers one by one.

-Demential Register.

As mentioned above, it is the predominant register in many parts of the game, especially at the beginning.

It’s pretty much what players came up with and are still fascinated by. I would like to speak in these paragraphs of the “style” of Mogeko Castle’s demential moments with regard to the situations and the background presented, comparing it with various Japanese works that may come close to the comedy of this title.

Let’s start by narrowing the field of action, and concentrating on demential works from a specific land: Japan. This is simply because Mogeko Castle greatly embraces the typical Japanese comedy which, in fact, relies heavily on demential. If you take any Japanese fictional work (but also many television games, the most popular, Takeshi’s Castle) many comic moments always have a demential nuance or simply leave the viewer glued to the screen just to see how out of the world the situation presented can become.

A high school girl confesses her love to a green creature with vaguely humanoid behaviors and they decide to be together forever, in spite of all their initial goals.

Two cat-form beings have an epic fencing battle.
It doesn’t need further descriptions.

We will take an example of a comic-demential anime for a theme that is quite recurrent in Mogeko Castle: the “sexual” theme (presented by the Mogekos on many occasions, in the form of statues or not, and there are also some elements of the game that at least allude to this theme). From this comparison we will then come up with points that will make us better understand why in general the comedy of Mogeko Castle has attracted so much: there are so many comic games with a demential nature, why has this been lucky?

Okay, so… The subject of sexuality is presented to us by the yellow creatures almost constantly.

The various dialogues or burst of anger that we could have between the Mogekos, with the Mogekos or by the Mogekos I think can express that I mean.

And…

Recall the comment that we got to see in the Product History:

“Any attempt at comedy that the game would have liked to have is a little ruined by the fact that we are watching mascot rapist characters whose main motivation is to rape a high school girl […]”

So why, apart from some more serious comments, did the general public laugh while playing Mogeko Castle? Here the choice of the register together with the staging were fundamental.

Due to the register used, the demential one, in many of the moments when referring directly to sex we almost never has the “possibility” of seeing it in a too lousy or disturbing way: in this the characters of the Mogekos also help a lot, from the design up to the ridiculous attitudes, which we will discuss later.

This is why Mogeko Castle was able to treat this theme for 90% of the game in a grotesque way, at times dirty, but never too serious to be taken as disrespectful or of bad taste.

Now, this way of dealing with the “sexual” theme at times reminded me of an anime that I saw a few episodes long ago, when I was just getting closer to the world of anime and manga.

Here is Ayame Kajou, one of the main characters of the anime and dystopian-ecchi manga Shimoneta (also known as “Shimoseka: A boring world where the concept of dirty jokes does not exist“).

By replaying Mogeko Castle and remembering the scenes of this anime, I was able to find various similarities in the marginal treatment of the sexual topic in the two works, especially at the level of first reaction by an average spectator (myself, in this case).

But let’s take just one specific example.

In the image above you can see Ayame’s very first entry. Here, through her “uniform” for the terrorist acts of the organization SOX, she is immediately presented to us as a bloated girl and in general “dirty” for society.

In what scene of Mogeko Castle are we finally presented the Mogeko as “dirty” characters, instead?

But apart from the presentation of two types of “obscene” characters, which are similar to these two scenes?

Both, in addition to having their powerful staging, have a strong context behind them, making them more iconic.

Think about it: why is Ayame’s arrival on the scene so bizarre and it makes our eyes widen in Shimoneta?

You have to know that the anime is set in a dystopia in which the Japanese authorities punish anyone who uses even mildly sexual language or distributes obscene materials, to the point that all citizens are forced to wear peacemakers for the analysis of their every word and movement.

Here, after the presentation of this prohibitive context, we find this girl with underpants on her face, a cloth that could only get up with a minimum of wind and in the act of screaming dirty words to the four winds. Having become accustomed to the environment presented initially, we are surprised to see a character like Ayame.

In Mogeko Castle we are presented up to that point of the game with a mysterious train stop, with no controller, a girl lost in an unknown environment, where there is someone watching her… In the Mogeko forest, then, Yonaka had to escape from beings in her eyes even disturbing…

Who in the end argue like children about who … Must go first, yeah.
Here the Mogeko are presented to us for the first time as ridiculous characters, and the player can not help but laugh at this vibe break, where the game has gone from presenting the Mogeko Castle as something mysterious, together with its inhabitants , to presenting the Mogekos as actually childish and ridiculous beings even on conventionally more “thorny” subjects.

So, having taken the first completely comical scene from the game as an example, why does the whole comedy of Mogeko Castle works?

I said it above: because it has a specific context behind it. First of all, Yonaka’s (and player’s) main objective is to explore a castle to find an escape route. Adventure is the genre that is the backdrop to this game in particular, building an excellent base for resting on the demential approach that the game wants to follow. For example, we remember all the parts in which we are told the background of the castle, also through the seven Mogeko Specials (of which we enjoyed the scenes in which they are presented, very effective thanks to the theme that returns for each of them) .

-“Dramatic” Register, with which the plot continues.

There is not much to say about this. Do you know why?

Simply because we have already treated the backbone of this register here in Back to the Future: Mad Father.

Although the comical style is predominant, Mogeko Castle doesn’t give up on treating with certain seriousness certain important scenes of the plot which however develops a type of narrative plot progression (remember what we said before about the “adventure” genre and the several narrative registers).

The use of music, certain movements of sprites, tactics of the CG at certain times (although in Mogeko Castle there are many more, and with more variations, something that I, Ele, I really appreciated) Mad Father and Mogeko Castle share, given that they had the same inspiration, which many RPG Horror titles of today (for better or for worse) are also taking: the audiovisual work.

Mogeko Castle and Mad Father owe a good part of their professionalism to the directing level precisely for this inspiration from the audiovisual work.

On the one hand the presentation of a character who will enter the scene shortly by choosing to show it with a certain pathos, on the other a more “emotional and dramatic” scene from Mad Father

These two shots have clearly taken inspiration from those kind of works, and in many cases with this type of direction actually they manage to have a certain effect on the viewers, and therefore even the games that use these types of direction in many cases (not all cases,pay attention) succeed to give certain emotions to the player.

We can also take as an example the scene of the fight between King Mogeko and Nega-Mogeko.

Come on, how many times in any audiovisual work (at first friction has it reminded me of some type of Shonen anime) that has a minimum of action have you seen this type of shot?

It actually gives a sense of epicity, even if the fight is between two round beings with cat ears.

Mogeko Castle has therefore exploited, a bit like Mad Father did some time before, the “drama”, or to be more general, that type of direction coming from anime series (in this case action or adventure), making it work perfectly in the scenes it wanted to represent.

-Horror Register

The horror register used in Mogeko Castle has no particular characteristics compared to many other titles that we have already had the opportunity to analyze.
What makes it worthy of analysis is the direct comparison with its opposite: the demential register.

In this they certainly help the main danger that Yonaka has to face: the Mogeko species (and Moge-Ko, their dictator on the fourth floor).

As I said a few paragraphs ago, they are very ambiguous characters, and they are of every possible form, especially in function of the plan they occupy.

Normal Mogekos are, as I said, beings as stupid and childish as they are lethal. What makes them immediately disturbing is precisely the contrast between these two characteristics, which creates beings who for their whims also practice cannibalism among themselves (many dead Mogeko who are also found before the fourth floor prove it), and in general they are willing to do anything.

[……]

Here we have the perfect example of the contrast that is perennial in the Mogeko species: the words of this little creature may seem, from the tones that it uses, a simple childish whim.
But if we remember that it’s talking about destroying the entire castle (here also a very common hyperbole comes into play when “you get a tantrum”) and in the end take advantage of Yonaka’s corpse… You stop laughing for a moment.

Furthermore, as mentioned above, there are various types of Mogeko. The ones that are used most often to create a horror atmosphere (and are also the protagonists of a bad end) are Mad Mogekos.

…But the horror effect is also given by the indole of the human (or humanoid) characters that we will meet along our way, what they are able to do and what they actually do in various situations.

From these types of expressions in certain moments of the game when we open the menu, we can see that Yonaka is also a fairly ambiguous character, which also makes her disturbing in certain situations.

So Mogeko Castle, with three different registers that alternate, is the demonstration of how important is the way you can tell a story.
At this juncture, we were able to see the same characters every time with a different facet, in addition to the environment itself which often changed shape.
For example, in games like The Crooked Man or others that we have analyzed in Back To The Future, these continuous mutations during the game do not occur, or do not occur so often or between genres that are so different from each other.

But the time has come to ask ourselves: would Mogeko Castle be able to survive in the market?

We are pleased to find ourselves in front of a perfectly marketable title.

Later we will analyze more deeply those characteristics that at least for us weaken the maximum level on the thermometer.

The personality of the game is strong, with an effective promotion and distribution campaign it could easily reach large numbers.

 

 

 

 

PACKAGING

If you remember the previous article, we had talked about how dark and dull the colors had gone.

Well, here we have a new spark. To represent the extravagance of Mogeko Castle we have first of all the enlarged tilesets and sprites.

We are often given CG, of which the most brittle ones (in the literal sense of the term or when you meet them the first time) are to represent the bizarre Mogeko.

Light blue maps, bloody maps, all devoted to exaggeration to ensure that this is certainly an adventure not to be forgotten and, in any case, also presenting numerous variations for the choice of environments. Also for the title screen.

The latter is dark, with Yonaka in the center and a red eye watching the player.

The menu has very large facades, with many little stars around that accompany the names of the rescues.

 

RAPPORTO AUTORE – OPERA

I would have to make a note about it: if this game had been in the hands of a professional company, it would have hit the mark.

If on the one hand having done the work of a production company in terms of personalizing the work certainly gives the author many points, on the other hand there was the distribution.

As we have mentioned before, a professional company would perhaps have been able to make the most of it: there is no advantage for the author to remain in the shadows. Such a strong game deserves an equally strong personality, building a myth of the author would certainly have played in his favor.

DIFETTI DELL’OPERA

This title has perhaps one big flaw regarding the ending.

Once Mogeko Defective dies, the plot seems to get lost in delusional events that would like to suggest us to play the sequel that the author has been preparing for years.

The ending could have been an excellent opportunity to close the numerous narrative circles that had opened (above all of explanations on the background of the castle), thus maintaining the linearity of the title until the end it would have remained more easily active, at least in my opinion, player’s attention.

We are not talking only of those endings that leave possibility and interpretation to open questions, but a real hallucinogenic delusion that compromise the comprehensibility of a narrative work, which in this case had little to do with its demented aspect.

To make a small comparison: such a scene we expect it for such a work …

…This instead a little less. Especially after a succession of dramatic scenes in which we wonder if Yonaka managed to return home or had only illusions.

Yet despite this, it is difficult to remember this title without a smile for the memories it evokes among fans of the horror current among RPGs.

And with this the First Generation ends.

We could extrapolate a keyword to describe the Horror RPGs of this period, the years in which playing these titles was a trend: variability.

From the variability shown in Mogeko Castle, or the style of The Crooked Man which opposes Mad Father’s exaggerated family drama; from Ib’s minimalism to the sumptuous maps of The Witch’s House the current has stabilized and has found its own way, offering possibilities for wider teams, increasingly intense collaborations with publishers and more defined work agreements. These, dear readers, will be the production stories of Generation 2 titles: storytelling-focus.

The Crooked Man – The pain of living

Until now in this season of Back to the Future you have been able to appreciate with us the three great phenomena that would have helped to form the current Horror RPG for many elements, the so-called three “masters”: Ib, The Witch’s House and finally Mad Father.

In these games there has always been a common topic: the attempt to reach a more commercial language, the attempt to arrive to the general public and who knows, also have success and go higher, also with other media.

Ib with its “delayed” narrative, The Witch’s House with its light novel, Mad Father … With the whole game. But as anticipated in the article on sen’s title, we now have a return to the past, a title that made its fortune even if it was “released in the wrong generation”, an alternative to the dramatization given by the three RPG masters …

…Its name was The Crooked Man.

NOTE: In this article we will talk about the first version of The Crooked Man, the one that many players know and that reflects more than others the original spirit of the game. We will not take into account version 4, nor the Steam version.

Product History

“There was a crooked man walking on a crooked road” …
Okay, yes, you understand. But I tell you, I’m not quoting this historic nursery rhyme to talk about the game that currently uses it, we will talk about that in the paragraph of the Trump CArd and in the paragraphs dedicated to the Professionality Meter.
I would like to mention the “crooked” theme, because of my time spent on Google looking for as much information as possible, also in Japanese (bless automatic translators!) On the production history of this title: a forum where it was published for the first time, some kind of information about the production background…

Nothing, not even Uri’s Twitter profile tells me anything about this topic. I know she has a very nice dog, but I didn’t find anything relevant on the production history of the first Strange Man Series title.

Just to find out that the game came out in 2012 (we don’t even know on what month it was released!) I literally spent my time… To crook my back on the computer.
PaoGun is infecting me with bad jokes, huh?

Collecting the few info we have we can only take note of various updates to the game up to the so-called version 4, with some added music (we will talk more about it in the Ace in the Sleeve of this choice) and a few other things, together with the Steam version… That PLAYISM, the same PLAYISM that arrogantly took custody of Yume Nikki and the Mad Father remake, distributed without making too substantial changes to the most recent free version of the game, adding only Steam archievements and few other things. No comment.

Okay … So, given the limited amount of sources, we will skip the step of the first release of the game in its homeland and West, together with its peculiarities.

How was this title received by the public? For answering this question, the author’s twitter profile was helpful in summing up what led this title to being one of the masterpieces of the HOR-RPG.

The comment below, under Markiplier’s video, refers to the situation experienced by David’s mother in the game, introduced during the first scenes.

Okay, already from these two comments we can see that from the narrative point of view Uri has centered one thing: the themes and how much people can relate to them.
In the Ace In the Sleeve paragraph we will talk better about why the way some topics were covered in the game has affected so many people, let’s say for now that the staging has done its part.

But now let’s go to a reason much more “light” and suitable for the horror genre, namely the jumpscares.

When did we hear about jumpscare scaryness last time?

These three images say more than a thousand words.

Here we go to the speech said in the introduction: The Crooked Man was an isolated case of returning to the older generation of Horror RPG games. Even the gameplay of this title is in fact strongly based on pure exploration: although the story is very linear, we have the kind of gameplay that one would expect, in fact, from Akemi Tan, with the same types of strengths and weaknesses.

Having said that: so in detail, how an “old” title as this has paved its way on the generation of stardoms?

First of all there is one thing to consider: we can realize how Mad Father has built higher expectations regarding the narrative aspect of the RPG Horror.

And this in fact can be called a title with a very precise storyline, focused on an adventure that is nothing more than a metaphor for his inner journey.

The hero’s journey is a very old narrative scheme, it is possible to trace it in numerous works of fiction. The characteristics that distinguish it were analyzed and collected later between the 70s and 80s.
We have a call to adventure, namely a succession of phenomena that convince the main character, the hero, to abandon their ordinary world to embark on an adventure in an extraordinary, unknown world.

During the journey, which may include several stages, the hero encounters obstacles (in our case the crooked man), and helpers. Maybe Sissi, D and Fluffy will not be real helpers, but they are certainly allies who contribute to David’s personal growth.

So here we are at the critical point of the development preceded or succeeded by a revelation (all the memories of David will lead him more and more to identify with the figure of the Crooked Man) which is followed by the achievement of an awareness that leads the character to a transformation , it doesn’t matter if this is positive or negative. So the story ends, the hero returns home and can be said to be ready for a new trip.

As you can see it is a scheme that can be used in a very versatile way: fairy tale (the closest genre as well as the most transparent on the allegorical level: prince-sorcerer-defeats the dragon-free the princess), adventure-fantastic, dramatic work ( as we will see, for example, for this title), fantasy (see Frodo’s call to adventure, in The Lord of the Rings), and can narrate the most varied themes.

Well, Uri decided to adopt this scheme to talk about depression (or to give an interpretation of it, at least) on which she built a very precise and linear dramaturgical discourse to which she proposed her creative solution in the ending.

In any case it is an aspect on which we will not insist further, also because, a small note: this game is mainly focused on an awareness of the main character; the places explored and the events that follow one another have to do with a very internalized and personal reality: being this the generation of Character Drama and not being able to have deep insights into the contexts and the environments chosen, we preferred not to dwell more on the pattern narrative that in itself is nothing new: it is only very interesting that it has been exploited and also very well for a horror title, reconciling the journey (even physical, concrete) of our hero, in fact, and exploration which is the main feature of the HOR-RPG genre.

Well … Let’s move on to the main topic of this analysis. The style of representation.

Mario Alicata and Giuseppe De Santis in 1941 in the magazine “Cinema”, pushed to:

“Bring the camera on the streets, in the fields, in the ports, in the factories of our country to make our best film following the slow and tired step of the worker who returns to his home”

Stop! Don’t go away!

We will not mention other boring books on cinema or explain phenomena of the 60s to say what made The Crooked Man unique: you are still in my (Ele) hands, guys, here we think about facts! There is a reason which is very close to the game that explains why my dear sister recommended me to put this quote in this article … In fact, we let her speak for a few lines. For now I only know that these words have to do with a precise current of Italian cinema of the 1940s and 1950s: the so-called Neorealism.

Here I am, then. Paogun. If you have no idea what I’m talking about I will try to explain it briefly. I am referring to a film current in particular that developed after the Second World War, mainly in Italy, which assumed some recurring characteristics such as dramatic stories and social and personal defeats, representation of cities and towns in rubble told through a camera more unstable, “close to the actors” and “grainy film”.

We know what you are thinking: on the one hand a very specific cinematographic current that refers to a specific historical period, on the other a game that first of all is a horror title, then of adventure and exploration, which tells of dramatic events.

… And yet, it is precisely in the stylistic choice that this game stands out.

Like the Neorealism current (which in any case has spread widely both in Europe and in the world) has characterized itself as something alternative to the glittering Hollywood comedies, so The Crooked Man darkens the hues, chooses more busy themes and dries up the dramatization in opposition the extravagance and the brighter colors of Mary’s sketchbook, of the gardens of Drevis House and Ellen’s house full of talking flowers.

I (Ele, I’m back!) Was able to connect and find similarities in terms of types of stories, characters and atmospheres with the writings of the literary current of Realism that studied in middle school.

In short: focus on the life of low-class people and write about their stories… With always a thin layer of heaviness in the atmosphere, for one reason or another: poverty, misunderstanding on the part of society, many times by the characters themselves which can be influenced by these factors or not, etc. etc.

Here, in this regard we take David’s character.

Mr. Hoover is definitely not a rich man: this is shown to us by the small and cheap apartment he could afford, with a… Bed in the kitchen-dining room-living room.

Throughout the whole game David with every sentence that is not a more complex system message will make us sigh with sadness. He himself sees himself perpetually as a wretch who does not detach himself from his previous mistakes and is above all a very compliant person.

This type of protagonist can make us assume an adventure full of joy.

But there is not only David and his attitudes to make us understand what this game communicates. We reiterate what we have mentioned before: the choice of style and the overall atmosphere that derives from it.

Let’s compare an interior and an exterior of Uri’s game with an interior and an exterior of its total opposite: Mad Father.

Remember: both games use Wolf RPG Editor and in both places it was evening or night.

Even in these last two screens it is possible to see the huge difference in the management of the photography of the two games, even if the last image is in a daytime environment.

See how the colors of The Crooked Man are much less saturated?

It will seem strange to say, given that there are no particular lighting arrangements, but the very simple photograph of the maps of The Crooked Man communicates the heavy vibe of the game: abandoned places, a sad story of two sad men, surrounded by other characters with not too much… Crazyness, which are more anchored to reality than Mad Father’s ones, who had all sorts of oddities.

Also, continuing to talk about the atmosphere of The Crooked Man, apart from the cutscenes dedicated to the mother scenes of the game, during the gameplay there is no music.

At the beginning, I admit it, it seemed to me a choice that only made the game more boring, and at first friction I appreciated the choice of putting fixed music even during the gameplay in the 4th Version of the game, but continuing I realized that especially in the parts of abandoned places the lack of music in favor of loop ambience has a lot of effect, giving the sense of desolation that very respects the main genre of The Crooked Man, the horror genre.

Without forgetting how this choice makes certain cutscenes much more dramatic, to consider for example the initial scenes and the hospital one in particular.

So, as in most of the titles of generation 0 The Crooked Man explores the abnormality in everyday life, but unlike the previous titles it chooses a very specific theme, exposing it in a defined storyline, while not giving up the taste of exploration and isolation that characterized “its ancestors”.

Professionality meter

So. Yeah, the thermometer is more than half the height.

It is an excellent product, a story that is linear enough to be marketable even if it isn’t very accurate or strictly customized at the packaging level (for example, David’s sprite is not original, some parts of the UI remained the default ones and so on); moreover, it is the same style of the game and its very, very dry direction (we talked about it in the Trump Card) to reveal a double-edged sword as regards the binarism between “amateur game” and “professional game” which we are continuing to talk about.

 

 

 

 

Packaging

We mentioned something about the packaging of the game in the previous paragraph (about the “spartanity” of certain choices on the interfaces … Even the CGs, who want to adopt a “cinematographic framing” with numerous close-ups, have this defect), however is a game that has its style.

The title screen is in black and white with the monster on the side, it looks almost merged with the black background.

The image, the title, the nursery rhyme in the introduction: the game continues to promise us that we will see the story of a crooked man, so here it is presented in the next scene: David and his new home. We will discover the failures of his life as he runs away from the monster.

 

 

author-work relationship

So, to begin with this paragraph we could notice how Uri is a very present author for her games.

Uri’s updates, compared to those of other developers, are very recent and the last Tweet (as far as it is very much of “service”) on the Strange Man Series dates back to June 24: ten days ago! Do you remember the “author in mystery” discourse we made when we talked about Yume Nikki and other titles, together with how Kona5 broke this rule? We have a similar case.

Here, however, we have an addition: an ask-box.

We have already seen in this section that Kona5 also responded (even in a less detached way) to the various comments on rpgmaker.net, but this contact with fans and with the work in Uri’s case is more visible.

(In this and in the previous photo you can see that Uri answers both in Japanese and in English)

Although the games are now a few years old, due to her constant updates (other titles that she is planning to make, questions, more personal posts… Her dog…), Uri has found fans that are still active today, which also years after the release of the various Strange Men Anthology titles (another name for the Strange Man Series) they still ask any kind of questions about the characters.

…Really, any kind of questions. I love the internet.

