Gaming
Last year Lump of Sugar put out two games…
And each was worse than the last. The first, Renai Relation, had a baffling system and not a single interesting thing in the plot. The second, Kodomo no Asobi, maybe had slightly better writing, but the art was absolutely terrible!
Funny thing, I looked back at the studio’s older stuff—back in 2014 and even earlier they were still doing two titles a year, and the premises were just as dumb as ever, but at least the art was decent. I played Unmei Senjou no Phi too; the system was actually pretty flashy, but for a game billed as a mystery, the story was a total joke…
So I’ve always figured Lump of Sugar pumps these out assembly-line style: someone grabs a premise, holds a meeting, rounds up a few writers (they don’t even have a fixed writing team), the artist is at least consistent with Moekibara Fumitake, the music is whatever, and the only real muscle in the company is the programming side—they’ll cobble together any weird gimmick you can think of. Keyword hunting, fruit slicing, timed hidden third options. Going by that Japanese expose on the eroge industry, Lump of Sugar probably just leans on Moekibara to push the first wave of limited-edition sales and then calls it a day. The stories aren’t really that interesting; it’s mostly carried by the voice acting, art, and programming. So honestly, I don’t play their games all that seriously (same as how I play crap from that shit-tier studio), I just skim through and move on…
This year’s Lump of Sugar feels different though. Maybe they finally got their act together, maybe it’s because it’s their tenth anniversary and they figured holding yet another press conference to announce a new title would be stupid—better to sit down and make a proper commemorative game. So they took their biggest hit from ten years ago, Tayutama -kiss on my deity-, and made a sequel using the same setting. Plenty of people probably remember Tayutama—there was an anime, called Yuu On (Tayutama), and back in the day the studio even did a crossover between the anime and Yuzusoft’s Tenshin Ranman. Pretty nuts, right? They really went all-in. So bringing back the old setting for a sequel has a bit of that Alcot-doing-Clover Day’s vibe—look back at history, look forward to the future, carry on the legacy, march steadily forward.
The sequel is called Tayutama 2 -you’re the only one-, and it continues from the first game. The first game was about the conflict between humans and Tayutai; the second takes place in a town where the heroes of the first game have established a place where humans and Tayutai can coexist peacefully.
The protagonist, Kusakabe Sora, runs into Kohaku, a Tayutai adopted daughter raised by the first game’s heroine, Izumo Mashiro. He helps her out, the girl decides he’s a good guy, and drags him home to tell her mother she’s going to marry him.
Tsukikage no Simulacre is a free game. I was pretty surprised when it got announced. My first thought: when a Japanese company suddenly announces a free game, 99% of the time it’s a card game. Turns out nope, not a card game — it’s basically galge-style content.
Then I figured, if you’ve got the balls to make it a galge, are you gonna charge me for every choice?
And then the bastards went and slapped “完全無料(ゲーム内課金無し)” on it in giant letters.
So now I’m even more confused. Everyone says the eroge industry in Japan is dying — since when did they start doing charity? And isn’t the standard playbook for disruptive low-price launches to hold a press conference like Meizu used to?
Whatever. Just download it and see. It’s free anyway. Gotta hand it to those dumbasses in Japan and their bargain-bin servers — the official site went down almost immediately, the Dropbox links blew through their traffic cap right after, and only the Google Drive one still worked. As expected of the almighty Google.
Is it really that hard for you Japanese to rent a VPS??
We’ve always said the Japanese have an island mentality.
What does that actually mean? It has two senses. One is the textbook island mentality — a reluctance to take in culture from the outside world. The other is the one we toss around online when talking about Japan, which is sort of the opposite but comes from the same root: the feeling that you’re on a tiny patch of land with no resources and no long history, squeezed on one side by America and on the other by a rising China, with things not exactly peaceful at home either. So you’re always on alert, feeling like you’re at rock bottom in the dark, on the edge of being ruled by someone else, and you’d better be ready to suffer.
Honestly that sense of crisis is correct. The old saying goes, “Born in adversity, die in comfort.” Which is why the Japanese work so hard — and at least on that count, I’d say it beats China’s habit of being woken up from its “celestial empire” daydreams by a slap across the face.
But “island mentality” isn’t a nice word. It’s distorted, a little forced, and a little delusional, and it shows up in Japanese culture and all sorts of works. You’ve seen it in anime — Japan gets colonized, Japan needs a revolution, Japan gets surrounded like livestock, the world ends with Japan at the center. Etc. Etc. (I’m just talking off the top of my head. I didn’t name Guilty Crown, I didn’t name Code Geass, and I certainly didn’t mention Attack on Titan.)
And by extension, of course there are visual novels that display the same mentality. Like the one I played this time… From the Future Undying.
