Tsui no Sora Remake (終ノ空 Remake) Review
In the eroge circles everyone knows, there’s a legend going around: they say Subarashiki Hibi is a masterpiece.
And when you ask what exactly makes Subarashiki Hibi so amazing, the answers you get are a little off-topic.
“There’s tons of hardcore CG in Subarashiki Hibi!”
“There’s even gender-bent futanari HCG in it!”
“All kinds of violence and sexual elements!”
Hearing all that, it’s easy to assume the “masterpiece” label here is just because of “overly hardcore porn.” But that doesn’t really seem to be the case for Subarashiki Hibi either. Search online for impressions of the game and you’ll always find all sorts of write-ups that are “very philosophical, but completely incomprehensible.”
Why “very philosophical”? Because a lot of people leave huge walls of text after playing Subarashiki Hibi, discussing everything under the sun—from ancient Cthulhu Mythos to every parallel-space theory after it, quoting sources left and right, citing classics, as if the game’s depth were on par with some massive philosophical tome.
The “incomprehensible” part is that after reading all that text, I still couldn’t figure out what kind of story the game tells. But it did make me remember the scenario writer: SCA-Di.
Later, out of curiosity, I tried Subarashiki Hibi. Since I couldn’t read Japanese at the time (still can’t), I played the translated version. About two hours in, I closed the game. The reason was simple: boring as hell.
A lot of the dialogue in this game is just “mindless insertion of forced philosophical arguments.” The two characters are really just chatting, but it’s padded with tons of so-called “philosophical content.” The main axis of the game is just the protagonist wandering around and talking. That’s it.
Back then, what I wanted was “crazy twists” and “world-saving-level battles.” Subarashiki Hibi clearly wasn’t my thing.
Later I had the chance to play Sakura no Uta, which shares the same writer as Subarashiki Hibi. Maybe by then I’d gotten tired of stupid chuuni edge-fest games, because I rated Sakura no Uta pretty highly. As a story, Sakura no Uta left a deep impression on me—the dialogues between geniuses, the “Shang Zhongyong”-style development, and that slightly melancholy ending. Some of the philosophical discussions in the game also stuck with me, especially the relationship between “art” and “mathematics,” which let me successfully flex in front of my female teacher.
Despite my good impression of Sakura no Uta and the decent rating I gave it, when I saw what people online were saying about it, I was dumbfounded, because a familiar scene played out before me again:
Online praise for Sakura no Uta was still a mountain of philosophical text, including the game’s slightly chuuni dialogue, the Japanese literary excerpts it quotes, and all that fantastical self-indulgent emotion.
Of course, there still wasn’t much introduction to the plot. Some didn’t even have plot. Don’t ask—the answer is “avoid spoilers.” But even avoiding spoilers, you can still say what kind of story the game tells, right? Otherwise I’m just watching you gush about how great the game is without even knowing what it’s about—how am I supposed to know if it suits me?
This reminded me of Subarashiki Hibi back then, the same feeling. And I instantly understood: looking at Sakura no Uta, I should be able to understand what kind of game Subarashiki Hibi is too, right?
Of course, to this day, I still haven’t played Subarashiki Hibi again.