In addition, Uri in 2013 told the story of how The Crooked Man was born. We will not talk about it in detail, but in short it derives from an experience of the author’s brother.

Here’s the link of the english version, translated by VgPerson

Link for the japanese version, if anyone is interested

It was strange to find that behind such a dark and heavy game there is one of the most open to the public authors that we have seen in Back To The Future (also compared to Kona5, given that Uri is still active on Twitter, while Kona5 disappeared from the eyes of their potential public like many other authors), breaking that tradition that many authors analyzed in Back to the Future so far, relegated to the idea of ghost figures.

work defects

Linear narration… Gameplay with good, well-made ideas and also some original ones …

We don’t think The Crooked Man has… Particularly serious flaws.

I know, it is from The Witch’s house that we continue with this.

Let’s try to understand why.

The defects of this work refer mainly to specific sections of the game:

° The start, and therefore the introductory cutscene inherent in the presentation of the events because of its slowness (which the style of representation that The Crooked Man has chosen does not help to dispose of at all) and the numerous cutscenes before you could actually start playing.

° The ending. So yes, the ending, since it has completely distorted the characters that meet along the way because of a plot twist that betrays the dramatic-realistic nature of the game, relying too much on the supernatural and canceling any freedom of interpretation, especially for how the three (four, including David) characters were presented: real people with their real problems united by the persecution of the Crooked Man. It would have been much more impactful to see how much this issue is not relegated to a single individual, but it can involve each of us in our countless daily contexts.

Speaking of the end of the game, the final scenes (from the confrontation with Duke onwards) adopt only one register, the dramatic one. A whole other thing compared to the beginning, where the succession of cutscene, however slow, integrates more “genres”: it is true that we have the scene with the mother in the hospital with only the noise of the air conditioner, but the night at David hear strange noises and disturbing footsteps, and here we are catapulted into the horror genre… But without losing homogeneity in the predominant chosen atmosphere. It is not a very serious defect or that considerably ruins the work, it simply makes it lose part of its charm, and for this reason we wanted to analyze the ending of the game in this paragraph.

But the “greatest value” of these types of defects…

In addition to the minor ones like some logic problems that can be solved with some changes to the lines of dialogue:

Why on earth did he refuse to have at least the name of the person he was looking for? In this case it would have been enough not to have any information about the mysterious man not even to the landlady, maybe she didn’t have his name on the documents for a reason or another, etc…

…Is that they are mainly divided into separate sections.

As you have read, we are talking about the beginning and end of the game. Not of the central development, not during the exploration of the abandoned places, so also David’s past, on which the heart of the title’s message focuses.

Small curiosity: around the web we happened to find conflicting opinions on David’s behavior towards the monster and any logic defects that would derive from unnatural reactions in his behavior.

Everyone can classify this defect in the level of gravity that they consider appropriate, for example we think it is a justifiable error because of the extremely “psychologized” reality that the work shows us (we talked about it in the Trump Card paragraph). So we can reconnect, for example his behaviors and almost “carelessness” towards the oddities that happen in his new home to his predominantly yielding attitude towards life. So here, in our opinion, his hesitation before embarking on the journey is also justified, without considering that in any case he tried at least to give an answer to the phenomena that happened (like when he calls Paul to ask for explanations on the writing on the mirror).

Conclusion

The Crooked Man was a title that surely left its mark in the period in which the HOR-RPG had become a fashion giving, with its peculiar style, the possibility for fans to be able to observe deeper and deeper facets in the games that with time were discovered on the web. The importance of treating this game in Back to the Future derives from showing the variety of styles and representations that these games had, while referring all to well-defined characteristics.
For us it was also certainly interesting to note how this game is perhaps unique and one of  the few “survivors” of its kind, while in the meantime some other lover of the current already preferred to retire in the demented and parodic tones of Mogeko Castle.

Mad Father – Once Upon a Time… In “Hollywood”

It all started with “I know my father’s secret”, presented from the beginning with what we should have immediately understood as an exciting story intended for a large audience that willingly accepted to listen to it.

Here we are finally back after another couple of weeks in this section dedicated to trace, however approximate, a “story” of the Horror RPG. Yes, we know (for those who can remember at least) that we had initially set the date for June 14 but … Forgive us. At the moment, I speak as PaoGun, I am in the middle of the exam session and Eleonorada is alone with the production of our game, and each time these articles are becoming more and more demanding. I mean, guys, we’re talking about Mad Father.
You remember that, don’t you? Mad Father … Impossible not to have heard of it at least once for those who scroll in the category of indie games, but especially those who follow horror games “with a good story”. A phenomenal presentation card for the world of Horror RPGs.

Gentlemen, here it is serious, we are talking about a cult game.

The introduction at the beginning, the well-narrated events, the integration with the gameplay and the freedom of exploration that is proposed, the beautiful graphic relationship between maps and protraits (the images of the characters on the screen during a dialogue) we consider it the best HOR-RPG that has never been able to tell a story, and nobody nowadays – let’s say it, really nobody – has yet managed to steal the primacy.

That’s right, not even the Generation 2 games, the “Story-telling Focus”, as we called it.

So now, aspiring writers, screenwriters and developers, now open Word, hands on the keyboard and take notes from the “old” sen.

Product History

Guys what would you like me to say: Mad Father was the discovery, the tip of the HOR-RPG iceberg for a long and long time whose presence on the net influenced the discovery, of those who did not know them before, of Ib and The Witch’s House.

Here the “stardom” phenomenon, if we want to call it this, or the passion that has characterized players (and spectators) from all over the world of the Web that we have already introduced in the article on Ib reaches its peak and Aya Drevis appears in the engines of research inherent in his own game as an undisputed heroine of the events.

How did its journey start?

So, to begin with, we managed to trace back to a version of the game in which the project was still in development. A very interesting archive file offered by his Nicovideo channel (for the link to the video just click on the text).

The video in question dates back to 11 January 2011.
You can already see a big difference compared to the maps shown in the 2012 release. The video seems to have about 14,000 views, it would be interesting to note if in this case the developing project had been followed from the beginning of the project or the explosion occurred only when the title was released and those views were made only after the game was already known.

Now, in 2011 Misao was released, a title that was known only later than Mad Father, what we ask ourselves and whether it will have helped to create expectations in a more restricted community of gamers or Japanese fans of horror titles.

In any case, the official release of the title is clear to everyone: December 10, 2012. It is very difficult to try to find the site where the download of the first version of the game that was made is in, what we found was still once a Freem page, although it does not seem to refer to the version of the game that we all know, but to the changes that began to be made starting from 2014.

Curious how sen seem to have removed the traces of the first version of the game, the historical one, with which we all began to become attached to the events that took place in Casa Drevis, also releasing a new free version of the game, 2.9.

It adds very few things: the ability to adjust the volume, changed potraits (basically the ones from the Steam version), and a very slight static effect which, really, we didn’t really need.

So if the new free version of the game is no longer the “complete and original” one, what has changed in the Steam version of the game?

Aside from my (Ele) not exact understanding of the third point… The rest may seem normal, can’t it? Graphic improvements, better playability, relocated gems…

I think that Ines is Coron.

Here, the problems begin. Try to guess why I underlined this point …

… After a season and a half of Back to the Future I’m losing patience.

A novel!? Again!? Ah, I’ll say: compared to Ellen’s Diary, this novel is even more useless. Like others we have seen in this section, it tells the events of the game with some additions here and there. Stop, just this. It doesn’t add anything.

Phew … Here, I wanted to get to this … Life is too short to read every page of every crappy (I’m sorry for the harsh term but, like I said, I’m really losing patience here) novel on this Earth… And also because it never came completely to the West (a girl on Wattpad was translating it, but she stopped after two chapters) but at this point you will have understood this sudden change of dialogues and the addition of the past of a character that we didn’t care about anyway…

Let’s say it all together:

Sen linked the game to the novel!

It may seem trivial as a phenomenon, but in this regard I ask you to remember The Witch’s House. How, even in a remake, has maintained its dignity unless you only play one particular mode. Here… We have the opposite phenomenon, what I think is a bad example of a remake for a Horror RPG: add elements introduced in the novel in the remake, without “any escape” for the development of the previous plot.

Sen doesn’t seem to have released anything else after the release (and possible patches, given the constant bugs and crash reports …) of the unpleasant Steam version of Mad Father.
So, unfortunately, from my point of view the story of sen’s cult game ends here, in the anger given by these damn commercial operations that, many times, worsen the product also in terms of quality.

But going back to its old glories, to how Mad Father grew before decaying in this way … What can we tell you about the history of its reception?

Sure. And this is also because:

Well, here the user can deal directly with a story. They can completely escape from his daily experience by living someone else’s, unlike the type of immersion that, if you remember, the titles of Generation 0 offered us.

The idea that Horror RPGs can be treated as “passive” audiovisual works seems to have come up here.

We have all the items in full:

– Characters who, with their particular design or characteristics, can attract attention

– Strongly distinctive environments with a well-defined design as well as containing horror features

– An intertwined story, in this case told as a “great film” designed for the big screen industry.

Mad Father has ceased to exist as only a HOR-RPG and has created its own reality, in which the protagonist has often been seen alongside the other heroines of the current that preceded her, in particular Ib, Mary (ah yes, Mad Father was so influential as to make believe that “Ib stole Old Doll from it”. We simply say that he was able to give the piece a precise personality), Ellen, Viola.

What better way to close the story of the reception of this title if not with these images that have spread on the net for a long time?

The fictitious trailer prepared for April 2014 by Mike Inel created false hopes for many, many spectators who would have been ready to follow the events of the characters beyond their games.

As you may have read in other articles, by now you know that the best narrative game perfectly integrates narration and gameplay, and everyone does it with their own style: in this Mad Father taught people a lot. But before talking about the trump card that refers to the “soap opera” direction and the dynamic method with which the story is narrated, I want to face an observation.

To be precise, I want to tell you one thing.

We really like Horror RPGs, and we don’t mind hunting for the latest news. This also leads us to follow pages of languages ​​that we do not understand, for example it often happens (here PaoGun to the report) to find updates on a Home page of a Chinese Horror RPG Facebook page that constantly updates on new releases, any remakes and themed posts regarding the current HOR-RPG precisely. Let’s say it was thanks to them that we discovered that the author of Mogeko Castle is going to resurrect the “franchise” and bring us the spin-off he was talking about years and years ago, or the intention of the Buriki Clock to release a remake both on Cloé’s Requiem and Fantasy Maiden’s Odd Hideout, whose news has made us just a little bit angry but this is a speech that we will do in due course …

In any case … Let’s go back to the main topic.

This is just one example, the most recent one that I have found an eye on these days. For the rest I often see similar posts dedicated to titles that show characters drawn in a way that is more and more stylized in shape and at the same time always with more and more accurate details while the backgrounds and contexts in which they are placed seem to lose more and more importance, as if they were any novel in some ways.

If I have to be honest with you I don’t know these titles. I can’t judge them because I don’t know how they are made, but really, take a look even at the cover type of this, for example …

Guys, Mad Father was only the beginning.

These new types of authors who are emerging are really smart: what they try to propose is something that the spectators, players and the type of users (and therefore the target) in general to which it is addressed is the one accustomed to devouring packs of animated fiction works. These folks, are “ahead”, capable of creating a type of secondary market based on what the big production companies propose because they reason by imitation. In short, the alternative route to the majors has already arrived here.

I would say that the real and great challenge is right here: which of these can truly be considered a great game, unique in its kind and which, on the other hand, is lacking in quality when you get in touch with it? The “theory of survival and stronger products” is only part of the complex liberal thinking. The more numerous the competition is capable, the more the challenge to stay on the piece becomes ruthless and compelling, in an age like this increasingly rapid, always in the running, in which the entertainment industry has to deal with “comet” effect, as I call it at least. In a moment you shine in the firmament, high up and you reach the interest of millions of people but then just as quickly you fall back and everyone forgets what happened.

… If there are many products that are equally valid, each of which conveys a different feeling and its own identity, then we are talking about Golden Age. The eras that are most remembered with melancholy in the years that follow one another.

And speaking of golden ages … Do you know what was one of Billy Wilder’s ten tips, perhaps one of the greatest screenwriters in Hollywood?
The viewer must be taken by the throat from the first five minutes of the film.

And that was what sen (or Miscreant’s room) did …

Besides, guys, how can you not get caught up in these opening credits? “Old Doll” by Amacha Music Studio in the background and images of a house and a full moon that take us by the hand before starting the adventure.

What I’m referring to is in particular the introduction to the story, the scene in the basement.
So let’s look at the way in which the main plot and the sub-plot concerning Maria are exposed: surely everyone will remember these words, “I know Dad’s secret”.

We have a cut-scene, so the action is immediately introduced. Mind you that the events are exposed in a very clear and concise way and all shown on the scene:

1) Aya knocks on the door, and when Alfred replies, the anniversary of Aya’s mother death is introduced (which, for those who remember the game, will be a recurring theme regarding the origin of the curse and will also return to the finale).

2) Alfred, the girl’s father, immediately returns to the room from which screams and a chainsaw can be heard, sounds that Aya ignores, despite having heard them.

3) Aya’s narrative voice on the off screen tells us right away about what her father is up to, we know that we are dealing with a madman, therefore it reflects what the title was so descriptive, and is also introduced the plot about Maria as the parent’s lover just after the girl’s mother was mentioned in the scene.

You understand that already with this type of introduction we have in our hands a myriad of information, proposed in such a dynamic and scenographic way that we can only wish to have more to know what will happen next. In this case, the protagonist’s goal is to save her father from the revenge of the people he killed, or so it seems at the beginning.
The figure of Ogre is introduced, which, following the scream that the girl hears in the middle of the night, explains how things are: zombies that go around the house waiting just to make the cheerful surgeon into small pieces.

Let’s take a little break from the plot to talk about Aya.
Such a character, Aya.
In short, in Ib we had characters who wanted to remember an archetype. The parental figure, infantile vivacity and innocence (Mary and Ib were two sides of the same coin for short). In The Witch’s House there was “simply” the whim of a young girl with an evident empathic disorder that does not follow any moral principle.
Here we can already have a binary reading of the character of Aya: on the one hand the suffering of others, on the other the affection for the beloved father.
The situation that the girl is facing allows us to look at her in a really interesting way. Her bottom line is only a path of growth from childhood (taking care of her ego, family needs and loneliness), to what she would like to reach as a mature state. We all know how it ends, but despite this it is also interesting to note how zombies try to move their compassion as if they took it for granted that a girl, because only eleven years old, was the face of innocence.

You can guess from the end of the game how in reality her “growth path” has deviated, just to start with the anecdotes that are shown to us when he gets his small personal chainsaw. An ending that, after all, is more than natural and that correlates well with what Aya’s experiences have been.

“It’s not fair to make people suffer like this!” Shouts the game, Dio, the zombies, and in some ways tries to make them understand even Ogre.

“Indeed! Morphine is much better! “ adult Aya replies.
This Aya does not have the same sadism as her father, the real sick side of enjoying the sufferings of the patients.

After all, she was a little girl who loved dolls and animals; “Beautiful things”, “colorful and cuddly things”. But often heard screams at night.

Simple: people’s screams have traumatized her, she doesn’t want to hear any more. How do you think a little girl could grow up in that kind of environment? Ten years is still ten years.

We leave out the clues shown during the flashbacks that reminded us how Aya sliced numerous rabbits without realizing it and therefore we go beyond genetics, which for charity may also have influenced the girl’s behavior, but what I consider even more appropriate to support is that the childhood experiences that are recorded above all on the unconscious level, since it is still difficult for a rational thought to develop, unfortunately count a great deal in the life of an individual and as trivial as it seems to say for me, they contribute in the types of attitudes that develop as adults .
There was someone at the time who was disappointed with the ending: did they want Aya happily ever after in a country house with Maria?

(The image is there for a joke because of the Italian title of the musical “The Sound Of Music”, which from Italian can be translated in “All Together With Love”)

I consider it a very natural ending, logical, which fits well in the thread of the speech and as far as I am concerned it could not be different from what it was shown.

Indeed, I admit that I am quite frightened by the premises that were made in the “If”, in which a return of Dio was assumed that “he would have done something” in the event that “Aya would become like her father” and how many fans felt enthusiastic about this choice.

But neither was Aya the problem as much as this other guy here, Dio (means “God” in Italian). Jesus (yes, it was a joke), we have always been told that this guy was a corpse!

Maybe he’s “not dead” because “Hey, he just took one eye off of him!” I imagine that you can die for many reasons: bleeding to death, maybe. If I am not mistaken, a cause can also be the excessive endurance of pain caused by a type of nervous tension and so on. We all know how Alfred works. But this is not the most serious problem.

It would have been more logical to know, unlike what Ogre later said “I cured you because good people like you highlight mental patients” (okay, calm down Mr. Clean) how, after Maria’s stab wounds, Dio returned to life simply because … Well, it’s a living corpse because of a spell! A curse, call it what you like.

There would have been no need for an explanation like this that only forces you to see a forcing in the game.

But, after all, here we are talking about an extra, a parenthesis on the main story that touches more other paragraphs of the article than this and which we will be able to discuss later, also this, in the author-work relationship.

Indeed, given that we are talking about the Trump Card, here again we have a perfect combination of storytelling and gameplay, if not one of the best there has ever been. But before passing the word to Ele and getting carried away by her in the Mad Father gameplay, let’s discuss for a moment about the final scene for which we were so trampling about the famous “soap opera” direction we wanted to talk about.

Here we are. The flames, the epic music with the Latin choirs that accompany us in this closing mega-scene.
There is nothing better than proposing the spectacular scenography to get viewers involved in the finale, sen seems to tell us this. Here are the latest recommendations made between characters and promises for their future.

It is certainly not only at this point that we can talk about the directing, you have also seen it from the image we chose for the cover of the article. Maybe sometimes too much “drama” as it is an easy way to attract attention…
To tell you, between this type of direction and the Corpse Party Blood Covered one we continue to prefer the latter, with its slowness in making you assimilate events.

During the exploratory phase of the game, however, this rather heavy direction is not there: it is “relaxing” even if every event and obstacle that you face has its stage presence and importance (for example the dog that swallows the key, which hear since you are in the kitchen with its constant and repetitive sound effect). There is, therefore, a very dynamic approach to puzzles and pushes you to go deeper and deeper into the basement.

Speaking of puzzles … How is Mad Father doing with those in general? From cases like Midnight Train we have seen that doing this, if the game is extremely narrative, it is really a challenge not to make the puzzles just a filler so as not to go on in the story too quickly.

… But Mad Father did it.

In addition to the controls, which I want to make a special mention being this among the games in which I find myself best, moving in all eight directions and above all in a very fluid and fast way (there is also to compliment those who created the engine , WOLF RPG Editor) … After the first few minutes in Aya’s room in the initial cutscenes (including already a flashback), as soon as we know of the curse we are faced with the very first puzzle after taking the key from the archives from the bedroom and a strange sheet from the above said room…

Okay, there is a code, let’s go to the rooms written in the sheet, let’s explore the house for a moment …

No, wait, we have to destroy that first… Kay, let’s go on…

“I think I heard someone… Maybe I imagined it”

No, wait, we have to see who is the voice in the reception room…

Wait, what’s the very first puzzle …?
Here, who knows the game, or explores the rooms in the correct order says “Yes, first comes the safe, then the other two” , yeah?
Sen, however, has decided to present them all in the first few minutes of “effective” gameplay, so that the player has a good amount of things to do from the beginning, which keep them attached to the screen: even if they has solved a puzzle, they already know that there are thousands more to solve! You can explore almost the whole house in the first few minutes, only the basement is blocked. The game does not force you to go to certain places or not: the player can decide to not open the safe right away and go directly to the bathroom, where they will have the key to the dining room, and go directly there, but after discovering the trap door, they’ll take the oil but, finding themself without any lamp or anything to use it, will remember the safe and the sheet and they’ll say like “Oh yeah, maybe there’s something there!”

As in this case, those times that the game prevents you from moving forward, it is not because you have to do one thing first rather than another: you simply have to have all the elements that can make you proceed, which you can take in the order you prefer. A far from forced gameplay that makes this title always interesting and timeless.

Remember what I said about Midnight Train, right? Remember how I said that in that game the gameplay was a mere outline to the cutscenes? Here we have quite the opposite, the scheme totally changes.

…In fact, let’s go back to school for a moment, let’s just draw two schemes on how the gameplay of the two games is structured.

Little premise: in both titles there are phases and phases, which sometimes break the patterns that will be described below, but these are the combinations that we find most often in Midnight Train and Mad Father respectively.

……..

Already from the length of the schemes you can understand which game has the most complicated gameplay.

Another advantage that Mad Father’s puzzles have is their good correlation with the plot, or with the rooms (except for some parts in the basements, for example the twin rooms).

So, in addition to the depth of its “played areas” (and this I write also in the face of those who, improperly and not considering the game in its genre, defines the gameplay of Mad Father “shallow”) when the player… Plays, he at the same time they never detach themself from the plot.

The puzzles are always connected in some way to what we are experiencing: to the reality that was the Drevis family, to the work of Aya’s father, to the curse … We never feel that the narrative abandons us to let us play for a moment and then resume in the cutscene on duty. We always have something new to discover, in the colossal mansion of the Drevis family.

In all this I add an observation: why in the gameplay was it possible to “allow” to add so many pieces of flashbacks and insights concerning the characters of the story in order to make us become attached? Because the main story was already explained in the first ten introductory minutes! This was the brilliant move.

The context and the main information we had to know were shown to us before, combining direct exposure on the scene (on-screen) with the off-screen in a dynamic rhythm precisely, so that the information on the context discovered in the gameplay were never something that could completely distract the player, this makes the game session richer and above all free to deal with the puzzles and insights on the environment that is being explored.

I could really be for hours writing about other merits of Mad Father’s gameplay, but I prefer not to take your time and I end up saying that it is precisely this that makes Mad Father one of the most well-thought-out gameplay games of all times and generations…

But are we sure that the relationship between sen and his work, mentioned in the Product History, is idyllic?

Professionality Meter

We are almost there.
No, we still do not return for the moment to Corpse Party’s levels… But after all the magnificent qualities that we have exposed and the cutting edge of the current on the speech of marketability I would say that Mad Father really deserves such a high level!

 

 

 

 

 

Packaging

Nothing new to say compared to what we have already noted above. The design style seems “dry”, there are no particularly bright colors or hues.

The protagonist drawn in anime style covers most of the screen, yet we could still notice the way her hair flutters while what has been defined as “flipped” snow that flies around it.