I’m not really a fan of “guns, cars, and balls” games—I find they get old fast. After all, run-and-gun always boils down to the same few formulas, so even during the years when CS was huge, I didn’t play it for long.
If I had to name what I genuinely enjoyed playing the most, it’d be Chinese RPGs. Like everyone else, my first was the Xianjian series. Before RPGs I never read the story — the run-and-gun stuff wasn’t translated back then anyway, but it had GPS-style navigation: open the map, follow the route, kill whoever you run into. RPGs don’t let you skip the story, though. It’s a narrative, and no walkthrough is gonna sit there and recap the plot of every game you’ve played the way I stupidly do.
So starting with the “Xianjian” series, at first I was mashing Enter to skip every conversation with anyone in Yuhang County, until I got to Suzhou City, where I started actually reading the story properly. Bit by bit I settled into it, and felt the pull of “game plot” for the first time. Of course you can’t say the “guns, cars, balls” games of that era had no plot — it’s just that games back then didn’t say much about their plots. How was I supposed to know that Delta Force 3 Land Warrior had a cute little sister character named Mako who nearly got killed off… the game didn’t mention a damn thing about it.
What I’m actually getting at is this: riding that wave of Chinese RPGs, I started playing games “as stories to read,” and somewhere along the way RPGs drifted apart from the whole “guns, cars, and balls” crowd. The latter chases a “rush”; the former chases a “read.”
Chinese RPGs had a golden age once. Plenty of them, even now, could wipe the floor with a lot of Japanese visual novels — China’s history is longer than Japan’s, after all, and there’s a lot more material worth showing off. Even if the cultural climate on the mainland keeps getting worse, at least the Chinese-speaking world still has Taiwan. The Xuanyuan Sword (轩辕剑) series counts as a pretty unique presence in Chinese-language RPGs: it was the first to fuse “history” with “mythology,” and the side stories in particular weave “emotion” into the mix.
First off, thanks to the people who cracked the PSV. Yeah, it’s not exactly ethical, but I’m genuinely broke. I’ve bought a pile of PSV games by now, so let’s call it even on the guilt front. Next, thanks to the person who dumped this game. Without that legend sharing it, a cracked PSV would mean basically nothing. And last, thanks to the driver who posted the link: Eric Sitounel. Without his tip I would’ve assumed nobody had dumped this thing at all…
The game I’d been wanting to play was this one, because it has an additional route and a new character voiced by Ari Ozawa: Ichinoe Kingyo. I got it downloaded and the PSV cracked in a hurry, and since I’d already played the original Daitoshokan no Hitsujikai and the FD too, I went straight for the new heroine.
How do I put it — way better than I expected. Quick impressions.
Tearjerker stories, everyone thinks they’re so moving. So the moment you say tearjerker, naturally someone’s gotta die.
There are a thousand ways to kill someone off, but the handiest is terminal illness. Blaming it on terminal illness is super convenient—everyone can just curse how unfair the heavens are.
So of course visual novels use terminal illness too. One fairly well-known one was Dekinai Watashi ga, Kurikaesu..
What did I think of that game… one word: trash.
So the same staff went and made a new one, still about terminal illness: Inochi no Spare I was born for you.
What did I think of this one… still trash.
Actually, it’s even worse than the last one…
HanaHime * Absolute! was announced back in 2014, then delayed, delayed, and delayed until now.
Nobody’s heard of the developer Mira, but if you look at the intro and OP, you’ll get a strong sense of déjà vu. Where have I seen this before? That’s right—Twinkle Crusaders (ティンクル☆くるせいだ).
Same artist, same system, same coloring style, same OP animation director, same OP music… basically this is the spiritual successor to Twinkle Crusaders (I’m using “spiritual successor” correctly, right?).
And since it’s a spiritual successor, you know Twinkle Crusaders was a game built around its combat system, so HanaHime * Absolute! is also combat-focused.
As for the story? Who the hell cares…
Every so often on some SNS or other, I run into people who claim to know me.
I don’t know them, of course. No idea how they found me.
“Oh, Mr. Li, I’m a fan of yours.” That’s what some stranger who messaged me on Telegram recently said. “I really love reading your blog, especially the eroge impressions.”
Well, that brightened my day a little. Most of the idiots who claim to like my blog all say they enjoy watching me self-deprecate, and the moment they see eroge impressions they announce they skipped it—some even act like my constantly writing about eroge is an eyesore. It’s my own damn turf, I write whatever I want, and these guys strut around like they own the place demanding I serve dishes to their taste. Give me a break.
“Is that so?” Usually I don’t bother with people who harass me, but this one said something I didn’t expect, so I decided to reply.
“Yeah! Though the recent eroge impressions aren’t as good as the old ones.”