Yeah, speaking of “drama” we have already talked about: it seems to be a recurring feature in the CGs of the game, the extremely exaggerated spirit with which our favorite characters pose like an Indian soap opera.

For the rest we can only consider how the relationship between potraits and maps on the screen is well composed and elegant, the shades of blue are recurring throughout the game and the overall compositional balance is in our opinion excellent.

author-work relationship

Even sen, like Fummy, has decided to try several times to give the game more possibilities and re-propose it in various sauces, from remakes to novels. In this case he (we think it’s a “he”) aimed to always add new details for the plot, from the IF to the remake with Coron’s story (which adds nothing to the main plot and not even to the issues addressed!), Realizing that he had created a narrative universe with a lot potential to exploit it commercially …

… Even at the expense of the quality of the product itself.

It is true, in the history of the product and in a part of the Trump Card we seem to have been a little bit sour when we talked about the novel and the remake, but perhaps there are reasons behind sen’s behavior.

– Misao, “Find me” –

Here we are. Today, exceptionally, we open a small parenthesis on another game within the paragraph dedicated to the author-work relationship.

School setting, first dialogues in which the friend of the protagonist is known and transport of the whole school to the afterlife on behalf of the curse launched by Misao, the goal of the research of our protagonist Aki.

We had anticipated it in the history of the product: Misao was released a year before Mad Father. Yet you want to know what’s the really ironic thing?

All the theories that Aya saw in the Miss Library, the questions about “Alfred’s purple hair” and the “Aya clone” that is seen only at the end of the Mad Father game.

So … Given the release order, I would venture to say at this point that this is not Aya’s clone, but “Miss Library” was probably Aya’s prototype, to promote the future game that sen had in development of which we have seen the first maps on Nicovideo.

Probably without the boom unleashed by Mad Father this game would not even have been discovered, although the plot also seems to follow a classic and linear approach on a narrative level and also the relationship between narration and gameplay seems to resemble and integrate wonderfully in the same way.

Let’s move a moment, because with Ele we found in the course of our research, a few months ago, a particular title from sen’s portfolio hanging out on VgPerson ‘s website.

Do you know what our first impression was on this title? That would have been a great console game.

A personal and increasingly multifaceted style, new atmospheres, ingenious puzzles and new mechanics.

… Guys, let’s get to the point, how many of you knew the existence of this game?

For us the total indifference towards this title represents an even more serious case, since it deviates even more from the game genre that were Mad Father and Misao. A game that was not considered by the general public only because it has adopted a language and types of atmospheres that users have not been able to recognize, and this is certainly discouraging in some ways.

It seems as if the only types of games able to survive beyond a smaller and strictly determined community were the narrative ones, which must be able to attract attention as it happens among today’s audiovisual works, which as Christmas trees must be on the lookout for ever more striking lights to attract the curiosity of web users between scrollings.

It is here that we can see, as sad and depressing as it is for an author (this is what we would feel putting ourselves in his shoes), the result of a loyalty not premeditated since the first distribution of a product.

The game goes on by itself, but there is no real attention towards who made that title; here it really seems to start to feel the weight of “games born by chance” also for what concerns only the single titles. Here you can feel the chains that seem to anchor these titles to an authorial nature and environment that could take off.

work defects

As for the defects … We can introduce the topic with a premise that recalls the words we wrote on The Witch’s House. They should not be considered as a real title penalty: the decision of the type of game that wants to be Mad Father is very stable and its personality is strong and compact.

We want to expose the defects we are going to talk about as a push to do more.

I could be here talking about Alfred himself for example, of how he always and only sees himself with this dark eyes (like a shadow on his forehead) and thick glasses that never show us the direction of his gaze and how these characteristics always prevent us from seeing him as a dad.

It is true that he is a “crazy father”. It is literally the mad scientist that B-movies always put in horror works, slashers and associated parodies. But if it is true that he is also a father, why is he never shown to us as such?

As far as we know, the reason why he tried to prevent Aya from using the chainsaw could also be that he didn’t want “his doll to get his hands dirty and remain pure and innocent”, in a sort of fetishism.

I could also mention other characters, but Alfred in this sense is the most emblematic character to introduce a more important speech: he is the “villain” of the game, he gives the name to the title. It is just one of the examples, in this case approaching the characters, to talk about the level of depth of a creative work and which generally goes alongside the main plot that is narrated.

But what is the level of depth?

Simply the sum of the reading levels that a creative work offers and its presence in our case can distinguish in our opinion a “nice game” from a great game.
To aim higher, to types of high concept products that then become part of popular culture.

This, I repeat, does not want to be an objective defect (in flashbacks, we just need to know that we are from Aya’s point of view, that she sees it as a parental reference point) but a push to seek constant improvement also for the games to come.
This speech will then be treated towards those who, while following the intentions of a commercial work, who have achieved a disastrous result even in the construction of the main plot.
Okay, in short when we get to Angels of Death we will talk about it in a more articulated way (taking into consideration what was a great animated work to make comparisons, but we do not anticipate anything else at the moment). In any case, we don’t think it right to go into the discussion in this article.

We can only conclude by stating that the complexity and beauty of a work is also and above all defined by the multiplicity of interpretations that can be extrapolated. The clarity of the main plot is essential and the preferable starting point to trace the main path, but from there every user interfaces must feel the power to be able to build their own deviation.

Conclusions

And these, ladies and gentlemen, were the three masterpieces of the First Generation. Those who have opened the way to all the titles to come, the latter being immediately categorized by users and recognized in what seemed to be an almost established current that is that of the HOR-RPG.

As you are starting to notice, the production dynamics themselves are becoming more and more complicated, and we hope to make you understand them better in this journey in our very personal time machine.

It is in the next article that we will almost seem to make a small leap backwards: the scenography loses its surrealism and “pomposity”, returning to everyday everyday reality in a game dealing with the events of an “ordinary man”. For a moment, the ghosts of Generation 0 are savored again in The Crooked Man from the Strange Man Series.

The Witch’s House – Double Ace

Well well well. How to write a decent introduction for this game?

Yes, that’s what you read from the title and the cover. In short, the great The Witch’s House. We cannot convince you to enter this godforsaken house as if nothing had happened, with the risk that you would not come out alive …

We’re so nice.

Probably in this article we will repeat ourselves a lot in the concepts, this … What can I say. It was simply a game we continue to replay, the ones we re-play more often than the classic Horror RPGs.

At the level of settings it is one of my favorites (PaoGun) while Ele tinkers with the puzzles, both immersed in the dark rooms of the house and in the right bgm of Presence of Music (practically the site if it has been stripped of everything!). A game that immediately knew how to make a good impression for its technical virtuosity and elegant style (if not as strong in graphic personality as Ib) that won the hearts of many fans of the genre that was starting to form as an RPG Horror.

A game in which it will surely have been the only case in which … Let’s get to the joke…

Yes. The only case in which the player enjoys a second run to collect all the deaths of their character!

Ahahahah, we like to joke a looot today.

….

I always wanted to do this.

Okay now I’ll hang myse-

Product History

Alright! Here we are!     

What was the distribution path of The Witch’s House? As always, Ele will unfold in the chronology of events, accompanying you this time to discover the trump card that made this game one of the most popular HOR-RPG titles!

Okay, being a classic, the release date of The Witch’s House is also very precise, and perfectly findable on any wiki: October 3, 2012.

As well as Ib, the title was released only on the official website and on one large Japanese distribution platform. In the case of The Witch’s House, that platform was “Freem!”

Nothing new: it is a platform that hosts indie games (also other titles of the HOR-RPG genre, such as Candle) as we have already seen, such as freegame-mugen.jp

From Freem! The game has obviously spread from Orient to West, earning as always many dedicated gameplay and videos on Youtube, NicoNico Douga and other sites, along with a very positive welcome in general. It is in fact considered one of the “masterpieces” in the field of games made with RPG Maker (qualitatively it is often compared to To The Moon, another pillar of the narrative title made, however, with RPG Maker XP) and a cult of the horror game in general by way of the elements that we will see in the Trump Card paragraph.

Compared to Ib, which as ancillary works had alternative versions, or limited merchandise at certain times of the year, Fummy wanted to aim higher. In addition to having a part in a kind of haunted house in Nico Nico Chokaigi Festival in 2016, with The Witch’s House we have a phenomenon that will repeat for many of the most popular HOR-RPGs that we will cover here…

The phenomenon of light novels!

Small premise: I will consider the manga and the light novel one thing in the following lines, since the manga is heavily based on the novel.

“So? Yume Nikki also had a light novel, why is this more important? “

It’s simple: this novel doesn’t just use a different medium to tell the story told in the game … But it’s a prequel to the title itself. In fact, the novel (released on October 31, 2013) is called “Ellen’s Diary”.

But despite being a slightly different case from Yume Nikki, from the point of view of the events that happen we have the same problem: it doesn’t do justice to what happened in the game. Ellen’s character has been heavily distorted, the total vibe has changed … But we will better see the results of this commercial operation in the Author-Work Relationship.

But Fummy didn’t stop there. About five years after the release of “Ellen’s Diary”, on the same day of the year, a remake of The Witch’s House, made with RPG Maker MV, was released on Steam … And with the name of someone else under Fummy’s.

That’s right, guys, even Fummy has arrived to a publisher! Wow… We didn’t see them since Corpse Party! So in 2018 DANGEN Entertainment (also publisher of Crosscode and other indie titles) took over the remake of The Witch’s House.

As main changes we have, as you can already see from the screenshot, many modernized graphics, from the sprites to Viola and Ellen’s facesets and, much more important on a practical level, the addition of two further levels of difficulty, which can be decided before starting the game.

The most interesting mode is the “Extra” one, which can be obtained at the end of a game in normal difficulty (I don’t know if it is still possible to obtained if you played the “Easy” mode), where in addition to the increased difficulty there are some elements that can allude to the minimum background given from the light novel.

But, if I have to speak personally, I really appreciated one thing about this remake, which raised the Professional Meter by a few levels, which you will see later.

These changes of puzzles, and in general the elements that allude to the light novel, are only characteristic of the “Extra” difficulty of the game. If you simply want to relive the experience of the original work with elements that only improve the general aesthetic of the game, you can do it in Normal mode.

Maybe Fummy wanted to somehow keep their first work untouched, and treat the past of that distorted Ellen that he always had in mind as something additional, not as something that must be followed obligatorily (as happens with many remakes or sequels, which make additional plot elements mandatory, integrating them heavily with what was the original game, example: Corpse Party): The Witch’s House is always the cult that we met in 2012 with RPG Maker VX.

But from a more internal point of view, studying the title itself, what actually made The Witch’s House a title that not even the author theirself, if not with a whole other mode, felt they could modify?

Now, therefore, we are faced with a true master who has been able to bring together two fundamental elements for a quality (video game) work: reconciliation between gameplay and narration.

We have already mentioned in the Product History the merits that have made this game so acclaimed by critics and the public: the atmospheres, the ingenious puzzles, the good use of jumpscars … In addition to the graphics that already in the original version left many “makers” and players with their mouth open because of the good use of parallaxes especially for external environments, the big quantity of animations for the sprite of the protagonist Viola…

… With also added puzzles that, although not too difficult, have nice concepts behind them, together with a nice sense of contentment by the player when they solve them…

There is still one more element that has made this game a classic of the HOR-RPG, and in our opinion also in 2D horror in general: the narration-

Ah, don’t be so blind! I don’t mean this scene!

Sheesh, I didn’t even finish talking: I mean the managing of the narration until the ending.

For most of the game, we don’t have many non-system dialogs. This is a very important factor, because it makes the distribution and management of information much more successful than many fictional works in general.

Why in many of these fictional works the information given to the spectator (or player, or reader, we speak in general) are told in a “banal” way, at least for me? Here, let me explain: too many times it happens that the player (in the cases we will talk about) is flooded with information given all at once by a single cutscene with many words that come out of the mouth of the characters who, in that scene, become mere reservoirs of information: even if the player feels that they have discovered all the info on a situation, a character, etc … The aforementioned cutscene becomes heavy, difficult to follow and tiring on a psycho-perceptive level in the long run.

Here … What gives Fummy an extra point from the point of view of writing (in the original game, we have already seen what confusion he did with the light novel) is just the opposite of what I said. But let’s take some examples, it’s easier to understand this way.

As a “bad example” I took one of the most striking cases, one of the worst cases, but what I described above happens in many works not necessarily of bad quality, but which have this basic heaviness in disseminating information.

Let’s take an example of how a character’s past is described in, for example, Corpse Party (1996) and The Witch’s House.

Corpse Party’s mid-point: do you remember it?

I put a few screens, to recall the article on Corpse Party, which we have already talked about here in Back to the Future, but this cutscene lasts much, much longer. Here we have the speech I mentioned above: the information is given all at once, in the worst cases without details that can allude to certain plot details or characters.

Yes, practically a certain type of wall-of-text.

But let’s see The Witch’s House now

For now, we don’t care about the content of the information … But did you notice a big difference between how the story of the two girls, Sachiko and Ellen, is told? In The Witch’s House the narrative goes on in many different places. Ellen’s story goes on if the player goes on: they don’t remain glued to the space bar of the keyboard to go on in the endless dialogues of the “explain” cutscene.

The information given in this way also gives a very good curiosity effect in knowing how the witch’s story goes on. The final revelation in the Witch’s last diary is even more powerful, as you connect all the dots that were given to you throughout the whole game, for the duration of your entire experience with the game.

An unprecedented title in the field of HOR-RPG, which has been able to convey 360 ° the emotion given by dissecting a story during the playful and interactive experience as only a video game is capable of doing.

A Trump Card that we can define … Two in one.

“Aahh, F*CK!”
-Average
The Witch’s House player in this scene

With this reaction, the effect that information managed in this way is very evident: we finally meet this “Witch” always mentioned in the diaries, and she is also directly connected with Viola: throughout the game there is an increasing tension given by the waiting to know his identity.

Here, for this I ask all of you readers to think that the good narration of The Witch’s House is in the whole game, and not only in the final scene (because it is common thought that the story of this title focuses entirely on the final “reveal”).

In that scene, we have fallen into a much more exaggerated dramatization, which we will henceforth call “soap-opera dramatization”. Effective music, Ellen’s villain monologue …

“Muahahahahah”, I would add.

… My God, not even the weather is on the side of poor Viola and is the bird of ill omen saying “in this exact scene you will die among the players’ tears!”. In short, for this scene there is a “moved-or-nothing” vibe. We only should have TEARS OF PAIN.

Here, keep this type of direction in mind for the next article …

In the meantime, before moving on to the other ace to analyze, I would like to make a note.

There is a very important element to be considered within these games, which we have perhaps not explored sufficiently in the previous article: have you noticed how unlike the three games of Generation 0, enemies have a more ambiguous nature?

Not even Akemi-Tan had the same treatment for them, there was a division between “good and bad”, faction of good and evil. In Ao Oni there was a demon as a definitely negative element, Yume Nikki remember how he pushed himself more on an experimental and immersive approach without wanting to keep realistic tones in the least.

Leaving aside the case of Corpse-Party (the ’96 one, whose plot focused on spirits to be pacified, an ancient tradition of many horror works, centered on a more human sphere of characters), we can already see in Ib the difference: some works of art give you the game over, others don’t. Mary suffers from loneliness, Ellen suffers from loneliness and seems to complain of a lack of affection. Complexity grows in the gaze we have to turn to the characters: they have intentions and motivations that start from within. Human needs and needs that we spectators experience every day (desire for companionship and sociability or affection, just to make examples) but that pushes the characters to perform strongly negative (and often atrocious) actions and bad examples that they show us with a horror staging.
In particular, this growing ambiguity will also be noticed in Sen’s works, Mad Father (precisely: a murderer who wants to put himself also in the position of a parental figure) and Misao (in which we move more and more towards the ” daily normality “of the context), going from here on to articulate characterizations of increasingly complex characters up to even the pattern of the Journey of the hero in The Crooked Man and the articulated facets of the characters of Cloé’s Requiem in the generation to come. But this will be a story that we will deepen later, step by step.

Since, in this case, dwelling on the behavior of the two girls would not add anything to the analysis that you don’t already know (apart from admiring Viola’s determination and being interested in Ellen’s sociopathy) will not be The Witch’s House the game that will make us talk characterization of the characters, at least for now…

… This is because it is not a title that has only narrative. Even from the point of view of the “video game” in its most primitive sense, The Witch’s House has offered a very important element (which, alas, is missing in many HOR-RPG or pseudo-such titles of today), more pleasant to play, and you also deal more difficult. There is no question why Fummy wanted to accentuate it even more in the Steam version of the game …

The replay value..

“Replay value is a term used to evaluate a video game’s potential for the value of the game continued after its first conclusion. The factors influencing replayability are extra game characters, secrets or alternative endings ”(from Wikipedia)

I already know what you are thinking.
“But Ib also has 9 different endings!”
And you are right! Ib also has a relatively good replay value, but what makes The Witch’s House even better than Ib from this point of view are not so much the alternative endings (even if The Witch’s House has 3 of them, not counting the “_____ ending” added in version 1.07), but rather the first two things mentioned in the definition: extra and secrets.

Being the game itself not very long (average of 1 hour and a half), Fummy was able to add all sorts of secrets, details or endings that give meaning to a second, third, fourth or fifth run. Here is everything you need to “have the platinum” of The Witch’s House, discovering almost every secret.

– Get the “good” ending;
– Get the real ending;
– Get the “_____ ending”;
– Check all the books that appear gradually in the library going forward with the game, instead of continuing indefinitely from floor to floor;
– Delete the “PublicData” file from the game folder and therefore in the distraction room you can have dialogues with the black cat;
– Collect all deaths.

And also, in the MV version, finish the game in all three difficulties: Easy, medium and Extra.

In addition to this there are also many small details that perhaps in a single run a player may have certainly missed. For example, I never noticed this bottle in the medicine room.

“Medicine for killing myself”

So, speaking in more practical terms, in addition to the endings there may very well be other “trophies / objectives” to be obtained during the game, and this greatly multiplies the possible runs (even if the quantity varies, it depends on what the player has missed during the first one).

In short, the numerous layers of which this title is covered (the multiple narrative levels and the multiple variations of playability) have made it iconic in itself.

Professionality Meter

 

Well folks, what can I say? The thermometer here is quite high.
Of course, it’s still difficult to go back to Corpse Party’s levels … But the approach begins to be different from the other games we have faced in Back to the Future.

In reality it is a theme that we will better deal with in the Author-Work Relationship, in which we will try to better explain what happened with this title when we talk about inter-medial passage.

 

 

Packaging

This is certainly a very unusual title screen: here we are only in front of an expanse of colors.

The shades are cold, ranging from blue to green and probably refer to isolation in nature in which the game immerses us in the first frame in which the protagonist appears.

This recurring theme with nature reminds me another cover …

Yes. Yes, exactly.

Here, it is as if the game itself wanted to suggest a return to nature, a fairy of the woods who then became a witch: nature that from a benevolent mother “able to wrap us in a carpet of flowers” then becomes malevolent, “directing us creatures that they devour our heads in bites ”.

Mother Nature has been cruel to Ellen and her illness, her state seems to refer here almost to a natural component with herself.
As well as Viola, who lives in the woods and is represented as this daughter of a hunter, this blonde girl who ventures through unknown paths and rose bushes. A section of the game is also dedicated to the garden of the witch’s house, and in particular we can remember the riddle in which the player is forced to tear away some white talking flowers from the ground.

This can be an interesting field of comparison compared to the urbanized context of Ib, in which the style seems to want to approach minimalism and in some ways abstractionism (in this it shares a common point with Yume Nikki) unlike the representative context that is been chosen for this game.

After all, the menu and interface are quite simple, all our attention must be focused on the gaming experience.

The packaging therefore, and the way in which the title is presented, is one of the reasons why, although the style is recognizable, we have not yet raised the level of the thermometer a little more.

In any case, the explanations for which the water level is so high compared to the previous games we discussed are in the following paragraphs …

Author-work relationship

Okay, we finally got to this point.
To begin with, there is one thing to consider compared to the other authors we have named in Back to the Future: Fummy seems much more present and master of the work (and the franchise he tries to build).
Some will remember what we said about Makoto Kedouin in Corpse Party, or kouri in Ib, the total disappearance of Kikiyama, or even the detachment of noprops.

We are not referring only to the remake that came out for a fee and with a certain distribution operation supported by the publishers with lots of different translations (the only one perhaps in our opinion that has maintained a high quality level and has been able to properly support the comparison with the original title), but also to other ancillary works.

Yes exactly. Again, we are talking about the light novel and following the resulting manga.

“Ellen’s Diary”. The events seem to have moved to a more dramatic level (this can be seen in the decisive features of the drawing in the strongest scenes and in the light-dark tones that we preferred to adopt, my compliments to the artist) and slice of life, as saying: flashes of daily life not told in the game.

Well, yes, in short. This is the cute and cuddly vision we should have of this sicko before she sold her soul.
You can see that this “sweetening of the pill” made me really mad, eh? Yup. Nothing can be hidden from you all.

You could tell me that “it is natural that we should see her in all her innocence”, and I answer that this is not innocence but fanservice that distorts the character. Come on! A little girl who lives in conditions of misery, illness and who begins to develop an obsessive-possessive feeling towards her mother (but also just for the life condition she faces), how the heck do you catch me in this shot with rounded shapes, wide open mouth and shiny eyes for seeing a kitten? If I remember correctly, it must have been a cat while devouring a mouse. A hunting scene.

Okay, it doesn’t matter. We try to get to the heart of the matter: what we are trying to say is that, even if the tones seem to have shifted to the most dramatic and certainly less broadly communicative level (the slices of life are not exactly those types of genres that can be selling to a mass audience, especially if there is no defined plot) it is a smart move, it is an attempt to “build the franchise” to be taken into consideration.

This is what basically what “markeatable” works do. Everything is related to the loyalty that is created by the public, and it has been remarkable that it has been applied to The Witch’s House.

This is why we have been generous with the professional thermometer score. The game is clear in its intentions, it offers an immersive and interactive experience, then building from that world that created a new story, in this case Ellen’s past.

The remake I believe, seeing it in this perspective, that it was simply part of a strategy to try to refresh the title as well as a way for Fummy to test him/her self with a different engine. We appreciated the fact that in the remake there are no further insights into Ellen’s past, for us it represents a considerable seriousness towards the work.

The strategy applied by the author is remarkable, they maintained a certain detachment from the product but tries in every way to enhance its content in different forms by exploiting the intermediary through which a fictional work can be realized (you want whether it’s a light novel, manga or video game) respecting the language that these different expedients require.

Work Defects

Well, we are happy to declare that this work has no flaws!

It is from Yume Nikki’s article that we did not pronounce this satisfactory sentence.
As always, I will try to explain myself better to the most skeptical readers.

So, surely someone could notice some flaws inherent for example to the plot. Indeed, it is more than plausible that someone notices how unthinkable it was for Ellen to have been able to continue the diary even after the exchange of bodies.
You are completely right. This is a flaw.
If we want to offer justifications, it could also be assumed that there was a moment to fill in these last pages, perhaps as a testimony of the “last drop of Ellen’s sanity”, or a personal note that she made to conclude “her path as a witch”; but these are only hypotheses like others, there could be different ones and it would be a great challenge to try to cover this plot hole.

In reality there is another flaw, in my opinion even more serious.
I refer to Ellen’s statement: “the house has helped me from the beginning”.
Exactly, where would the witch’s house favor her ex-owner by letting her continue the gameplay? If the game kept us, it would have been easier to specify that the house became an obstacle because he simply hadn’t recognized it, and that was a special routine that the common victims of the witch would follow if they weren’t killed.
However … Yes. We continue undaunted to claim that “the game has no flaws!”.
This is because these are not narrative errors as serious like Ib’s errors, for which it would have served to elaborate the construction of a complete world-building. We remember the perception of the lighter and then the damage to Mary’s picture or the rule of the two people: two forgetfulness that could have (or risked) give a totally different tone to the end of the game if not to change the nature of the game itself; unlike The Witch’s House’s defects. The errors deriving from the attempt to know the logical correctness of the off-screen chronological events or from seeking an approximate justification for the events related to the individual puzzles that occur during the game are not types of defects that compromise the nature of the game.
… If I seem so understanding towards this work, it is for a specific reason.

Unlike Ib, The Witch’s House knew exactly where it wanted to go.

We are not provided with very rigid or particular types of details on the context in which the story is set, we are not given particular rules on how the house functions: the experience we went through is a videogame fairy tale.

A fairy tale that breaks the tradition of Hansel and Gretel: houses in the woods, the evil witch and the inevitable haunted house that are the protagonists of a story in which we interpret the evil character.

There is Ellen’s story that is deepened by her diaries, and this is another breaking point with the traditional fairy tales in which the characters are strongly characterized and stylized, but this does not detract from the way the girls are represented to us. Note when entering the dark corridor, for example.

The screenshot is from the remake of the game

With all the information posthumous from the first run, what seemed at the beginning to be a normal disturbing element of the house, we can now associate it with Ellen’s connotations: red with a black grin, practically a demon. After all, “if she’s bad, it is right that she’s represented in this way”.

In addition to the dull look that can be seen from the menu interface similar to another essentially negative feature.

This game has fully centered the characteristics that define a quality game, as we said: a brisk, multi-layered narrative  (remember what we said in the Trump Card on replayability) stuck properly in the tensive gameplay session, and it doesn’t separate the two elements drastically.

Having made full center for both sides, we cannot fail to praise the excellent work that has been carried out, to which added up the strategy on the “construction of the franchise” (even if it is not an operation yet completely successful, for the content of the work itself) makes it an excellent product and an interesting case of commercial experimentation.

Conclusions

We have also come to the end of this article. 2012 passes quickly, the time machine is moving at the speed of light from February to October and from October to December we come to the end of the year…

We have already noticed a difference in the way Ib and The Witch’s House approached the challenge inherent in the “storytelling” within an exploratory video game. On the one hand, a more patchy approach, while on the other we have a refinement of the method …

And not even two months later, in December, in this current it will spread a game that will boast the narration of dramatic events, told once again from the point of view of an anti-heroine.

… We are talking about the second great watershed in the history of Horror RPGs. Mad Father.

Ib – The Rise Of The Stardom

You loved it, it brought you closer than any other game to the HOR-RPG current , a game that has had the most imaginative transpositions by fans in the audiovisual field, school musicals, one billion fan arts and more; broke more than 1,150,000 downloads in Japan only: folks, we’re talking about Ib!

You have no idea of how much thinking about this article has scared us in the past few days. Yes. Because in addition to having to manage the academic commitments and the production of TROFA (we are lonely and sad people, therefore we produce everything by ourselves, forgive us), we already knew that a giant was waiting for us here on the Archives, with which we will open this new season of Back to the future

A very important piece of HOR-RPG history, something that started to scratch a deep wound inside what was the old definition not only of RPG Horror, but of independent indie horror.

We intended to prepare an interview with kouri who, alas, revealed to us that he did not have enough time for such a project. It would have been very interesting to listen to his version of the facts, since as we will see in the Product History , he would have offered an interesting point of view from an independent author, in fact, who found himself struggling with a fast-coming success that they certainly did not expect to have.

Product History

The first release date of this now “masterpiece” of the HOR-RPG field is, compared to others of the genre, rather well known: February 27, 2012. It is unknown to us whether to promote the title Kouri wrote in forums, but it is very likely that the first distribution channels of the game were the author’s website and vector.co.jp, at first glance a portal like others that we have seen here in Back to the Future.
Vector, however, is a truly peculiar distribution channel for an indie game, because the site is not just about video games… But about software in the more general concept (even if it has a special section for games). In fact, if you go to the main page of the site you can find a lot of different products.

A legitimate question may be: “How did people find Ib?” This phenomenon has sparked perplexity in us too.
Realize the situation: even in such a vast portal, the game ranked third in the Vector.jp download record for several years, and won the most consensus (270) in the user voting event “Popular Vote 2012”

It can be said that this title was destined to grow!

Reviews range from four to five stars. Later on here and in the Trump Card paragraph this discussion will be deepened, and above all the reasons for these enthusiastic reviews.

So, for now, let’s see how far the game went from Vector.

It didn’t even have time to switch to other distribution portals, the gameplays on the game were already spreading in Japan.
In addition, the game was so successful that it earned an article on the famous online videogame-news site Famitsu, where Kouri also gave an interview (which we will talk about in the Author-Work Relationship).

(In the photos a part of the article on Ib by Famitsu, and part of the transcript of the interview with Kouri)

And also, as mentioned in the introduction, only in Japan the game gained the most imaginative transpositions from the fans (we believe it is necessary to mention again the case of the school musical based on Ib) and, prick up your ears…
A lot of merchandise (albeit limited to certain periods of time)!
Mini figures sold in “Animated” stores in Japan in early 2014; a calendar for 2013 sold in Comiket 83; Ib, Garry and Mary plushies in late January 2013 at Taito station as arcade awards; a tote bag and a glass sold at the “Guertena Shop”..

The game was therefore increasingly known …
Until it arrived to VgPerson (or Kate, for friends) who came forward to translate Ib into English and bring this small videogame success to us peoples of the West.
Here, after so much popularity in Japan the stage of a great step has approached …

The arrival in the West.
By now, after a full season of Back to the Future, you have learned well what it means to export an HOR-RPG in English … Ib is no exception.

Here too, the game gained good popularity, earning other articles in other online newspapers (some also prominent), as well as obviously a lot of gameplays on Youtube …

But from a wider audience, however, how was the game received (both in the East and in the West)?

Despite being many years later compared to them, the game seems on one hand back from Generation 0, in fact …

The sculptures and paintings in the gallery are truly beautiful. You can enjoy a strange and slightly frightening atmosphere, I recommend this game to those who like these moods. […]

(Review on Vector.com.jp)

(Review on Metacritic.com)

But why we consider Ib a “character drama” then, if it has many elements that can create a good “horror experience”?
We take various excerpts from other reviews regarding the game, including reviews and, this time, comments on Youtube …

“I need to recover… It was a shock, I’m not joking. I’ll be depressed for like a week, like when Akise Aru and Alois Trancy died.”

Here, this last comment is a good reason to start the discussion on a particular ending of Ib, to which the person who wrote refers to: Sacrifice

Over time, when the game gained popularity in the West, two unofficial versions of the game came out: the Green Version and the Hardcore Version.
The Hardcore adds just a few features of the Green Version and precisely increased difficulty with just one petal and no place to heal.
The Green Version is the most particular case (having also been courageous to have been published without Kouri’s consent, and therefore eventually canceled …), because it was characterized by this ending in particular.

This additional ending is based on the choice you have with Mary as to who you would choose if two people could leave the Gallery. In that choice there is the option “I would sacrifice myself”. In this ending Ib actually sacrifices herself, if in this scene (obviously added in this version) the option highlighted on the screen is chosen.

Subsequently Ib tears the petals from her rose, sacrificing herself and making Garry and Mary return to the real world, and as in the final “Forgotten Painting” from the original game…

Here, this slightly tearful ending in the Ib community has made a lot of talk about itself.
But why this?
We saw it in the previous comment: because the characters mainly interact with each other, “the drama is fully concentrated on them” and above all on the nobility of mind of Ib who made her sacrifice in this finale.

In short, there is a more character-centered discourse.

But we will talk more about this phenomenon in the following paragraph …

And in fact here I am! Ele has left me place to talk, and here I am, Pao, ready to rack my brains with you!
So, as usual, before we get to the topic, let’s start with a preamble.

Maybe someone will remember this phenomenon …

 

Which then went on in the same period like this…

From theories on characterizations, dedicated pages, lyrics of musical pieces that apparently seem to accompany only an effective staging (about the relationship and difference that there can be between a good direction and good characters: it was a theme that we have already covered in Corpse Party), they become the main topic of discussion by fans of these products: the characters.

These youngsters begin to emerge from their contexts of origin, absorbing almost all the attention of the players and spectators who come across their stories.

In fact: they begin to replace the player, there starts to be one of them, the questions asked begin to be “what would X have done instead of Y?”
For this field of games it was an unprecedented turn (always leaving aside the anomalous case of Corpse Party, of course) in which the general public began to ask questions about the “actors on stage”, to create myths.

For this topic I want for a moment to borrow a topic that during my course of study on the history of Hollywood I had the opportunity to address …

“No God please no”.

…Gimme one sec, I’ll grab one thing.

“No no. Why Hollywood…?”

One seeeec.

“No, what does she want to prove? I don’t give a damn that you studied this stuff! “

Found it!

“Wha? What’s this?”

Please, I swear it is useful. It is a book, which is called The Star System by Paul McDonald which I recommend among other things and talks about this phenomenon in the Hollywood industry, very interesting…

“Would you stop?”.

Okay okay, now we’re getting there.

First I should explain to you what the heck is this “star system” and what is meant by the concept of stardom that I will explain shortly. It has to do with the actors, the stars to put it better, and the public.
Try to understand me, this is the era of character drama, isn’t it? What better way to introduce the topic with Ib, since we are talking about it now … Well, in some ways we have started to see this phenomenon in a minimal part, or the bond that is created between spectators and characters, also with Corpse- Party.

In this particular particular time band the phenomenon with HOR-RPG has exploded among fans, perhaps for more multifaceted characterizations (take for example Mary, who has a facade and depending on the contexts shows a different side of her personality), or you want for the creation of real imaginary interactions by fans between the characters of the titles, in this way making them “come out of the frame”, that is, get out of the frame of their narrative contexts to start surviving as “stars” of the current HOR -RPG.

(If you look up “RPG Horror” on Google Images these types of results appear.)

So … Maybe already with this brief introduction you could have understood roughly what kind of topic we are dealing with when we talk about Star System.

In reality there are two terms (Star System and stardom) that reveal a fairly complex industrial apparatus.
It is based on a system that was born with Hollywood but which has not been abandoned today.

Let’s take a few steps back.

So talking about the dawn of Hollywood means first of all taking us to the 1920s, when a new type of industry was taking shape.
The film industry has always been full of risks, in which methods had to be found to be able to compensate for the expenses.

Over time, to sum it up in a nutshell because we are here to talk about HOR-RPG and not, obviously, about the history of cinema, new ways have been tried to create guarantees of earnings, and those guarantees were the stars.

A star stands out from a common actor: it does not lend itself only to staging to perform an action and make an imaginary story true, no, a star brings a face, an attitude, a gesture, a look that the spectators will love.

A look that will continue to be sold, creating a monetary circle influencing the rights to the image even beyond the film itself: interviews, newspaper covers, later with modern marketing methods also gadgets.

Stardom is the myth. In other words, it is an actor’s “portfolio”, of the roles he has played and which contribute to defining their icon in a specific way.

… And maybe you are thinking that all the more reason that here we are talking about real actors, of an industry, which is the cinema industry, which has nothing to do with the context we are analyzing here on the Archives. Agree. You are right because as I said, here we are talking about market systems and methods applied to real people, so obviously it cannot be exactly the same with respect to fantasy characters.

But … There is though. We can find a similar mechanism also in fictional characters, if we want.

Then. I suppose many of the boys and girls who read these articles are passionate, or at least know about anime. What do you say? You say no? Oh yeah?

Why don’t we think, very trivially, of the types of character design that are given to characters destined for these types of products, or a video game that seems to maintain these types of styles and methods of representation? We seek the exaggeration of representation, the extravagance so that the character can become an icon, and obviously not being able to rely on an actor, they throw everything they can do on the character to make it unforgettable in the eyes of the public, and this even before you can see it on stage for the actions it does, it is something that begins with its appearance.

The search for extravagance in the design of the characters that we have, with the advance of a ruthless industry and multiple offers that this type of market offers nowadays, which fortunately for them responds to a very large demand for consumers has led to certain types of pre-established schemes on the one hand to ensure the consent of the spectators, but on the other hand always has to deal with the vast competition and must find a method to ensure a way to emerge and then a loyalty, and here too one of the first methods that you choose as a guarantee of gain is in the characters and in their eccentricities.

Does an example come to mind for what concerns our field of study? Like… This?!

Okay, so back to HOR-RPG: do you know what the difference is? Obviously so far we have talked about well-established industries, a type of working and perceptive environment that the HOR-RPG is not, but which has managed to achieve these types of results albeit in a (almost) completely natural way.

Obviously it will have happened in other types of “fandom born from independent products” of any kind on the Internet, but the point is this: here we are talking about a game-engine like RPG Maker (or its similar competitors in the case of Wolf-RPG Editor), a simple and affordable tool. Really everyone. All it takes is a computer and a lot of willpower to produce a type of product that will never be like … Who knows … A book, which in any case cannot offer such a direct experience to a reader and which constantly requires an effort of imagination , or a short film (speaking at the level of independent productions), in a universe that is the cinematographic one in which to go on alone and as independent authors is truly, truly complex if you don’t have someone to turn to.

Trying to retrace our steps therefore and the main speech Ib before being a game for us is a phenomenon to be analyzed, a complex phenomenon such as Corpse-Party was.

And yet … Maybe I’m forgetting something.

Maybe I’m forgetting the importance of the Gallery in all this: Ib was not remembered only for its characters.

Ib is a truly special, singular case which, like Akemi-tan – of which we discussed in the previous article – rests on the edge of a razor. Here are two videogame cases therefore with a double nature between trying to tell us something and the priority of making us explore a place.
Unlike its main successors such as The Witch’s House and Mad Father, it has perhaps maintained a more balanced relationship with its environment …
Yet there is to think about something.

From the way the Gallery is shown this shows us first of all compared to a character, Weiss Guertena, to whom the names of his works, the dates, the events told about this figure are linked. “Yeah, a character you never see … “you could tell me disappointed, claiming that the Gallery has its own depth and that this name, Weiss Guertena, is quite insignificant. Well it’s true. You never see it.
…That’s the point! The fact that the character never enters the scene is even more important to make room for his environment. Think about it, if we had seen him as a finished and finished character we would have connected the whole story and the emotions felt to him and not to a defined space.
Think about Ellen, Viola and The Witch’s House for example. We like the house we explore, it fascinates us, but after approaching the end, we cannot help making the two girls the beating heart of the game and of our memories connected to it.
The same could be said for Aya and her father in Mad Father.
And here we come to the main talk about the environments of the HOR-RPG, which before were the real ones responsible for making their games unique.

Here everything is concentrated on the figure of a person: the environment changes its identity according to the subject that lives in it, it is no longer as in Yume Nikki where you explored an environment of which you had no concrete clue about the girl who created it and the nature of his dreams (having to open up to free interpretations), and we are not even in Ao Oni or Akemi – Tan in which we explore homes trying to overcome puzzles while escaping from a foreign, external and completely de- contextualized to what the “normality of that environment” would entail. Not even in Corpse-Party, which has had a complex background construction over time, the Heavenly Host has become what it is because of the souls that have given it in its current aspect and with which the characters are constantly confronted.

Always starting from the assumption that without a good starting environment, which is highly personalized or realistic, a good product does not come out. And this is true for classic narration, for anti-narrative schemes, for experimental products and so on, as we have already said all the while talking about Generation 0.
However, something is changing here.
To begin with, it is extravagant and you never know what to expect from the various areas, justifying this choice because it is linked to the “figure of an artist”, and then there are many characters who interact with the player.
This happens until Mary completely takes the space on stage by transporting us to her Album of drawings (speaking of this, not by chance it is an environment that is remembered for Mary precisely, during this final act “the Gallery leaves the scene”) .
In short, the real trump card lies in kouri’s ability, in this very subtle and delicate operation, to have made the space of the staging move hand in hand with the main characters giving it full justice.

Without forgetting the atmosphere of course (with a quote to the suspense created by the doll scene that we have already discussed in the Midnight Train review: “See the famous scene of the giant blue doll in the doll room, there is a construction of remarkable suspense: the key is not found and you have to tear up rag dolls while one of them emerges from the light, accompanied by death bells that only waits for the player to fail. It was a random system by the way: where you had found the key it once wasn’t said you found it the second time.”)

The classification of the areas by colors, the puzzles built in order to offer space and personality to the creatures we meet, the information on the works of art and the recurring enemies such as rag dolls or mannequins and the various Lady are all clues that should make us understand that the Gallery is a character, and this would represent for me the only reason why it is held in high regard today.

 

Welcome, gentlemen, to the era of character drama.

Professionality Meter

Yes, you have seen clearly: once again we have a thermometer of professionalism low or at least … Which reaches almost half.

“These two are annoying…” you are thinking “they don’t like anything.” Those who know us should already know how we think, while for those who instead this on Ib is the first article that reads and interfaces with the heading Back to the Future we invite reading the introduction to understand what are the criteria with which we move in the analysis of the titles of this section…

Even here, we try to be honest and confront our nostalgic feelings: as much as Ib was a subject with a truly remarkable potential if put in the hands of expert producers, this title remained only an authorial draft of a great ” rough project “.

I am saying this because of the defects that we will discuss better in the appropriate section, and perhaps, if you have had the opportunity to read our other articles in the column or the normal reviews, you should know how the relationship with writing is fundamental for the success of a product that works commercially. How?

… Adopting a linguistic code that is as universally recognizable as possible by viewers, with a clear and well-defined main plot.

And of course in the case of a video game we should never forget how this is tied with the gameplay, but this is not a defect that concerns this game.

Let’s go back to the analysis.

Packaging

So, before analyzing any stylistic operation: noticed something?

Let’s see if you understand where I want to go considering all the speech we have dealt with before …

 

 

 

…Yup. Exactly. This is the first to have a character on the screen.

Although it is “sketched” and whose design style is perfectly embodied and confused with the rest of the background (we do not see clean colors or well-defined traits, as in the production of an anime for example) for the first time the HOR-RPG carries a face: not an indefinite background, not a black background, not geometric shapes and not even a monster, but a human face. As will happen from now on for a whole series of HOR-RPG titles present, starting from Mad Father and so on with all the facets…

A face that, however, as I mentioned before, blends into the background: it is not put on display in any way within the image, unlike the covers above other titles. The colors are dull, not bright, transmitting a sense of static and quiet.

The style of this game has undoubtedly been appreciated by many users, due to its sophisticated nature and which seems to bring an environment like an art gallery very well on the screen, which already is a new and unusual concept for a horror title , who apparently only needed good skill in managing the gameplay and staging to bring it out.

What makes the title special is the personality shown even in the drawing style.
When you see the icons of the characters apparently it would seem a “sketchy” style of drawing, we had already had an example with the characters of Akemi-Tan (to whom, not being able to place it chronologically, it would also be remembered that he may have been the first to insert protraits drawn “by hand” by the same author with the intention of creating original subjects), yet as sketchy as the lines may seem, they work well in the visual balance with the maps that are explored.

We talked about the role of the music in the Trump Card paragraph, in which we referred to the main themes that certainly contributed to better define the nature of the characters (melancholic melody on the guitar; music box chosen as a stamp for the “lightness / innocence” of the girls and the two different melodies, one slower and the other more lively) and therefore the nature of the game. The ambience OSTs that did their job are not to be forgotten, even if they were mainly selected by free BGM sites.

Author-work relationship

Here could explain why Ib is a video game that survived the market thanks to external agents, instead of approaches directed by the same author (as instead preferred by his colleagues, Fummy –The Witch’s House– and Sen –Mad Father–, who preferred to work on remakes or light novels or other projects to work on commercial exploitation).

Well, on the page of the kouri site, the author of Ib for those who do not know his name, a special notice is written regarding the reception of emails.

In short they are indications regarding authorizations and permits. This confirms what we introduced at the beginning of the paragraph for the note, namely that the game in the “market” survived alone, thanks to its particular personality.

It has probably already happened to him / her to refuse contracts from producers, perhaps he did not want to stain the nature of the work. Perhaps the background of the Gallery would have been better explained as it happened for Corpse-Party (see the defects paragraph) but at the same time perhaps the characters would have been denaturalized (see the article on Corpse-Party).

In this fairly dated interview, the one we mentioned in the history of the product, we can see how the author has seen their work over time …

― NOTICE: THE INTERVIEW IS IN JAPANESE, IT HAS BEEN TRANSLATED WITH THE TRANSLATOR IN ENGLISH: THE CONCEPTS, HOWEVER, SEEM TO BE UNDERSTANDABLE ―

―What inspired you to make Ib?

kouri Since I had some time in my private life, I decided to try to create a game that I always had the intention of creating. The setting is an art gallery, because it was easier to try to create puzzles and mechanisms.

―How did the production go?

kouri First of all I asked myself this question: “What kind of game do I want to play?” I made that part clear, wrote a basic story, decided the main character and the whole setting and worked on it constantly. The “horror element” and the “mysterious element” were very important in “Ib”, so I thought about these two elements a lot. For the horror part, I simply put “elements that people are afraid of” into the game in a well balanced way, and for the part where the “mystery is solved”, I used the map structure to intertwine the use of works of art in the puzzles and make them interesting. In addition, I made sure that even those who are not good at video games can finish it as serenely as possible.