Honestly, I had to agree. Lately I just roughly retell the plot, say “good” and “bad,” and call it a day. I can’t even be bothered to think up titles anymore.
“The old eroge impressions were really great, especially the little intros you wrote at the front.”
“Intros?”
“Yeah, the ones before the boring game plot summaries. Your memories of the past, and those little skits about getting dumped in arranged marriages lately—those were fantastic! You don’t do them anymore, it’s just boring game introductions now…”
I don’t know what he said after that, because after I blocked him I couldn’t see the chat log anymore…
Everyone’s time is precious. It’s not worth wasting on boring idiots. In this day and age, when the prologue of a single galgame can take at least 4 hours, having a super-fast-paced galgame should feel like a breath of fresh air…
Back in school I took a course called Software Engineering, taught by an old lady who could not stop singing the praises of the Indian and Japanese software industries. She’d go off on long tangents in the middle of lectures, and you can probably guess the gist: strict adherence to “standards” in the development process, “modularization” with “high cohesion and low coupling,” that sort of thing. Some of it was honestly overblown, borderline bullshit.
“India’s software industry is very advanced. Their professional programmers write code so standardized that a hundred people all produce the exact same thing—even the comments look identical.”
“The more standardized and regulated things are, the faster you can throw together solutions when requirements come in, like stacking building blocks…”
“Once everything is standardized, every person is like a cog in the machine, running efficiently and fast…”
She kept escalating into more and more mystical territory, piling on the bullshit, and since I was always late to that class I ended up sitting in the front row. The old lady kept fucking asking me questions, and sometimes I’d push back…
“But wouldn’t programming be super boring like that? Everyone turns into a robot.”
“That’s called efficiency. The efficiency of a big company delivering solutions fast. You want to be an individual, go work solo…”
Back then I only had a vague grasp of this stuff. I figured “standardization” and “assembly line” were indeed probably very efficient… But after starting work and dealing with some small and mid-sized domestic software companies (not internet companies), I found that my contrarian comment actually had some truth to it…
The people there really are boring… the stuff they make is boring too… but it does “work.”
The assembly line can solve problems, but it always feels like it’s missing passion and fun, like it lacks color…
Of course, work doesn’t need color, right… It’s just that games can’t be like that, can they…
Yuzusoft’s game from last year, Sanoba Witch, I thought was pretty good—just missing that certain something. The main issue was that Nene’s route wasn’t particularly fleshed out; otherwise there wasn’t much to complain about. So when they announced this year’s new title, Senren * Banka, my first reaction was still disappointment…
Although I enjoyed Saga Planets’ game from last year, HanaSaki Work Spring! (man, the katakana part of that title is a pain to remember), and considered it a well-rounded game with “no real flaws in the story,” “very entertaining daily conversations,” “cute heroines,” “some standout music,” and “art definitely worth checking out,” I had a bad feeling about the company’s new release this year, Floral Flowlove, from the very start.
So, at first it was described as a “ojou-sama-related” game, which already sounded boring to me. After all, when you hear “ojou-sama,” you think of the kind of thing from Note company—gorgeous style, cultured ladies, and the protagonist either infiltrates or lives a luxurious high-society life as a young master. I had no interest in that kind of setup. Then the full title, character designs, and setting were revealed, and I was completely let down…
“あの日、俺は天使を見た” “That day… I saw an angel.”
And then the story was the usual cliché setup: the protagonist at an elite school surrounded by all kinds of ojou-samas, especially the main heroine who reeked of desperate affection. I saw the scenario was by Tōta, a regular for Yuzusoft, and I even thought about ignoring this game entirely…
Later the OP movie was released. Honestly, it was several orders of magnitude worse than HanaSaki Work Spring!’s. Many of the girls didn’t do anything for me; it was pure moege vibes, the simplest and most粗暴 kind of moege.
But then I thought, I didn’t want to give up on Saga Planets just yet, so I tried the trial version. It turned out there was some substance there, including quite a bit of religious content. And I suddenly realized that the one who shone in the trial wasn’t the heroine who looked laughably desperate, but the foreign princess, Aa-chan. As for the other characters, they seemed just as dumb as expected.
“If the full game digs into this religion and princess theme, maybe it’ll be salvageable.”
With that thought, I played the full version, intending to “just do the princess route and stop.” I had zero interest in the other characters, and they didn’t seem to have much screen time anyway.
But man, once I started, I couldn’t stop. I did the princess route, then went through all the other routes, and finally stayed up all night to finish the True End.
And my opinion of the game during that playthrough was like a roller coaster—low to high, high to low, then low to high again… This is the first game that gave me such a wild ride and made me slap my own face repeatedly. ISLAND was similar, but that was the writer deliberately showing off, so it’s a different type.
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