―What do you think are Ib’s strong points?

kouri I would be really happy that if the players felt the eerie atmosphere of the museum, and I also worked a lot on the sprites.

―How was the reaction of the users who played Ib?

kouri I am really happy to have received a generally positive reception in many parts of the world especially from the point of view of the characters: this convinced me to work every day on the subsequent versions of the game

―Finally, say one last sentence to the community.

kouri  Thanks for playing Ib! Even if you haven’t done it yet, Ib is free so if you have time, please try it. It’s not very difficult, you can play it safely. I’d be happy to know if you liked it when you finished it.

So here too we are faced with a phenomenon that has characterized Generation 0 for a long time: the carefree approach with HOR-RPG video games. Both from the public and from the players themselves, the times in which they tried new games and looked at productions with an experimental approach, environments that although niche managed in exceptional cases to reach the attention even of non-players.

This is the key to why the thermometer line with professionalism is so low for a game like this.

An innovative game of its kind but which is still anchored to the exploratory and experiential approaches for which its predecessors have distinguished themselves.

What is interesting to note in this interview is how one thing was stated: kouri already knew where he wanted to go. He first chose the context (i.e. the predominant environment) and then the genre. Choosing a genre in advance, or horror in this context, already means choosing a certain type of linguistic code. Probably the question that arose was: how can I make a museum unsettling?

Knowing where you want to go right from the start is one of the tips that professionals in the creative and audiovisual sector give and is often the key to working with quality products. Despite this, it can also be seen how he / she declared that he / she thought about the plot afterwards, and this can be seen in the final result …
… Which we will talk about shortly.

Defects

Finally, here we are. This is a sore point every time … Yeah …

So yes. The defects of Ib.

Let’s also say that as far as the positive aspects are concerned, we have only reached the same conclusions that many of us have arrived before, namely that the exploratory experience offered by the museum and the way of representing it have laid important foundations for the immense success of the title: that’s the trunk, the backbone of the game, let’s not forget that the two characters, Garry and Mary appear very late and you can interact and get more excited atmospheres only later. Above all the latter, which could be said to be useful only to close the narrative circle during the final acts.

So the point is to understand instead what is it that didn’t work.

Well, we could say that from the simple respect of the internal rules of this world, the world of the Gallery, there is something wrong.

I could start by talking about the rule of damaging paintings: many complaints for a lit lighter…

… And then when Mary’s picture was burned there didn’t seem to be any kind of repercussion.

Not to mention the myriad of information we don’t have about this place, namely: who wrote the two-person rule? Why? How does the relationship between the two worlds work? Why is the Gallery now “unattended”? How did Mary gain this sort of leadership among other art pieces? Why, about the latter, some attack the protagonists and others do not?

… And don’t try to find justification by some random theory because it is information that is not given to us in any way during the game. Yes, interacting with every possible object.

Maybe I’m exaggerating, maybe for some of these questions the answers are there because it was enough to read the descriptions of the works well, however most of the background of this “Fabricated World” remains in mystery and is ignored. It is so “because it is like this”, we have to imagine the rules.

Now you understand well how to make a certain background incomplete after certain types of information have been reported is complicated when you decide to try to bring a product to a more demanding level of narration.

I will repeat a phrase that I have already said in this article: in some ways it is not “different” from Akemi-Tan, both are on the edge. If the game had left a little more information, it probably would have betrayed itself and would have had to face a series of contradictions that would have broken the very thin balance on which the main plot was built (Ib and Garry want to leave the Gallery, Mary doesn’t want to – exposure of the conflict, final acts) and on which the award-winning atmospheres of the game were based.

A question may now arise spontaneously is …
Why Akemi-Tan, which has the same type of writing defect (especially the lack of a solid background) but which still maintains a state of very high tension, has not been taken into consideration as was Ib?
The answer has been brought up quite often in this article.
As I said before: there we were simply exploring haunted houses, probably the players and spectators did not care about investigating Akemi’s past: solved the problem of the curse, solved everything, we are satisfied with it. The lack of background on Akemi seems to have weighed little on the players: there was only an imbalance between one part of the game and the other with total change of atmosphere.

In Ib … There aren’t only the characters. In Ib there is the Gallery which becomes the main actor of the game and proposes certain rules.

Having said that, how do we put it? We take this game as it is?

Conclusions

…Drumroll…

Our answer can only be positive. This character drama is a very complicated branch of HOR-RPG history to observe, in which it takes just a few months to notice the abysmal changes in the relationship between exploration / gameplay and story-telling.
We have just entered the Golden Age, an age in which new rules begin to be defined and written for the creation of a Horror RPG that even the authors of today in some aspects don’t seem to want to give up, a period in which the HOR-RPG doesn’t know how what it is. It is not only an independent product, but it certainly is not even a commercial product produced by professionals.

They are not experimental titles, everyone wants to conquer their own identity, yet the various fans cannot associate the faces and names of those who produced these works, who prefer to remain as “hidden individuals”.
The characters begin to be seen as “stars”, as happens in the audiovisual and videogame products launched by the production companies, but on the other side it is very difficult to imagine their complete backgrounds, this until you will always define a type of writing more articulated.

So with our time machine we have just entered an era of vivid transformation! You will realize this for yourself: each title will be very different from the other by adding new features and rules for the definition of the HOR-RPG current that we are studying, this starting from the arrangement of narrative information proposed by The Witch’s House, that we will meet next time…

Akemi Tan – Struggling between two sides

Now, from 2004, let’s go forward of 10 years…
No, no. Take out two. Yes,exactly: 2012. The year the world was supposed to end.
The Costa Concordia Shipwrecked , Putin is re-elected, there is Expo 2012 in South Korea, the Montenegro tries to get into the EU…
In the field of RPG Horror this was a year of birth… Or to re-birth, having been there since 2005 a period of stalemate, to get to what we know today as the year of the boom of HOR-RPG: Ib, Mad Father, The Witch’s House, but also minor titles like The Crooked Man.

However, we will talk about those later: they are already part of Generation 1 of the HOR-RPG. Before going to these media phenomenons, we would like to consider a title that can represent a perfect transition between Generation 0, the Horror Experience, and Generation 1, the Character Drama.
So, while in London people were getting ready because there were only two days left before the thirtieth Olympic games, in Japan Akemi Tan was distributed for the first time.

Product history

Akemi Tan, or The Ballad of Akemi, does not have a development story full of events, evolutions or even particular controversies … Although it has a small peculiarity from the distribution point of view.

Akemi Tan was initially published in the “Horror Games” category of Freegame-mugen.jp, a still fairly active Japanese portal where free games of all kinds are distributed: from RPG Horror to bullet hell games in the style of Touhou Project, Akemi Tan was initially published on July 25, 2012, with a “score” of 65 points.

… But not only Japan.
Akemi Tan, in fact, can be found (even if this English version was published in 2014) on the well-known mainly English-American portal rpgmaker.net. And the game was not put on the site by some fans or someone who translated the game into English, but by the author himself, Kona Kona Kona Kona Kona, Kona5, or Outkataoka.

Exactly: Kona5 did everything alone from the distribution point of view, and the game was exported to America by himself.

The game has gained a good amount of comments in both countries, and there are also a lot of both Japanese and English gameplays, but the reception has been different from one community to another.

In the community of rpgmaker.net it was received with more enthusiasm, there are more positive comments to which the author himself replies (but we will talk about this in the author-work relationship), while on Freegame-mugen the opinions have been very mixed, also because it has been more widespread (perhaps also because the Japanese version has been around for more time) in Japan.

There are in fact many positive and negative reviews, ranging from five stars, to two stars, up to a single star.

Above all from the point of view of the plotthere were many users who found it unclear, even with the latest version (which seemed to partially fix these problems, according to what Kona5 himself said), others who instead understood it (and personally I, Ele, find myself among them) and they enjoyed the game together with its dramatic ending.

But on what triggered complaints or praise to the game, we will talk about it in the paragraph dedicated to the Trump Card.

Of this title, however, we can say that it was, as a phenomenon, a bit like a supernova: it had its period where many gameplayers played it, it grew for a while, but it never passed the niche like its colleagues who there will be in the next articles, or like the titles of the previous articles.

This is because the game did not have the appeal that would have attracted the general public due to its fairly simplistic plot (and, at times, which also expires in the so-called “wtf”), and which was mainly based on jumpscares and isolating atmosphere: such a game, unless it becomes a cult, in the HOR-RPG community does not last.

As has already been anticipated in the history of the product, we are facing a transition period.

It was impossible for us to ignore this title, finding ourselves faced with a product split in two between attempts to offer a plot with a background on one side, and on the other hand to make the player jump from the chair with its jumpscares.

Well, let’s try to understand together what is the trump card of this game.

The title screen shows us a deformed and brightly colored creature and a metallic sound as a background to the graphics.
It all starts outdoors, with a temple and a girl, Shimoko, who seems tempted to eat the offering of the village’s patron deity.

Only the sounds of the countryside are heard, just as following the introduction all our actions will be accompanied by an agonizing silence.

Silence is a way of expressing , a choice that will give us the constant presentiment of preparing ourselves for a disturbing sound or an ugly face that will present us on the screen.
The jumpscares, aimed directly at the player even before the character he plays, are not in this case the main ace of the title, although they are among the characteristics of the game most remembered and for which, among the public, it has spread by word of mouth. Not always the most prominent feature of a title, like we saw in Corpse Party, matches its trump card.
Akemi-Tan’s jumpscares are however interesting if you reflect on the historical context in which they are inserted, at least in the field of HOR-RPG, in which in the same year Ib came out which aimed at a totally different method to “frighten”, dramatizing the atmospheres according to the environment and following the narration.

These really seem like the latest cry that demons speak to the player willing to meet them, becoming less and less frequent as you change house.

I’ll probably be digressing for you now, so let’s get back to it.

What is Akemi-Tan’s trump card?

Here we are.

This is perhaps the best example to get closer to the topic.

Read here … From online dictionaries.

SUSPENSE

“A state of mind of apprehension, of anxious uncertainty, of those who await the solution of dramatic events; in particular, in a film or a story, a moment or situation that induces in the spectator or in the reader a feeling of suspension, of anguished waiting: a film, a novel full of suspense

Etymology: ← English; from loc. fr. (en) suspens ‘pending’, which is from lat. suspēnsum, part. pass. suspendĕre neutral; cfr. suspend.”

We see a monster in the next room. So, as for the whole first part of the game before reaching the forest where this wait seems to diminish little by little, it is not the jumpscares that distress us, but the awareness that they will come at any moment.

Don’t believe me? Let’s look at two types of images for a moment and summarize the context in which they were used.

A)
Of course, the yellow face that opens the mouth seems to have exactly the intention of making us jump out of the chair and then immediately dispel the fright. Would it have been the same if we hadn’t wandered around the house for a long time, in silence? These are figures whose thoughts are that they could appear at any moment allows the player to remain in suspense, in an atmosphere where Shimoko’s daily reality is broken piece by piece.

The images used are only part of the tension that you feel, the tip of the iceberg that emerges from all the preparation behind it. See other remembered events that often occur on the maps themselves in addition to the images; from the giant starfish to the face that appears from the wall.

… And then we have this other example …

B) This instead appears in the forest. We have already faced many enemies and passed the exploration of three houses. Furthermore, we have already seen from the photos the deformed face of Ebiko, and met Akemi, and we defended ourselves from a floating head hitting it with a hammer. Above all, we have already run away from the demon once.

There is no longer even silence, but alongside these images there is a more dramatized sound accompaniment: it is the final confrontation, the face to face with the demon. We can observe that we have the desire on the part of the game to make us live the scene with a certain climax, unlike the first commented image.

So, after commenting on the use of images in different contexts, we can say with certainty that the suspense surrounding these images assign them a certain value.

Mind you, though, that this is a feature that stands undisturbed only in the first part of the game. The second, which would like to focus more on the background and starts when Ebiko is saved by Akemi in the forest, seems to totally change language and therefore we will not, unfortunately, talk about it in this paragraph.

We conclude these first observations on the trump card of the title with these two images in particular.

On the one hand, Ebiko’s mom, whom we see breaking apart piece by piece. On the other hand, we have a close-up on Akemi to show us the life drained from her eyes.

They look like two totally different images.
Certainly their emotional functions are. One should impress us, the other seeks our empathy and identification with the character.
Tuttavia c’è un motivo per cui ve ne sto parlando in un unico paragrafo…Ed è la vicinanza che si cerca con il giocatore.
Similarly to the function of the sequence of images that appear in the forest during the final confrontation and differentiating instead of the images of the various jumpscars, these really want to build a certain relationship of intimacy with the player.

The communication that the game seems to want to establish with us directly in person. It is a topic that we alredy treated in the Ao Oni article, but which applied in these contexts, especially for the second image, reveals enormous potential for the future.
The close contact with the player is not only sought to offer him “a hit of fright”, but also to increase the duration of his anguish, or even to push him to empathize with the young girl.

A type of use of images that the cinematographic language knows very well.

And I dare say, with the use that has been made of these images, the function has been perfectly successful compared to, for example, the CG of the close-ups in Midnight Train, that we already reviewed.

Just look at the difference:

On the left Akemi. We have a close-up, the blood, the expression on her face is exaggerated, even if the drawing style is in conflict with the images of his facesets (and this could be considered a technical awkwardness, added to the quality of the image). We can see her eyes go out, directly in contact with ours.

On the right Neil, from Midnight Train.

A half close-up, the face is only half turned towards us and the background is treated only with a tint of color. A type of image from which we viewers, emotionally, we can only distance themselves and consider the character in this case only as a “nice little figurine” that the title has decided to show off at this precise point in the plot to make us understand that the character had reached the stage of a psychological journey.

There would be an observation by the way, since with this title we will close the circle of Generation 0: it is curious how a title of this generation seems to make better use of the language of an audiovisual product to create emotions unlike a title belonging to that that we call Second Generation, which would seem to want to appear more shamelessly to the narrative code of cinematographic origin.

Professionality meter

Perhaps having the thermometer at this level will seem quite obvious to you. Let’s take a closer look at everything …

Packaging

An excellent idea. The use of warm colors and the image that seems to be the result of a brush stroke are a good presentation of the title in contrast to the black background. The sound sector helps the player to feel immediately estranged, promising almost higher graphic expectations than what will be seen later on the maps and the faces of the characters.

The title seems to have been distributed by the author himself in a friendly way, not with the intention of offering a specific product to an audience. He is a player who turns to other players, a developer who turns to his peers.

We will talk about this in the next paragraph.

author-work relationship

If you see it on its rpgmaker.net page, you can immediately see the difference between Kona5 and other authors already analyzed here in Back to the Future, but also those that will be examined in the future.

In the article on Yume Nikki we talked about the “myth of the author”, about how he is not a person, but an entity among the community, which if he has to answer he does it in a very professional and detached way.

Here, with Kona5 this concept does not apply.

If we think of other authors, for example placing Kikiyama and Makoto Kedouin on two different levels, we will see how they both share an estranged image of themselves towards their audience.

An authorial identity then hidden by a professional production company, or a “mythical” identity based on the aura of mystery that has been built, both authors seem to distance themselves from users to which they turn. Regardless of whether they are intentional or not, it is important to consider how the authors of goods in industries always try to build a certain image and representation of themselves. It is an image that can be fatal for the way the public then receives the product, because it will precisely associate it with that type of image that an author has built.

Kona5 unfortunately does not seem to have done this reasoning, since probably his intentions for this title was not precisely to address an audience, but to his peers.

Although in the market this is a type of concept that is sought to convey for certain types of goods and services (see advertisements for food products for example, especially those in which a sort of patriotism comes into play), there is to consider the way these advertisements are done: I guess you also understand that there are two different ways (compared to the attitudes of the author of Akemi-Tan) to convey the same concept: one comes from marketing experts, the other comes from a real user who is distributing a game. And the difference can be seen.

On the Japanese site I assume that the authors themselves cannot respond to the comments received, so the author of Akemi Tan showed his personality more on the American site.

In fact, he responds to the comments (with good English too) so that he demonstrates an extrovert and playful nature, as well as his profile with an equally playful bio, with many emoticons.

defects

Unfortunately, the game failed in the two key points that define the success of a video game: storytelling and gameplay.

NARRATION

I guess my intervention in this area is not needed to bring back to the memory of those who approached Akemi Tan a sense of inadequacy and incompleteness as the story is developed.

True, we have a resolution of the main plot: demonic danger, long part of the development in which this danger is addressed and resolution of the problem with what appears to be a voluntary quotation from the biblical event of the death and resurrection of Christ in the Christian context. Well yes, we have foreseen and guessed the date on which to release this article. Happy Easter to you too, guys.

Going back to us, we said that there is a main-plot resolution, it’s true, but what about the background?

Akemi who complains about her loneliness, who hints at her past without this being further investigated.
We are not saying that it should have been developed necessarily, because unfortunately the game seems to be suspended in a pit with one foot planted on the priority of the gaming experience, and the other foot on the desire to tell us a story.
Perhaps for what the intentions of the game were, it would have been more honest (although perhaps less attractive if the author wanted to attract the attention of simple passing spectators in a certain sense) remove the background on Akemi and leave her 100% in mystery.
Although she looks like a mature and very sweet girl (she is a character who has put a lot of tenderness on one side I admit it) it would have been better, having come to these conclusions, that she wouldn’t reveal so much about her or at least not in this way.

It’s like showing candy to a child and then devouring it whole under his disappointed eyes, or as the master Miyagi says in Karate Kid addressing his pupil:
“Walk on road, hm? Walk left side, safe. Walk right side, safe. Walk middle, sooner or later…Get squish just like grape.”.

An alternative would have been to fill the exploration phase with small clues about the village and the girl in order to leave more room for the background, but at this point one wonders if it would have been the same Akemi-Tan we know.

GAMEPLAY

Unfortunately this title suffers in many situations from an error that we have seen in the A Figment Of Discord review.
Do you once again expect a “Eeh ?!” like that of the first review?
Well, because you won’t have it … At least on those levels.

We can summarize this concept as follows: the error is the same, but in different fields, and at different levels of gravity.

Let’s take Akemi Tan first. In many, many moments of the game you have to find yourself doing one thing first and then making another happen.

Practical example (I took the worst case): Shimoko cannot put the offer to the Ou until the player goes up the stairs and the game tells you “This is the temple of the Ou, we have to make offers” etc.

In this case a solution could have been to put in another way, even more “forced”, the explanation of the temple and the Ou: for example those lines of text could be shown automatically, before the player could move .

Now I leave you with the old AFoD review, which complained much more … Angry way, an inability to manage the gameplay.

“Eeh?!

What is a cake doing in the kitchen now that I sifted to perfection ten minutes ago ?!

It is simple: first the riddle had not been solved, so the cake did not appear. All logical, everything runs smoothly, doesn’t it? It’s not true.

According to the game, that note about birds that love shiny things and desserts had to serve something … Yes, but actually… No.

The player remembers that in the kitchen there is nothing, and therefore it is normal not to control it anymore, so this damn cake can find it only in a raptus of desperation in which he searches again, for the seventieth time, in all the rooms … But has activated the pie switch, so it can go on. I’m sorry to be dramatic, but I’m freaking out. You don’t structure a gameplay this way…”

Well, the error described seems identical.

But I will tell you various reasons why in Akemi Tan these types of forcing are easier to fix and less serious in general as errors.

Before going to another moment of the game, let’s say why I don’t go crazy and I don’t fossilize on the initial scene. It is simply very easy to fix: it was enough to put the exact same lines of dialogue a few moments before, and it would have already been fixed: it is simply a lack of foresight, not a real incapacity.

Now let’s move on to another very particular moment of the game: Shimoko’s father’s drawer, the Nankin code and the shotgun.

Compared to the AFoD cake, here there is a not bad camouflage of the forcing, in part.
In fact, it is seen more easily by those who have already played the game, who knows that in the father’s drawer there is the rifle that will help the girl to escape from her home.

I will say that this part is also not perfect, but we go one step at a time, we will return later.

Since we are from Shimoko’s point of view, and that is her home, she probably knows that there is a rifle in her father’s drawer: when the house is still quiet, when she still does not know that “the village has become dangerous” through his mother, she probably found it unnecessary to have to take herfather’s rifle.

Before the call from Shimoko’s mother to her daughter, where she explicitly says “get out of the village, it has become a dangerous place” the game does not even give you the opportunity to enter a code in the father’s drawer for this reason.

At this point this thing had to be made more evident: in fact, before the mother’s call, the drawer does not even give a textbox that says “Dad’s drawer is blocked by a Nankin code”, or clearly say that there is a rifle , which Shimoko will find useful later.

At this point you simply had to add one or two textboxes that gave more relevance to the drawer, so that the player could also check it several times, in the worst case.

You see? Move the text a little earlier, make an important object a little more obvious … These are mostly communication problems. Communication problems are solved with little, simply by saying more, improving the focus of important objects, there are no flaws at the base.

Let’s still compare it to the AFoD cake, again quoting my part of the review.

The player remembers that in the kitchen there is nothing, and therefore it is normal not to control it anymore”

Here, here comes another point in favor of the drawer we mentioned earlier.

In Akemi Tan, it was only meant to be more obvious, but it’s not like it never appeared in the room before. The player knows there is, the game simply had to make it clear that it was an important element.

For AFoD and its magic cake that appears out of nowhere … There is a real problem at the base, in fact.

The cake does not appear in any way until the player reads a ticket that mentions “sweet things”. The cake could have been there from the beginning, but the player connected it to something useful (and, from the point of view of the protagonist, it occurred to her to control it better) when they read the ticket, and therefore they can think “Ah, the sweets have something to do with this… The cake in the kitchen! ”

The game seems to make the player look foolish, as if they were unable to make connections between what they read and what they see, therefore as if they cannot instinctively remember a cake that they could see before and therefore everything in that puzzle is nauseating and meaningless .

Here, these are real flaws in gameplay that have problems right at the base.

Returning to Akemi-Tan, we also noticed that that’s not the only game who has difficulties communicating with the player: we have those problems even in Ao Oni. Here is a part of our article on Ao Oni:

“The riddles. We’re talking … About releasing the information.
Well, however ingenious they may be, many have failed to fully appreciate them, complaining of relative complexity.
This I believe is mainly given by the fact that often there is not enough communication of the game for the player, leaving it completely to himself without offering instructions that can make the user understand the nature of the puzzle.

At this point we can assume that this is a real problem that characterizes Generation 0, because we have seen something similar in CORPSE-PARTY, but from a narrative point of view. Here is another part, this time of the article on Corpse Party, which talks about this:

“It goes from a frantic atmosphere, since Ayumi and Yoshiki have been reported in the real world until they discover that the parallel dimension is still behind them, at an incredibly slow one which is facing the accumulation of information that focuses all at one time. During the rest of the game, before this point we don’t even have clues that could have been left to assimilate gradually the with past events and that we are told in this scene.”

Conclusioni

And so, finally, we end the first part of our journey.

Perhaps not all readers will have known at first glance the titles we have proposed, but it must be considered that without these the characteristics of the Horror RPGs that we all know would not have developed.

The closeness that is sought with the player, the desire to offer an immersive experience, the spirit of wandering. This, ladies and gentlemen, was Generation 0.

Yume Nikki – A Surrealist success

The time machine does not move from 2004.
So much has happened in 2004. Only in the first two months, the Spirit probe from NASA gave the first images of Mars, then it was invented Facebook, at the cinema there was Mel Gibson’s The Passion and … Oh, right, in a month not well accurate Ao Oni was on some computers.

But a few months later to the summer of that year, the title silently as we mentioned previously here on Back to the Future, was released a game that would become a real cult of ” gaming abstractionism”.

In 2004, while some escaped from the blue monster, many players found themselves opening a disturbing and disorienting dream journal.

“This game, with a dark atmosphere, it allows you to explore the world within a dream. There isn’t a history or any special purpose. It is simply an exploration game “(Description of Yume Nikki on Kikiyama’s website)

A “simple exploratory game,” is how it is described by the author himself Yume Nikki. These are as simple premise, however, have given rise to what is almost 60% of the internet population knows or at least has had a taste, such as the strange creatures in the game.

In this regard we would like to mention one of those pages error that sometimes is seen in internet sites … Those who say, generally, “Error 404 Not Found” .here, Ele one day he saw one of these pages that had the background one of the OST game ( “Working, please wait …” or, in the original language, “ゆ め に っ き”), Even if the site was not in any way Yume Nikki related, judging by the address. Unfortunately this page no longer exists, even if we have evidence that there had been.

It must have been a deliberate choice because those who had the site previously knew the game? Or have found that music as well, hanging out in the internet?

In any case, Yume Nikki was one of those titles that he knew more than others and bring interest to the current even those who were not well versed on the RPG genre Horror. But this is because of what?

Let’s find out together.

 

Product History

Compared to Ao Oni, people have done more research about where Yume Nikki started.

The first proper forum in which it was published was 2Channel (at least, at the time, now has been renamed to 5Channel). Even just looking at Wikipedia, you can read that when the game just came out did not have much popularity, because when it was published the very first time it was also a rather incomplete game, which have followed many versions that were used primarily to fix bugs.

The latest version, in fact, dates back to 2005. After that year there were no more updates… But we’ll talk more in the section dedicated to the author-work relationship, because there is something more disturbing and complicated behind this lack of updates.

So, back to us, Yume Nikki became popular with time, also earning an English translation, which made it popular in the West.

And here, when it began to spread, we noticed a rather unusual phenomenon for the HOR-RPG current.

In a review of a fairly recent game we began a speech: that of the difference between “active spectators” and “passive.” We glue the definition here

“Those who watch an audiovisual product is obviously a passive spectator: can” sit there watching “and his actions do not affect the behavior of any of the characters, as well as the environment and so on, as opposed to video games: why a gamer we can consider an active viewer. “

Starting from here, in that review has been pulled out of the question that now the games considered HOR-RPG (but it will happen this right from the Generation 1 RPG Horror, The Character Drama) are followed and played mainly as passive spectators, given the lack of experience of active viewers, do not have a full understanding on the development of gameplay, and therefore tend to be many times also misconceptions about the titles they want to talk.

For example, Ao Oni has unfortunately suffered this treatment: some players born just as passive viewers have complained about the lack of narrative, instead who has always been an active spectator flew over, and he liked riddles, chases, etc.

Why Yume Nikki is a special case, then, from the point of view of the community?

The reason is that this gap between those who have actually tried it, and lived the 360-degree gaming experience; is because there is no history: Yume Nikki is much more to play than to see, there are very few passive spectators, if we look at the content published on the internet.

To indicate the type of community that generally has surrounded the HOR-RPG take two Italian YouTube channels, always one of the platforms that have caused the mouth of the genre.
The two channels are Rikkukun and Giulyagatta97.

Rikkukun has always treated and (I guess)will always treat video games. He will definitely had experiences as a passive spectator, but you can tell that its main industry, and the world which are the focus is gaming.

Quite classic games from gaming’s most iconic series: The Legend of Zelda, Dark Souls, Paper Mario, DOTA, although in the image we can see Lisa and Celeste, games with a bit more present narrative.

Let’s move on to Giulyagatta’s channel.

She already has a completely different channel. Yes, she also played some games (recently is carrying on a Dragon Age II series) along with creepypasta and other content-when she was starting her career on Youtube she was famous for AMVs, if you get the idea-but the games that she chose to treat have a particular criterion that departs types of video of a person born as an assiduous passive spectator, as a person born as a regular active viewer.

The importance and / or the preponderance of a narration.
I’m not saying that channels like Giulyagatta repudiate Zelda or those like Rikkukun repudiate a visual novel or a Telltale game, but just these channels have different selection criteria on what to bring on their channel.

Dragon Age II, Hellblade: Senua’s Sacrifice (there wasn’t however a real gameplay of this title, but only a fandub) Aria’s Story, various other RPG Horror belonging mainly to Generations 1, 2 and 3, and even among those the most narrative ones…

So massive plot and / or complicated, with characters that people would also become attached to “freak out” all together … It is what generally a criterion when choosing an audiovisual or literary work in many cases.

Here, channels like Rikkukun, for example, would not likely bring Aria’s Story. Simply because the criterion here I think is generally good gameplay. If there is a beautiful narrative,  that’s also nice.

And then? Aaaaaall this blah-blah-blah on Youtube what has to do with Yume Nikki?

Aaaall this blah-blah-blah was to bring this major question.

In your opinion, which channel brought Yume Nikki?

I don’t know what you said, but the solution is Rikkukun!

Giulyagatta first claimed to have read the manga of Yume Nikki instead, and then there’s just no video on her channel of any gameplay of this title.

Right now we talked about these two cases in the Italian community because they were more “extreme.” However, we can say that the cases of those who want a dominant narrative despite being a gamer are many. In the new decade, there are many examples even in the community of Youtube America: more and more channels, such as JackSepticEye and NicoB have expanded their entertainment at very narrative games (especially NicoB brought on his channel all Kingdom Hearts games, all Danganronpa games and i think also all Ace Attorney games) such as Life is Strange, Undertale, and a more recent case was Detroit Become Human, for a public often formed by many gamers, however … Those series had a lot of success.

Even in 2004 the situation was not too different: like, Metal Gear Solid 3 Snake Eater and Half Life 2 were out! Resounding successes because of the story, the characters and the narrative in general…

But on that year made its way into the hearts of many players also Yume Nikki, who awakened the nature of 360° players, that just simply acknowledge wisely, thanks to their experience, the experience of playing also something that has no dialogue, nor any kind of cut-scenes: if we want to overdo it, almost a curse for those who are born passive spectator.

So the thing is that the Yume Nikki community, compared to other games considered HOR-RPG, is very unique because it’s not mainly formed by passive spectators that in the 60% (indicative measures) of cases have followed the game from their favorite youtuber but as active viewers who continued to play not to get excited about other people’s experiences, but “live their own”.

But what made this so-called actually so special and mystical experience? Why it was so addictive? We will begin to list here some points, but everything will be detailed in the section of the Trump Card.

The atmospheres (Generation 0, what can we say?) have greatly helped the game and have been given by her mesmerizing loop, the condition of general isolation, creatures …

… Well, that are a good part of the oddities that you may very well see in a dream world and vast environments, often disturbing but mostly confusing.

“Confusing” One of the first adjectives that can give Yume Nikki and connects it with the style of the maps, both with the gameplay, but more about that in the section.

Even outside his native land for these reasons the game was praised by many critics gaming sites (which is quite unusual given that these sites generally do not often treat games of HOR-RPG current), the public and even by many developers independent, including the game designer Derek Yu (who worked for I’m O.K. and Acquaria with Alec Holowka), who appreciated very much the game of comparing graphic style even at Earthbound.

“I really like this game. The lack of dialogue or any kind of “action” gives me this strange sense of terror. I also like the contrast between the tiny apartment and the huge world of dreams. And visually, the game reminds me a lot Earthbound (especially Moonside!) And cactus, which is a really fantastic and terrifying mix. ” -Comment Derek Yu on Yume Nikki on site tigsource.com

This popularity both in East and West earned the game … We have to breathe deeply once again …

A manga, a light novel, an album by Vocaloid (Wow, that’s  new!), A soundtrack published in two volumes and it’s also on Amazon Music, arrangements of this same soundtrack, a reboot (which will be discussed later but, gosh, I have already chills), an application for Android and iOS from minigame of NASU and … Fangames.

Ah, here we go again! Kikiyama, like their companion noprops, had various titles inspired by their work. These include Yume 2kki and .flow

Yume Nikki, however, had more luck than Ao Oni: first of all, these games can’t be defined as clones or copies, but simply games inspired by the style, the gameplay of the game or its initial ideas because, returning to the community speech of before, they were made by gamers (and it has to be considered as a criterion, believe us).

Comparison of the two nexus: Yume Nikki (left) and Yume 2kki (right)

The main difference is that Yume Nikki is not an easy game to replicate as Ao Oni from the point of view of the atmosphere, for example, and this has somewhat ” forced ‘the authors of these games to man up and also have some original ideas that can deviate much more from what the original author had created.

Screenshot from .flow

The biggest problem of what came after Yume Nikki, surprisingly, were not in fact the fangames… Rather the ancillary works (we will talk mostly of the manga, as the light novel is specifically only an interpretation of the game by Akira, the writer, while the manga is official) and a really painful reboot (which will leave at the end of this long paragraph on product history) that were also approved by the author!

Let’s talk briefly about the manga. You may wonder everyone “How do you adapt Yume Nikki in a manga ?!”. We like to be blunt, then we say, “Badly!”

… But this is not just a thought, as even the community does not see this manga with a very good eye, in fact in the fandom is considered not more of a fanfiction.

“Apart from the story of Madotsuki, also we are told the stories of Poniko and Masada. Another change was that the story was told with dialogue, unlike the original pointing around the interpretation of the player. (From the official wiki)

Read the paragraph above at least three times.

Draw your own conclusions. We can only conclude that this adjustment if the community Yume Nikki would be greeted with more enthusiasm was mainly made up of passive spectators, and this hatred again demonstrates the origin of this fanbase.

Let’s go on talking briefly (because this is not a review of this title, if you want to know more of the game you can search Google for a review and any) of the so-called “Reboot” Yume Nikki: Yume Nikki – Dream Diary.

This title was released on Steam in 2018, then moved to PS4, Xbox One and Switch. And here I do a question: if deserved all these consoles? Alas, I think not.

It must be said that this Dream Diary also gave a lot of hype, because the development team has worked closely with Kikiyama … At least that’s what Kadokawa and Active Gaming Media say, but there is no real evidence of his collaboration in all this.

Dream Diary would not be a “remake” of some sort, it is called reboot by convention. It is defined by developers as a tribute to the work of Kikiyama, a modern reinterpretation.

This “re-interpretation” then, satisfied at the end gamers, or was a case like Duke Nukem Forever (but with less years of waiting)?

…If we want to continue on this way (because the case of Duke Nukem has its own peculiarities, such as the 11 years of production, we are talking primarily about not satisfied hype in general here), we can say that the game dedicated to little Madotsuki suffered the same fate of the game dedicated to the Duke: waiting with growing hype from fans because “the game (or the series, in the case of Duke Nukem) would be reborn” but eventually end up with something far below expectations.

Yup, with too flat textures, scripted chases like a classic horror game, puzzles that simply require a specific object and little logic, frustrating platform sections with not responding commands, most of the times and, above all, very linear paths in the different worlds in which Madotsuki enters , Yume Nikki: Dream Diary made by Kadokawa (which, personally, we always despised so… From a certain point of view, we already knew how it would have ended) was generally an almost total disappointment for the fans.

So, distancing from these… Things, the next section will analyze more carefully what Yume Nikki had to now become a cult.

With this title we live the gaming experience peak of anguish promise from Generation 0 of HOR-RPG.

Author’s intention or not, the environments in which the player decides to dive in and obscure the psyche of surrealist nature. I will personally determine how these maps could be linked to this artistic language of ‘900 (remember that of the twentieth century many artistic movements showed that -as well as all- artists were no longer able to rely on the old certainties, and so between Dadaism, Futurism, Expressionism and Surrealism attempted to distort and look for a new perception of reality).

From left: Totenklage (Max von Moos, 1936) and Soft Construction with Boiled Beans (Salvador Dali, 1936)

Let’s try for a moment to compare them with screens of the game …

Let’s see what Wikipedia tells us about.

“Surrealism had as its main theoretician the poet André Breton, who channeled the destructive vitality of Dadaism. Breton was influenced by the reading of The Interpretation of Dreams Freud 1900; after reading it he came to the conclusion that it was unacceptable that the dream and the unconscious they had so little space in modern civilization, and then decided to found a new artistic and literary movement in which they had a key role. “

It’s still…

” Pure psychic automatism, by which one proposes to express in words or writing or otherwise, theactual functioning of thought. Control of thought,in the absence of any control exercised by reason, outside of any aesthetic and moral concern. ”
Surrealism is therefore a psychic automatism, or the process in which the unconscious, that part of us that emerges in dreams, emerges when we are awake and allows us to associate clear words, thoughts and images without inhibitions and foreordained purposes. ” (The bolding is ours)

And here it revealed the heart of a game like Yume Nikki. This is not nothing but a wonderful manifestation of the unconscious journey that many, because of the different worlds, they interpreted in a pessimistic. This definitely comes looking bleak title and its dark colors. After all,with Ao Oni We have already introduced the theme of isolation of the player, recurring element in almost all kinds of horror games of Generation 0.

So what conclusions can we draw?

Certainly the horror and RPG videogame titles that have relied on these cornerstones of the genre between 2004 and 2012 had in common the exploration experiments in this Yume Nikki was only said the peak of exploration activity, but until at least some highlights of the First Generation (the Character Drama) environments used to play an important role in ensuring the recognition of their games online.

It is always the environment to triumph in these types of HOR-Japanese RPG titles; they are claustrophobic in appearance or widespread these always have the effect of making you feel poor and dispersed player depersonalized his subjectivity is the “outside world” to prevail on the individual. An unknown outside world that can hide dangers, but mostly scary because it goes beyond what we can know. Yume Nikki (as the Surrealists’ 900) there is suggesting that these mysterious environments reside in our unconscious together with all the thoughts that we put in and repress the social order view, perhaps giving us the pessimistic view that the first great environment that does not we know it is our brains, making us aware of our monstrous unpredictability.

Maybe we should not even be surprised that we have tried to revive the atmosphere of the game experiencing the 3D rendering techniques …

… Just as it happens today with many museums for which artistic currents develop new technologies to try to impress and at the same time to immerse the visitor to the maximum.

Photos from the museum “Getting Inside Van Gogh”

In conclusion, the language of the game, his authorial nature as a “product of the web” and the mystery that has been built around its author (we’ll talk about that later) when added contributed, together with the numerous theories that have been made and none seems to inscribe the title in a precise pattern, to build its own aura.

This is a concept we are stealing from the work of Walter Benjiamin ( “The Work of Art in the Age of Mechanical Reproduction”). I will try to explain here the best that I can, they speak essentially a concept that involves the personality of a work, the value of its uniqueness for which no other element or artistic product will equalize this work. Not randomly, as you can read from the title of the essay “technical reproducibility is appointed”, it is addressed in particular the issue of commodification and serialization that meets the cultural industry.

So yes, we are equating this game to a work of art.

I interrupt my ramblings here to measure with you the professionalism thermometer.

 

Professionalism Meter

And being left hanging with a reference to the aura speech on mechanical reproduction and the “depersonalization of art” we reflect for a moment again on the intent of “Back to the future“…

You are surprised to see, after all these accolades, the thermometer of professionalism with half liquid, aren’t you?

Here we are at the moment of truth.

Well, we told you in ‘Introduction that our intention was to understand how the HOR-RPG would move within a growing market …

… And the answer is that unfortunately Yume Nikki, no matter how well made, it is not a marketable product. That’s why the liquid is left on half of the meter; one half of “symbolic” in which one can recognize the maximum value of this work and its “confinement to authorial” nature.

We will explain it better in the following paragraphs …

Packaging

In its simplicity reveals an unparalleled elegance: the labyrinth as a logo and title of the game prevail over pink little frame that contains the start of the game functions, continuous and output.

I see these traits in a love for the gaming universe and its stylized and geometric shapes, as was the case for the identity of the first video games of the 90s.

There are many details that make the attractive title, as the circle that opens and closes on the character during rescue actions, animations and extra features (such as walking with the chair of the room) that make the gaming experience delicious.

Author-work relationship

As we promised by previous article, finally here’s the study on the issue concerning the relationship between Kikiyama and Yume Nikki.
Maybe it was not wanted, but not only the game itself had theories and speculation in general, but also the author / smoke (even its gender is unknown) of this surrealist cult is one of the most mysterious in the current, and for a long bit ‘of time, in the years between 2005 and 2014, it’s been topic of discussion.

There are in fact various oddities that surround the figure of Kikiyama and their behavior.

We begin by saying that it is unknown whether they worked hard to distribute the game properly. In “product history” it is written that the first forum on which it is spoken of Yume Nikki is 5Channel, but that post (also currently unavailable on the site) do not know whether it was done by Kikiyama themselves, since it seemed You only put on your site and did not seem to have or blog, or social profiles … And didn’t post on any forum. The only pseudo-distribution business was to put the game on their site … Maybe. Because it may be also promoted with another account but we don’t know anything.

So as we begin our own personal list of mysteries:

-Who really made Yume Nikki known?

Let’s go forward in years. The game has its English version, it became popular, Kikiyama continues to update and this is the only contact he has with the “outside world” of the web.
Eventually the game arrives at 0.09 version.

Kikiyama disappears into thin air. There are no game updates, and given the lack of any kind of other way to communicate with the user, and we assume that he had not even responded to any e-mail that were sent. Here we have the First Kikiyama Disappearance from the entire web … Until September 17, 2005, in which releases a version named 0.10, which fixed some bugs. Then we have the Second Kikiyama Disappearance after the fixed version 0.10, released around the same time, perhaps Kikiyama felt they had done their work and disappears for seven years.

In fact, in February 2012, the publisher Playism “took control of the game” and published on its distribution platforms (including Steam) a new version of Yume Nikki, version 0.10A, stating that it was created by Kikiyama on the same day he put on his website version 0.10. This version adds several points to the list:

-Why Kikiyama has not posted immediately version 0.10A ? Why make us wait seven years?
-How did Playism contact Kikiyama, if they don’t answer to any kind of email?
-And if exceptionally Kikiyama had answered Playism why Kikiyama, which seems to have not even put to put the game out of forum at the time when it came out, would have to worry about having a publisher and then transfer rights to companies?

Unfortunately even today these questions do not have answers. So we can only move forward.

From 2013 begins the mysterious, shoddy and commercial ancillary works dedicated to Yume Nikki, the manga and light novel … The companies involved in the publication of these works said that Kikiyama gave permission, but all we wonder why.

And… We don’t have any news of Kikiyama, not even game updates (because it seems that the game was still in need of updates), then we have the Third and final Kikiyama Disappearance (from the web, remember).

Their site became unavailable for an unattainable period in 2015 and the fans went into a panic: they also began to also assume their death because of an earthquake that in 2011 that hit Japan and made many victims, and then it was decided at a certain point that Kikiyama was among them. But the site came back in 2018 … But with one small difference.

The site in July 2008, which remained like this until 2018

The site 10 years later, March of 2018

You see that logo in the second image? Yes, it is the logo of the 20 EUR infamous reboot.

For the thousands of questions from fans about the state of Kikiyama, Kadokawa said they were fine, that they were alive and had actively contributed to the reboot … But no, we have the same questions that have been presented above, in the case of Playism. In fact, many have even suggested that Kikiyama is effectively dead and or (less likely theory, because it would be really risky for companies) Playism, Kadokawa and whoever is behind the manga and light novels, is lying on the rights given by Kikiyama; or (perhaps more plausible theory) if we assume that after their death the rights have passed to someone else.
Something that for some people has fueled the theory of Kikiyama’s death is the game itself. According to this other theory after having released the latest version Kikiyama did not die for the 2011 earthquake, but he committed suicide … Just like you see in the game’s ending, then according to this hypothesis Yume Nikki could also be the last wills of Kikiyama.

On one hand, this would answer the question of why Kikiyama has not posted immediately 0.10A version, and maybe it was found by Playism somehow (here could also join the theory of the rights given to someone, maybe one of Kikyama’s acquaintances)

And, on the other hand, since 2005 Kikiyama, if they really committed suicide, would not be the only case of suicide in the HOR-RPG current.

We would like to open a brief parenthesis on Re: Kinder, remake (made by the same author) of the game Kinder, originally came out in 2003, created by Horafuki Yokochou who takes the pseudonym of Parun.

Screenshots from Re: Kinder

On February 3, 2011 a post on Parun’s blog wrote by a distant friend announces the sad news: September 10, 2010 Yokochou jumped from the ninth floor of his house.

Given our ignorance of the Japanese language, and the crappy translation of Google Translate, we could not understand what the post meant, but if Parun jumped… Yes, it is very likely that he suffered from some problems too, although this could also be a conspiracy theory, in Kikiyama’s case.

Here, then, how they have developed a series of circumstances that favored the construction of theories, a path that led to only one certainty: in the HOR-RPG community the creator disappears definitely. They aren’t a user who creates content, but “abstract entity”, someone or something that shows us a hidden world that turns out some kind of sick revelation of his subconscious.

He often does not even look over to these people as professionals or aspiring. Unfortunately, many times this is part of the “social game” that these types of products are going. Consider the issue of the collective-social. For those who did not know what it is we are talking about images and recurrent themes in a society, in fact-that sometimes some call platitudes or urban myths, and this is a very expensive matter to the entertainment industry. Well, according to this idea we, as people, tend very often to work on imagination rather than seeking concrete data to observe the world around us.

 

-For the “development history” Yume Nikki: Podcast “Nelle storie” by Sara Gavioli,Kikiyama and the dream diary

Defects

Well, that was that we watched when we spoke of the professionalism thermometer. It is a thorny issue that we mentioned in the product’s history, when we appointed the many unsuccessful ancillary works that tried to revive Yume Nikki with completely different types of tones and languages.

This is not a product that can survive in the complex world of marketing, A world first that provides a broad line of communicability. In practice it uses a “plain language for all” which originated in the classical Hollywood narrative, an element that often characterizes these types of works “for the masses.”

The said commercial world is a complicated world, particularly in the entertainment industry. An industry that allows a viewer (or player, why not), by the partial identification with the characters, to exorcize the fears that haunt her daily life.

First of all, commercial work chooses a main theme and argues as clearly and legibly as possible, which is why often in danger of falling into the mainstream.

Often however, the aura of ‘ “art” has always been associated with a strong individualism thanks to which each, through interpretations same or realization of a work, you can feel the protagonist.

Yume Nikki, needless to say, fits perfectly in the second case. The estrangement of the title during the explorations (a completely opposite concept identification: Ao Oni even seemed to have had better luck with ancillary works), the subjectivity that every player feels call him when talking about their thoughts on the product and the nature of “creative entity” author contributed, again, on the one hand to build an important personality aura of the game but on the other hand have made it almost impossible to adapt, as it is in its nature, in a commercial manner.

Conclusion

We elect Yume Nikki pillar of individualism, a member of the melancholy memory of something that nowadays you might not realize (as has happened to other more recent works and which will be discussed, such as the strange case of Faust Alptraum and Pocket Mirror, a title that will be present in Back to the Future) because of constant social changes that change from year to year, from decade to decade and that also occur here, on the World Wide Web.

A change that is observed in the type of audience and the types of people we become. A change that will be observed from the next article, with the very first approaches to construction of the characters that will anticipate the Character Drama.

Ao Oni – The web creature

Ao Oni, or for real Romans Aoh! Oni (okay, we’re kidding) leads us to finally enter the world of amateur HOR-RPG games.

Welcome(…Or welcome back) in this new article of Back to the future

AO ONI, CREATURE OF THE WEB

Our dear demon with an intense photoshopped gaze is the true protagonist of the series.
We are talking about a game that has grown slowly from unknown places on the web – as we will see later in the paragraph “Product history” – and then spread visibly.

And how could this have happened, if not with let’s plays? Youtube has always been an important channel for the diffusion of the HOR-RPG current, the most awaited reactions were the scares of the web stars.
Ao Oni perfectly reflects the characteristics of his generation.
We recall that Generation 0 presents a particular care for the atmospheres, especially by exploiting the sound plane (generally this is the “generation of ambient music”, compared to other Horror RPGs) as we will see by analyzing the game we are talking about.
The plots almost never dominate the gameplay made up of the total exploration which, alas, is sometimes also a defect that makes one ask “how should I understand that I had to do this?” in some situations. It focuses mainly on the puzzles that a developer goes to insert: if they are easy, too easy, difficult or too difficult and if the difficulty is justified or given by information management defects, and the originality of these was also very important.
And let’s not forget the chases: the tension they put to the player, the difficulty or even if there are various ways in the game to escape the creature in turn. In the trump card we will analyze just this: the puzzles in the context in which they are inserted, and the system of pursuits.

What exactly was the path that led the title to be so well known?

Product history

Compared to the first title we covered in this section, on Ao Oni there is not much information on the “background” of the game development.

We only know that the pseudonym used by the author is noprops, which published a first version of the game on its official website and if you probably guess it on Japanese forums, but we have no reliable sources on the latter statement.

noprops’s official site

Already from this little information … Have you noticed the dissonance with Corpse Party?

Unlike Makoto Kedouin, to whom we have been able to give a precise face and name, here the story of the HOR-RPG definitively begins, developed by authors who are almost all under pseudonyms

Where do you use pseudonyms many times, or commonly usernames?
Here, with Ao Oni (and Yume Nikki) in fact  people of the Internet try to move in HOR-RPG production with this tool that meanwhile has grown over the years up to the 2003 version (of which, however, we will not talk about here) and XP version.
Then the further creation of online distribution platforms where everyone could publish their titles gave even more space to amateur developers precisely from the reality of the web.

In this environment Ao Oni was born, developed with RPG Maker XP and published for the first time on the official noprops website and perhaps distributed on other sites. There have been no other distribution jobs, no type of producer has ever touched the original game. Yes, there have been Ao Oni 2 and Ao Oni 3 taken by publishers to put them on Android, but … They have not made as much luck as the first one, even if they tried to do something more in the graphic and background fields.

Here, the first Ao Oni … In his homeland, the web, has made quite a lot of success: it has brought all kinds of youtubers to it almost all over the world.
This gave him various inspired external works: the aforementioned sequels, clones (which we will discuss later), a manga, an animated adaptation (however parodic) and a live action film.

We all ask ourselves at this point: how did this game, among all the indie HOR-RPG ( we don’t take it into consideration Corpse Party, as thrown on the gaming market) to have all these adaptations, these interpretations?

Usually in these cases these operations are done when something is successful and this fame makes it rise from the web. Well, let’s see what the web has to say about Ao Oni and let’s take notes.

“goddammitanxiety game”
Comment under FavijTV’s video

-Tension, anxiety

 


“When that guy popped out I let out a scream… I feel dumb.”
Comment under FavijTV’s video

-Well done jumpscares

Comment under PewDiePie’s video

Comment under PewDiePie’s video (the comment cites one of his lines): Pewds re-recorded a gameplay of Ao Oni, after playing it years before on his channel.

-Industrial quantity of puzzles

 

-The Oni, despite its appearance (which we will discuss later), manages to frighten

 

So in general Ao Oni, although part of the current RPG Horror gives the same sensations of Outlast, Slender and other games of the same genre.

And all this even if there is not even a particularly macabre plot, and that very little that is known is not very thorough. What does everything in the game is the management of the atmosphere (but we will talk about this in detail later). Let’s compare the two images, the one on the right from Slender: The Eight Pages, and the one on the right of the game we are talking about. Both games work on tension, even in Slender the Slenderman may appear at any moment, but in that game you can clearly see a more accurate lights than Ao Oni. This Horror RPG managed to recreate a tense atmosphere even with objectively very minimal tilesets and sprites and lights reduced to the minimum (in the main structure there are none, and in the attached structure there is only a slight darker screen tint) , and this is demonstrated by the comments.

Its popularity was also based on the imagination of both the producers together with the author himself (see the cases of Ao Oni 2 and 3, which we imagine have been approved by noprops) and fans of the game.

There were in fact several clones of Ao Oni. The main one was Nira Oni, although there were many others including Twilight Oni (which went viral for being ugly), Mura Oni and Heta Oni (based on the anime Hetalia). The most successful clone, however, was Nira Oni.

Screen shot of the title of Nira Oni, the best known and appreciated fangame of Ao Oni: you can immediately notice the lack of minimalism and approximation that the original game had.

These fangames have re-imagined the same context – abandoned structure (or, in the case of Mura Oni, a village), group of teens and, above all, the Oni – but with different characters, different structures or both. The meeting point was simply the blue demon.


“The game and the gamer”

As we previously mentioned, we’ll see the triad of features that make up the game.

  • Relationship between scenography and ambience
  • The intertwining of the puzzles
  • Randomization of the chase scenes

All enclosed in a single password chosen by the same author in his nickname (no props = no props needed): minimalism, which we have already mentioned.

Here the importance of contextualization comes into play, with regard to a small detail that we had talked about in an old review…

……FLASHBACK……

…….

………………

…….

….

Kill Bill Vol.1

……

Eh-Eh. We got there.
You will think… Who knows… Now they will have to piss off as if there was no tomorrow, right?

We know it … We know you are waiting for criticism… But do you know what?

If you expect it, it means that all the speeches we have made so far in the previous articles have been useless.

Okay guys, let’s look for a meeting point: Ao Oni by its nature, especially if compared to a predecessor like CORPSE-PARTY and a respectable successor like Yume Nikki, it can’t be called a title that shines, if not for the ingenuity of puzzles and chases. And with this I intend to conclude, in fact, that the maps do not enhance the scenography as many would like

In that review, however, we were talking about a game that had as its main objective to tell you a story, and from when it was created the classic narration always builds its foundations on the scenography, the environments and the context in which it chooses to represent itself.
Do you find any similarity with Ao Oni? Do you find in Ao Oni a promise of story telling by the game and the poor events that follow one another?

No. Nothing like that: from the classic incipit and context of many works (even the most scarce) that want to call themselves “horror” the player understands that there will be no real storytelling: this gives less depth (and in some cases nothing of that) to plot, characters and environments and much more depth to the gameplay: if the game isn’t meant to make the player passionate, he must entertain them in the most primitive sense of the term.

The trump card is in fact the riddles: it is a game very coherent with itself.
Even the graphics defined by many … Questionable, they are simply functional to what they must do: there was no work of “eye-candy” because simply noprops didn’t feel the need, didn’t feel to give a certain “personality” to characters and environments, the intention was not to make the player become attached to them.

The only exception is the Oni that we will meet almost always during the game. He is the only one to have some kind of personalized sprites (because you can see that those of the boys are clearly made or with a generator, or any external program that creates them semi-automatically), with a grotesque and almost comic appearance, especially when it will have the hair of the characters who will gradually die by the hands of the “Ao Oni senior”.

Look at him: the face of an ordinary man is deformed. Giant eyes and nose, together with an external narrow face on the part of the chin and eyes. Not to mention the body: you can see it from a mile that is stylized to the improbable, and with a realistic face … It creates that dissonance that makes it bizarre and grotesque.

To “make an impression” these types of creatures are used a lot. Maybe it will be just my point of view (the article passed into Ele’s hands), but I think it is also a characteristic of Japanese culture. In this regard, I would like to offer you an image.

From “The Art of Spirited Away”, Viz Media, Studio Ghibli library

Do you recognize these beings? From the caption of the photo it is easy to understand what film I am talking about: “Spirited Away” by Hayao Miyazaki and Akira Kurosawa.

Do you see how they are aesthetically? They are fat and have wide eyes, and above all this last detail makes the viewer say “oh god, what is that ?!” even if they are simply ducks with some particular characteristics.

This film in fact gives a vast representation of the Japanese culture, made mainly by these strange entities with a deformed appearance.

With the Ao Oni the same work as the ducks was done: the normal was deformed (like the face of a man like many others) and became abnormal, giving a completely new image.

So the role of this creature has never been to “scare” with particularly disturbing details, but rather “make an impression” on the player with his monstrous appearance.

The fright stems from the jumpscare when the Oni appears and from the tension following it during chases.
The latter generally play a lot on the fear of killing our character, but above all that of not being able to go on and start again from a point not close to where you arrived or, especially in many retrogames, to start  everything over.

Ao Oni follows this very idea: if the Oni takes you you have to start from where you saved and, unless you are a compulsive “save-person”, you have to do a lot of actions before moving forward, and in the long run it becomes frustrating.

But we won’t talk about a particular complexity of the chase scenes.

In Ao Oni there is a constant tension during the game but not because there are chase scenes in general, we find them in many other HOR-RPG, but because this title introduces into the genre a mechanic present more than anything else in horror games such as Outlast or Slender: the random appearance of the chaser.

In the game there are few “scripted” scenes in which the Oni appears at the same time for each player: for the rest of the game it could appear at any moment, and due to this perennial randomness even the scripted scenes do not seem such, many times .

Also to escape the monster you can hide in closets.

Here, during this moment we feel the breath of … “Hiroshi”. Do we care about him? About his safety?

Not exactly. That breath is ours, it is our fear of being discovered. Here the game is experienced in the first person and we abandon every filter that wanted to present it to us in third: we don’t only see Hiroshi hiding in a closet, we don’t look as “omniscient players”. The point of view changes: we live the experience.

As we have already said, the “horror” does not lie in particularly macabre or disturbing textures or images, but in the tension that the player feels in the fear of jerking seeing the blue monster, being caught or seeing his beautiful face on the big screen.

So let’s draw conclusions for a moment.
We repeat that the title, although not the best of its time, remains true to its promises.
We have the weakening of the incipit if not a real cancellation; a feature that had instead distinguished Corpse Party.

You will notice that among this …

And this….

There is a big difference.
The three lines of introduction should speak clearly: Ao Oni leads the player to a total identification and immersion in the experience he is living.

Even if “RPG” indicates by acronym a third-person game now, the games seem to be closer to the use of the first person, letting the player let himself be totally carried away in the videogame experience not for the sake of being “amazed” ( see the needs of today on the quality of the graphics) but often to indulge in the exploration of places of which the game itself perhaps only becomes an excuse to repeatedly listen to the sound of the wind or rain their your headphones.

Here we have the highest expression of the HOR-RPG genre as a current devoted to individualism and isolation. There are only two subjects involved, the game and the player, so here is the paradox of inserting titles like this within a market that counted in the production of secondary works.
An operation, this, born from the hope of attracting an audience that has been able to transform, through the intervention of the web stars, anguish into laughter. The silence of the characters, the monster and the author has been replaced by the youtuber’s scream and entertainment for its users.

Professionality meter

PACKAGING

We certainly cannot say that the distribution of the game, as well as its packaging, has professional intent.

Yes, there isn’t even an image for the title.

The screen is all black, you can only decide whether to start the game, continue it or exit. We are asked to enter a name for the character and then the short incipit introduces us to the context in which we will move: a group of friends wants to explore a mysterious abandoned villa. The-End.
This is one of those games, as we once heard, beautiful to “discover from scratch” and experience them to experience the degree of tension they offer you and the ingenious tests they subject you to. A type of game, precisely, adopted and grown by the web. A game that even before belonging to some “producer” or “company of professionals” belongs first of all to its players who donate their imagination to build interpretations, theories that explain the events but first of all that feed the characters with characterizations. and they keep offering the game the characteristic of narration, a phenomenon that we will observe in particular in its first explosion with Yume Nikki in the same year.

Author-work relationship

As already said in the history of the product, this title is also left to itself by its author, but a true culture is born from him: that of the author without a precise identity, without a face and a first name to associate it with .

However, this phenomenon will be better discussed in the article dedicated to Yume Nikki and its author Kikiyama.

Defects

We will talk about two in particular.

  • First of all, the aforementioned lack of care for the scenography greatly penalizes the title which would otherwise have increased the quality and would certainly have given it more recognisability, unfortunately given only by its creature of which the other dedicated titles have lived off their income. Even if the author had wanted to be consistent with his “minimal” approach, he could have taken care of at least photography and added lights and shadows, or used particular colors. This is a serious flaw, if considered especially in the context of its generation, in which even if the development of a plot was not desired, the needs of the developers voted for the immersion of the environments.
    Although, as we said before, we do not feel like insisting too much on this point because we are talking about elements that go beyond what the game wanted to offer.
  • The second flaw, on the other hand, has to do precisely with the other side of his ace up his sleeve, which is perhaps why it affects him more.
    The riddles. We’re talking … About releasing the information.
    Well, however ingenious they may be, many have failed to fully appreciate them, complaining of relative complexity.
    This I believe is mainly given by the fact that often there is not enough communication of the game for the player, leaving it completely to himself without offering instructions that can make the user understand the nature of the puzzle.
    Let’s examine one of the most well-known puzzles … And the one that has more guides: the piano puzzle

    We present the solution. In the latest version of the game (6.23) the numbers that will appear on the piano after cleaning the blood stain on it are random and there are about 5 possible combinations for a nearby safe. Now, how to find this combination? To get the solution to this puzzle, you need to match the numbers on the piano keys to the shapes of the keys on the safe.

This is defined as one of the most difficult puzzles in the game, but not because of an actual difficulty, but because of the management of the information about it: it is not possible to understand that those signs on the safe (in the old versions it was even necessary to find a leaflet in another room) would be the shapes of the keys on the piano, they were not highlighted in any way.

This is unfortunately only an example. In short, the puzzles in Ao Oni are the most ingenious that we have seen so far among all the Horror RPGs we have played, but the management of the information on them makes them in certain situations even frustrating.

CONCLUSION

We also finished our stop on the second stop, finally entering the myth of the HOR-RPG as a “game of desolation, suspense and hours lost in exploration”. Ao Oni has only taken the first step in the construction of this definition, being therefore an excellent pioneering experiment but which will soon be passed…

Corpse Party, first HOR-RPG in the market

An happy day to you, person lost in the web you came to read this article! But maybe this could not be so happy if you went back in an abandoned school in which all kill each other.

Well, our time machine (click here to learn more about the “Back to the future”) has begun its journey and stopped for the moment to the years elapsing from 1996 to 2014.

Why such a long time slot? Gentlemen may want to applaud the longevity of this title: Corpse Party, the story of a varied and interesting production of which we will discuss.

Corpse Party, first HOR-RPG thrown in the market

We are talking about a series of games, and already from here is difficult to navigate the many titles that have come out, but we’re here for. A series curiously identified with the current RPG Horror, which since early 1996 has flourished in the first title of RPG Maker winning a prize in the second annual competition of ASCII Entertainment, the first in a long series of successes that has seen the wider audience and expand which is observed on the fangames phenomenon, which has continued to spread for the generation to come.

Why, though, take a date so far compared to the games that will be?

We chose this game as a “pioneer” Horror RPG not only for chronological accuracy (in fact, be advised that we do not always behave well when the articles will focus on other titles) but also on the characteristics of a type of game that fully reflect what characterize the games of Generation 0: horror-experience, which we will discuss when we will go towards the ‘ “trump card” of these securities.

But for now, how did Corpse Party … Or better CORPSE-PARTY? (We’re not screaming the name of the game, it’s the actual title).

Product History

To go back to really like the title of Kedouin was created and distributed, you have to go a bit ‘back: December 17, 1992.
In this date the ASCII Media Works, a Japanese publisher, released a program called “RPG Tsukuru Dante98”.

RPG Tsukuru… Sound familiar? This was indeed a primordial version of RPG Maker for a type of “computer” exclusively for the Rising Sun, the NEC PC-9801.

This has allowed people to develop their own role-playing games and so ASCII has seen fit to create a monthly magazine called LOGIN Sofcom, where developers candidates could submit their creations.

And here we come to the main event.

It was a rainy day just like this one, that of April 22, 1996…

On the day that the sixth volume of LOGIC Sofcom magazine had in its pages a section dedicated to adventure horror of Makoto developer Kedouin…

From the magazine he took the game more and more popularity and Makoto in 1997 was the winner of the second prize at the competition ASCII Entertainment, which earned him five million yen (about 40 Euros or so).

But the story of Corpse Party does not end with the one winning: The game was destined to go forward in Japanese and also foreign market future.

In fact, we had a remake in 2007 to Mobile, named Corpse Party – NewChapter (even forgettable, it abruptly stopped in chapter 4), it is passed from one computer to another with the title closer to what we know today, which is the first version of Corpse Party: Blood Covered, published in Japan since 2008 (though speaking of remakes is no mention also of a rebuilt ’96 game CORPSE-PARTY: Rebuilded).

Here in Kedouin they add other people to the development of the game: Team GrisGris who took charge of the overall development, and XSEED Games as publisher for the export of the West title.

Makoto entered definitely (although there were signs of this already NewChapter) in the international market: this version of the game was made available on GOG, Humble Store and especially the Steam portal.

Many new characters were added (namely Seiko Shinohara, Sakutaro Morishige, Mayu Suzumoto, Yui Shishido and Kizami Yuuya) a plot that tries to be more structured with a lot ‘of “wrong ends” (of the game over much longer and dramatized).

With distribution in the West had made XSEED center. The game had already a good part of the audience, and this PC version already inspired a manga dedicated to the game, designed by the same artist. and even the drama-cd (a type of popular audio CDs in Japan usually tied to successful manga or anime).

It’s not little!

But the real boom and just came with the next ported to PSP and iOS, in the August 12, 2010 in Janpan.

The game landing on the console from Sony gave a further boost to Corpse Party: Blood CoveredRepeated Fear, which had many improvements on an artistic level, from drawings up to the addition of the CG, ever been present in the PC version of the game, along a professional voice actors for almost all the scenes in-game.

You can imagine, with such artistic quality, a market already started in the West and in general a product that works well commercially.

There were, let me take a deep breath…
Light novel, evergreen doujinshi of any kind (yes, even of  that genre), web radio, an attraction at an amusement park, a live-action film, adapted from a 5-episode anime OVA and another ported to the 3DS as well as many sequels out of PSVITA the main game until you get to a Corpse Party 2!

From all these sauces in which it was proposed not hard to understand that now the saga of Corpse Party was a real media phenomenon as well as commercial: there were obviously a lot of videos on Youtube, in general much movement by the fandom and even when it comes time to Corpse Party in a period away than output per year still arouses interest.

–A comment under a video by the youtuber PewDiePie

–A comment under a video by the youtuber PewDiePie

All this because of elements highly palatable (often made such invention of the classic ’96) to the public:

A plot of the atmosphere and involving, Refined since the PC version…

–A comment under a video by the youtuber PewDiePie

…Together with the characters to which you easily grow fond.

“When I saw Seiko again I was going to burst into tears”

–A comment under a video by the italian youtuber Tsuhirito

The aforementioned improvement artistically with busts and CG vehicles in a much more “anime style”, which make it much more spectacular and splatter deaths of which are likely to die five protagonists and which perish several supporting characters.

“What ugly deaths… Poor Yoshiki- TwT”

–A comment under a video by the italian youtuber Tsuhirito about a Wrong End in the game

So in the following sections we analyze better these elements that have shaken many fans of the horror genre RPG and not putting even compare the latest version of the title with the winner of that prize ASCII in that distant 1997.

-Sources for the product’s history: Corpse Party WIKIA

We have two in particular, of aces up its sleeve. On the one hand, directed the other characters.
This is because to do a premise: in this article we will take the two different versions, CORPSE-PARTY ’96 (we played Rebuilt released in 2011) and his most significant revision commercial for PSP, Blood Covered Repeated Fear. They will be the two main chapters of the series on which we are going to make the comparison, deciding instead to ignore other securities as these are the two main hearts of the series on which the main plot is concentrated. The other titles can be considered only improvements (see the difference between the Blood and Blood Covered Covered Repeated Fear) sequel or spin-off, which give more space to the characters: the same relive a second time the same misfortunes to the abandoned school – or it will try to give more depth to the background of this supernatural place, changing the points of view and adding numerous sub-plots for new characters, especially secondary ones.

So here we are here, with CORPSE-PARTY (1996) and Corpse Party Blood Covered Repeated Fear (2011).

We begin to think about one thing: first, the first game in the series has all the hallmarks of the HOR-RPG Generation 0: intensive experience of the atmospheres.

As we will see in the future for the analyzes of the other games, during this period there was a very particular image and determining type for the production of horror titles was important to let the player by themselves and making sure that they lived on his own skin the gaming experience. Often the plot was only a starting point to give some context to what the end was more important: the immersion in the atmosphere.

Corpse Party, however, was already by that time a cutting edge title in its genre, for having made the most of the opening words that could launch from the impressive introduction that  was always reprised during all other games.

We can see in this screen extrapolated from “CORPSE-PARTY”, the suggestiveness of the image in which the characters are isolated from the background and are illuminated by the light of the candle, which together with the sound of rain helps to immediately immerse the player in the atmosphere.

What we did was immediately imprinted in Corpse Party is the directing, for both titles. The directing of Blood Covered Repeated Fear it’s slow, and that of CORPSE-PARTY (1996) in the context of general and increasing tension, agitated. Accomplices also the music (we speak about the first title) to do their work, accompanying the resolution of the puzzles. Small curiosity: a lot of music that is in Corpse Party: Blood Covered … They are reprises (or remixes) of the OSTs of the ’96 title!

One thing that surprised us in CORPSE PARTY-were its characters. They had realistic facets -unlike their colleagues of 2011, of which we will talk later- and complex, with characters and designs that approach dramatically to real students that you could find every day in our daily lives.

Screenshots are a Rebuild the game of 96 made on RPG Maker XP in 2011 because it translated into Italian and English (the version for PC-98, you can have it, but only in Japanese), but it is very faithful to the original.

Back to us…

“Damn, I can’t believe it… We still have a lot to do! And the time to go home has already passed!”

The normal anger of the student: they want to go home as soon as possible, but they can’t do it.

“Why everyone gave up this job? Why there’s only us?”
“Life lesson: people suck”

Very realistic representation of defeatist students.

You see all these little situations? Well, at least you have heard students that have to do a task that anyone wants to do, but are blocked to do it because everyone else managed to skip it. So of course they also want to go home.

After analyzing the situation better, we go to the character design. Let’s take as an example the character of Naomi (take both the design of the rebuilt to have a whole body, both that of the original version), and let’s put it in comparison with an image of a real Japanese student and its design in the PSP game.

The old game seems set in the late 90s, when it came out, and the photo is from 2007, so we are not too far from the timeline view.

Already comparing the two Naomis you may notice a difference in the attitude of their posture and expression that they have. Naomi in Repeated Fear seems more timid given the pose, if we confront her with the “tough girl” of 96. The problem is that they also wanted the Naomi of 2011 to be a “strong girl” (we are seen some dialogue that we will discuss in the future) … But the pose tells us the opposit.

Going to the physical design, Naomi’s appearance in the ‘96 title is certainly much more like that of the girl in the picture, very thin and with a few forms, unlike Repeated Fear. In addition, short and very dark hair are common in Japan, as in Germany blond ones.

(Yuka wants to help the class to clean up)

“Good! More man-force we have, the sooner we’ll get home! Let’s move!”

Even Naomi urges us to move forward. So without delay, we continue.

From their everyday, ordinary, are then transported to an “extraordinary” world, supernatural, wearing the robes of death on each tile: you often find bones and skulls in the classrooms by the brown hues, among the scenes that remember more there certainly one in which Ayumi and Yoshiki remain stuck in a corridor with a skull and scratched walls, and the player becomes a witness of their constant tension growth, feeling guilty for each object that clicks or detail that notice, seeing burst their quarrel that will get  Ayumi to stare into space.

Take for example this corpse. It will look like a normal prop, but examine it is inevitable despair of finding a way out of that room because “you’re stuck there with the characters.” You have the same informations as them, regarding how to get away from that place and as a player you are fully responsible for their actions experiencing a total identification.

“You will never get out”

Also consider this sheet. Why should someone click on it?

The setting is small, the impulse of the player is to analyze everything.

If you examine more than once the sheet you will have this small change but will trigger an interesting event.

“You will NEVER get out”

Now we analyze the bones that we had considered before, but after reading this even more bad intimidation.

Yoshiki has a different reaction, he’s more afraid: the sheet and seeing the corpse makes him think  that maybe they will end up like that pile of bones, maybe they will NEVER leave.

The player finds himself compulsively check (as would any human being in that situation) windows, bones, paper, boxes, bones, sheet … As long as this desperate examination did not terminate because the leaflet changes again.

This disturbs Ayumi and Yoshiki even more, who have already enough of that tiny place.

“We’re stuck! WHAT DO WE DO?!”

“SHUT UP! I’m thinking about it, goddammit!”

Yoshiki has an understandable rage shooting and especially given the nervousness.

“Don’t worry! We won’t die in this place!”

…Because you see that when he returnes to his senses, he tries to comfort Ayumi.

“BUT WE DON’T HAVE HOPE! WE TRIED EVERYTHING!”

Here returns theidentification: the player automatically says, “She’s right!” because he has controlled everything that was there.

“We’re just two other skeletons in this room!”

“And all this because we had to split! If the others were here, We could conclude something!”

“WHY?!”

“…Didn’t I tell you to SHUT UP?!”

If before Yoshiki felt (albeit poorly) to console Ayumi saying he would not die, now that he sees the same cry and complain and even blaming him for having split up (because the idea to split was Satoshi’s and Yoshiki’s) he still orders her to  shut up, because Shinozaki’s complaints aren’t helping him at all.

Heck, we understand Yoshiki here! And this “understanding” on our part is thanks to the dialogues in this scene.

And there’s more.

“Tell the truth…”

“Don’t tell me you’re sad just because you’re stuck here with me and not with your beloved Satoshi!”

Ouch, that burns!

This dialogue striking because… It’s true. It’s very natural. Yoshiki’s words seem random at first, but actually when we get angry with a person become more resentful than we are, and we can also bring out issues that have nothing to do with the main topic.

“Y…Yes! WHY?! Why am I here with someone like you?!”

And the scene ends as well, with her listening to what Yoshiki pulled out and we have a change of perspective introduced by “Meanwhile …”.

The game is still more or less at this pace succession: the scenes are not overly dramatized and leave instead of the player juggle the choices that have to be made (aspect that, contrary to what we expected, it was also maintained in his more commercial alter-ego). We don’t know which of these choices could lead to better end, giving the illusion continues to be active protagonists of the story along with the characters, and we can write our fate.

It goes something like this, at long intervals dedicated to solving puzzles precisely and ways to unlock new areas of the school to explore, with the general atmosphere that suggests taking agitated attitudes, not only by the conduct suggestions the characters but also by the music.

In summary, if we were talking about the trump card of this title, what do we conclude?

If the reader will allow us, we will close this part of the analysis with the following observation:

What distinguishes CORPSE-PARTY is the sum of the narrative incipit and its characters, which support the gameplay -so the player’s activity- that is always a constant background that determines the tone of the game.

But above all there is to recognize CORPSE PARTY-credited with being the pioneer of not only a series, but many features that have begun to characterize the HOR-RPG genre for every generation to come, joining the zero generation (the horror experience), the first (the character drama) and the second (storytelling-focus).

Well. How’s its colleague commercial, Blood Covered: Repeated Fear?

The differences are remarkable. This is because the years pass, the needs of gamers and their expectations change. We can see all the changes applied by a more substantial production team, including certainly a massive study of the background of the story, not to mention the graphical improvements and new material, thanks to the professionals who work for the realization of the game but also brings defects, of which, however, not discussed in this section.

Let’s start first on the context in which new characters are. The school that had the brown tones now has blue tones, approaching the idea of ​​an abandoned public facility, and the story gets longer, improving what was the main flaw of the first title: the speed with which they develop the last scenes of the story. Still remembering that the heart of that title was supposed to be the gameplay, even if it was to penalize the plot. It was not among the requirements then developing a narrative structure.

Everything changes, of course, with the title of 2011 for PSP. The scenes they take all their time to illustrate the situations, enhancing the moment of anguish that you are driving along with the characters. There have been many moments of which we could speak, including the time when it is revealed the past of Sachiko (the scenic which replaces the race of the victim and the executioner), or the discovery of the truth about the three children’s murders, slow and painful not only physically but especially emotional for the players, for them and for anyone living that scene. One of the best results of the plot between directing and gameplay, or talking about real gaming directing, is certainly the part devoted to Yuka and when left alone and slowly the player must figure out how to deal with Morishige photographing corpses, even if we make a special mention of Ayumi’s possession scene, who wanders around the structure by your side as her attitudes become increasingly unstable.

Anyway back to Yuka, and talk about this moment of pure tension dedicated only to the player.

We are with Yuka, in fact, a fourteen year old girl with serious infantile regression problems of mind and body. Okay joke, just the fault of fanservice that turned the original characters. Indeed, no … Maybe it really is a more serious problem than we think because even Ayumi occasionally behaves like a child, some strange virus … I dunno, The Brattite-Virus.

Anyhow…

You are just left alone in the second wing of the school -That, I will say, talking about scenografic level we have much liked rather than the main building, after being separated from her brother, in a place of death. Even the environment has the potential to put anxiety to the player.

This also helps the piano music that brings together all the sound design of the game to enhance the tension that you should feel masterfully. Talking about sound design, the sound of a camera will move us into the room where we will meet Morishige, and the music stops.

The boy explains some facts and then asks Yuka why she’s on her own. It looks like a normal conversation, but the pictures show us something different. You see Morishige’s sprite?

Even by itself, the glasses do a good job that prevents the player to see the eyes. His shirt is unbuttoned, in opposition to the composure that has characterized the character for his first appearances and during the flashbacks, and then he’s placed in front of a corpse. We know that he did something, because it is the staging to tell us. There is no forcing of dialogue, or expressive exaggerations or excessive dramatization that normally affect the direction of narrative works.

In the game, instead, if he catches you once, he only asks why you run away, with an apparently completely natural expression.

We can continue to do the comparison here, where after the student has set out to help Yuka decides to look for her brother alone. Well, there is no particular chase scene. Morishige moves towards the player, but walking.

We are tense like Yuka, we know that Morishige has done something unpleasant and being around him will not guarantee us security. The music, which has just started to play, to take the player on a new meaning, but especially … We have to decide how much time to spend together with the mentally unbalanced guy.

Exit from the room or less, or continuously wonder if we flew from the danger since the atmosphere continues to remain constant and homogeneous, predominantly tense. All this helps to make the player fully involved and responsible for their actions. He decides how much to let go, whether to control certain elements or less, practically everyone builds his own direction, advancing at their own pace and take its decisions that could ever come across or the Wrong End Bad End.

Unfortunately, the direction is not one of the elements that most impressed the general public. Following the more superficial approaches the fandom, to be left in the memory of the spectators are not scenes especially from the game-except of course the most iconic, such as the aforementioned reveal on Sachiko-, but its characters and deaths collections that they face.

 

 

However, having to talk about this game in the series could not ignore this aspect.

The direction of Corpse Party Repeated Fear was the mainstay of the game as well as his trump card that allowed players to become attached to the characters-  I venture to say that the characters lived off their income in this version–.

In it you have an important recognition line, making an unforgettable gaming experience and  filling defects caused -and probably to some readers this will be a surprise… Drums please… The writing! It turns out to be deficient in some places, there are some questions that are not answered not only volunteered to play other titles to fans, but also to involuntary level; not to mention the unnecessary presence of some characters who have not had enough screentime to have a development. Consider, for example, Prof. Yui Shishido, a character that appears only in the second and last chapter, left behind by writers, unlike her students.

Professionalism Meter

So here we come to the second part of the article. And here comes the fun!

Remember the introduction of this article? How do we tell if its games dress of  mantles of amateurish? How do ooze a professional line of a series of games so long-lived?!

So. To begin with we have accomplished a task of synthesis and took two reference samples, CORPSE-PARTY and Corpse Party:Blood Covered Repeated Fear. To make concrete observations would be taken then consider two related points: items such as packaging and the author-work ratio are all observations and deeply intertwined analysis, in the case of Corpse Party, with the history of the product that we have summarized in first part of the article. It may be difficult to talk about this because we have to keep the two titles both on the scales.

 

  • Packaging

Surely you can see that there was a great change also in the distribution and presentation of the game from ’96 to 2011, also because of the context in which both have been developed.

The title of ’96 had been created for a contest, So there was great commitment for sponsoring it and / or distribute it, because to do so was already LOGIC Sofcom, so it was only known by the public because of its successors.

It was so because the successors of CORPSE-PARTY was already picked up by majors, such as the aforementioned XSEED for the foreign market, a real development and production team with professionals manage the release on the market because the game was already thought to be distributed to the general public.
Because of this, the hand of the people in the industry can be seen from the point of view of distribution from Blood Covered until the last title (sequel) out of the series.

  • Author-work ratio

Like many authors of HOR-RPG genre, but also many personalities who work in the big production houses, Kedouin (we talk about it being the principal conductor of the series) also on social is a fairly aloof author, for example, prefers to re-tweet post updates to the one that works (not Corpse Party, moved to another) without post anything personal or even that it can outsource most of its personality. Even during the interviews he answers questions, says some background … But has never shown particular aspects or work attachments.

Because of this we can guess that, sadly, he has probably sold in a total way his story to the market, and unfortunately what we see, even given some flaws that will be listed below.

  • Defects

Well, in the end we even got to this point. We can say for sure that the defects of these two titles consistently reflect their production environment.

Both have to do with problems with narrative development. Similarly both they have in common, as positive points, their unique styles and the ability to better enjoy the atmosphere that we propose (a valid directing).

On the one hand we have a hasty and poor development of the events, which is seen especially with the approach of the final acts. All this in a period in which he played a video game when you were not there, by those who played, the same claims to have a complex narrative structure as there are nowadays.

Excluding the other endings, we can make a reference scene. The mid-point.

At this particular point in the game we can for example notice a considerable accumulation of information about the past of Sachiko and the reason that made her decide to bring the people in the other dimension. As director has tried to make an intense scene we must consider that the limit imposed by the writing is unfortunately too wide for it to be filled from the atmosphere.

It goes from frantic atmosphere, since Ayumi and Yoshiki have been reported in the real world until they discover that the parallel dimension is still behind them, at an incredibly slow one which is facing the accumulation of information that focuses all at one time. During the rest of the game, before this point we don’t even have clues that could have been left to assimilate gradually the with past events and that we are told in this scene

This defect was filled instead by his alter ego, Corpse Party Blood Covered Repeated Fear.

This title presents all the defects that a major (or just a production company formed by a group of professionals) could encounter during the production of a title.

We’re certainly talking about just the fanservice which affected considerably the characters, but the writing flaws that come out when you add too much meat to cook.

Actually writing this title is not to be thrown away at all. It appreciates the commitment to the story that was meant to build on the school. The writers wanted to ask the company to build a true world-building, demanding operation that is normally endeavored by writers for fantasy, in which you need to know before the story to tell the story of the places where the events are placed. All this certainly makes honor to the team of writers

… If only not many outstanding issues had been left (as the “construction of the new Sachiko) just for pushing fans to play other games in the series! Not to mention some stories of secondary characters-as those of other schools- not thorough enough in the main storyline.

However, when you take into consideration the idea of ​​developing a plot so complex it must be very careful not to lose details in the street.

For this we will focus on two points in particular: the development of the characters, an issue that Ele will deepen better later, and the dissolution of the plot.

  • Interweaving

By this point we can talk about, for example, of these points:

A) The hierarchical system of spirits, undermined the narrative presence of Naho, unique spirit to be neither a fatuous and even a spirit with fluorescent body. We thought in fact that the only exception to the rule was Sachiko.

B) The relationship that objects have in various dimensions. The candles had to be only save points, but the idea of ​​being able to share some objects between the various dimensions could do to take the initiative to the characters to be able to connect? We take the luxury to consider this only as a distraction given by a need for gameplay on which we do not linger long.

Let us return instead to their own spirits, and look how the mid-point was treated in this version, the one in which Ayumi and Yoshiki discover the truth about the deaths of the three ghosts (in the ’96 version was directly on Sachiko’s death, while here they elongate the broth preferring tell hereinafter this part).

Well, we had to mention this scene. The whole story is told in poetic slowness, poetic, not only for text that is read but because of the tone with which a story is told in a so cruel manner: we have a great combination between music, reflection on the emotional state of those children and the parallel scene the other characters are listening to the tape and complete at the same time sums up the sad event. But we are not here to appreciate the direction, which we have already discussed in the previous section, but a small example that might expose the flaws of logic.

Here, Yuki says something very interesting about the spirit children who make a pivot to the closed spaces, we speak of the theme of double medalist ghost.

“And where is the problem?” you say. Yuki’s right, we see twice as Sachiko face.

“Exactly”, it’s my answer. “Sachiko’s double faces. And the three ghosts?”

Very trivially we are talking about an example in which the information exposed by the mouth of a character isn’t found in reality. Probably, the way the scene was structured, this was supposed to be a question that would have to put more anxiety to the player and the characters themselves. At that moment it had to be added an additional obstacle to overcome to make the success of the protagonists in their efforts to save everyone seemingly impossible.

The problem could have been avoided easily if, after having pacified the souls of children, we could have seen the bad sides of their spirits anyway, or if from the beginning of the game you could see two copies of the same children.
Maybe they mean that spirits returned vindictive whenever the structure was rebuilt after the pacification of Sachiko because Yuki remained a good spirit from then until the end of the game! It can be considered fatal error has already been implemented in exposing the information that way. Her words were: “I will return at any moment a vengeful spirit, run if you will see me.”

This could make more sense instead CORPSE-PARTY, where it was the same Sachiko-good to tell his own death and warn that the evil spirit of her alter-ego was getting stronger.
Unfortunately, for what concerns Repeated Fear and new features added to the whole background of the story, it is a detail forgotten by both writers and the player, who will leave by events that begin to occur one after another at the mercy the “ending climax.”

A special mention before concluding this part also goes to the tone in which the final ends and returns, thanks also to the photograph which prefers light tones and golden hues, hope and serenity to the player who has immersed for 9 hours in closed spaces, darkness and death.

  • Characters

The characters have more screentime available (stage presence time), and we have not been forgotten by the writers, maintain stable and homogeneous properties throughout the work. In fact, apart from a few minor exceptions, we can’t say that Corpse Party Repeated Fear present real development arcs of the characters.

Of course, some have their own peculiarities and it is a pleasure to discover their positive and negative sides, in fact, we see the difference in the mirror Ayumi / Yoshiki –the first regressed to infantile state in several parts of the game and each other that we rediscover a character very patiently and Naomi / Satoshi –the first “strong outside but inside fragile” and the other is rediscovering the total opposite-. However the facades in everyday life clashed with those of horror context are often too different and sudden changes from one context to another. Or again there is the case of Yuka, who got moments when he could have the opportunity to obtain a development that there has not been from the moment he has re-met her with the others.
Let’s talk about a particular case…

In fact, the brother of the little girl (which, remember, isn’t so “little”) has a big problem from the point of view of the characterization, but what makes the lack more visible is how the fandom has taken this character.

The boy fact it seems that in the course of the game has a double personality. Discounted Unfortunately Satoshi splits in “Class Satoshi” (during classroom situations, such as the introduction of the entire game) and the “supernatural Satoshi” (when he is in Heavenly Host).

During everyday situations he or comic gimmick, or a love interest. He’s a classic kind guy, wimp, what girls want because of their Nurse Syndrome, to keep it short.
…One thing that bothers even superficially are many ridiculous skits that especially with Naomi.

Unfortunately, because of these types of scenes, Satoshi is seen generally by the fandom just like this kind of character, and that makes disappear all of his efforts and the values ​​that he shows in Heavenly Host, where he is above all very patient (to keep a child like Yuka …), and he brings some common sense and not being tarnished from every horror that sees at Heavenly Host, without even cry (…for every little thing like someone).

Even in the most desperate situations like when he lost Yuka in the fourth chapter he has always rightly raised thinking: “If I mourn I don’t solve anything”, and that’s not a thing everyone thinks in this game.

But remember that while managing to get up, and then even help Naomi all the time, Satoshi had the perennial doubt that his sister had died at the hands of some ghost, some insane photographer , or someone who wants to replace Satoshi as a brother because Satoshi himself has left Yuka alone. In addition to the possibility that a loved one has been killed, the sense of guilt most likely comes from the fact that it is as if he “collaborated” in doing so.

He could use other phrases to comfort her, for example one of his classics “It’s all right”, or “Thank God you’re alive”, as Naomi says after …

Instead he apologizes. In this scene, he takes both weights off his shoulders, knowing that Yuka is alive and does not think that he is complicit in her hypothetical death. This reasoning arose more than anything else for the choice of words that has been made.

So, he has always shown a strong stomach and heart and that does him honor from a certain point of view, compared to other characters that we meet in the game.

For many it is definitely a boring character (some are a lot bothered by Satoshi although there is much, much worse out there) because let’s face it, he is also fairly flat, but even if it is not the real problem with him and the question of which I would like to talk.

Unfortunately, a good number of fans for this sees him only as a coward “good guy” in that we very, very dull everyday scenes because, unfortunately, is treated well in those scenes! It was like they didn’t knew where to end up with him, whether to go for the stereotypical “uneasy boy” or to “main strong character that saves everyone.”

The point is that his change, as we have mentioned before, does not seem to be gradual but very sudden. Since the introduction of the first chapter we see a person, then in the second chapter (where it appears for the first time to Heavenly Host) we have another one, and this “passage” is not caused by events that have made him change in some way , because Satoshi is strong right from the start as soon as he enters the school, so his is not even a character development … It is simply another personality not justified in any way.

So unfortunately Satoshi Mochida is an inconsistent character.

In short, the bilinearity of the characters (both in their natures and in the combinations of the couples that are seen in the various chapters) is useful to create a basic conflict for the staging, but we do not actually have a real awareness of their identity and the contexts in which they are inserted.

Conclusion…

This was the first time machine stop.  As the first article in here it proved difficult to deal with, given the numerous data that you have to research in order to speak to the best of a series that has had such a long history.

Corpse Party, a bunch of corpses but also good ideas, some successful and others scattered on the street. A series not yet abandoned by the producers (see the release date of Corpse Party 2: Dead Patient, April 2019), which probably will not have lost sight of their dream: that of a big commercial behemoth. And all this, started only by a HOR-RPG developed, in 1996, with RPG Maker (Dante98), affable tool for everyone, but not by everyone appreciated.