見上げてごらん、夜空の星を

Miagete Goran, Yozora no Hoshi o Interstellar Focus (見上げてごらん、夜空の星を Interstellar Focus) Review

《Miagete Goran, Yozora no Hoshi o (見上げてごらん、夜空の星を)》— I’ve already forgotten what year it originally came out. Still, that game left a pretty strong impression on me. I remember it was winter, deep winter, around December. I was curled up under the covers and blasted through the game from the prologue to the OP in one sitting. Watching the protagonist finish building the telescope and do that first stargazing session together, with that hype OP playing — man, it hit me. The thing I remember most is the soundtrack and the staging. Most scenes are at night, mostly quiet music, all kinds of shot compositions arranged like a film. The main story is excellent too — it’s nominally about “astronomical observation,” but what it actually is is a love triangle, and the real heroine is Amanokawa Saya with her heterochromia. The game intercuts memories and the present, and lays it all out on a detailed timeline. You can tell they cared. But… when the main game of 《Miagete Goran, Yozora no Hoshi o》 was selling well, they put out a fandisc, and that one felt like it was missing something. First the timeline was gone. Then the cinematic music and staging were gone… and finally the stargazing was pretty much gone too. They call it a fandisc, but none of the strengths of the main game made it over. It’s just an ordinary vehicle for HCGs. Depressing. Fine, whatever, it’s an FD, you can’t ask for too much. But I never expected… that after all this time, 《Miagete Goran, Yozora no Hoshi o》 would get another FD. The full title is 《Miagete Goran, Yozora no Hoshi o Interstellar Focus》. The “Interstellar Focus” part sounds like it means “starlight focus,” but with a hint from Bob I finally saw it — the words are just there to spell out “IF.” IF meaning this game depicts “another story, what if.” And what’s the “if”… When faced with the love triangle between Hikari and Saya, the protagonist says…

Miagete Goran, Yozora no Hoshi o FINE DAYS (見上げてごらん、夜空の星を FINE DAYS) Review

A while back I was reading some stories on a blog by a guy who claims to be an eroge-industry insider, and I came across this: つまりシナリオとは発売後に作品を支える要素であり、昔から初動の売り上げにおいてはイラストの方が重要であった。 (The initial sales of a game are mostly about the character designs and art style; the scenario is just one element that supports a game after release.) And then something even better: だから打ち合わせでは「キャラとイチャイチャしていれば話の中身なんてなくていい」と本当に言われるし、「○○先生に原画を担当してもらえる時点で売り上げは確保できているから、シナリオなんてクソにならない限りどうでもいい」とさえ言われてしまったりする。 (So at planning meetings people literally say things like “as long as the player can flirt with the characters, the story doesn’t need any substance,” and even “if Mr. XX is doing the original art, sales are guaranteed, so who cares about the scenario as long as it doesn’t turn to shit.”) Of course, none of that beats this: ゲームの傾向も変わってきていて、2004年頃は「エロなんかいらねぇシナリオの質が重要」なんて一部で言われていたりもしたが、今企画会議でそんなことを言おうものなら袋叩きにされる。 理由は簡単で、シナリオを重視した作品よりもキャラクター性を重視した作品の方がグッズの売り上げがいいからである。 (The direction of games has changed too. Around 2004 some people were saying “who needs porn, what matters is scenario quality,” but if you said that in a planning meeting now you’d get beaten to a pulp. The reason is simple: character-driven works sell more merch than scenario-driven ones.) Well… what can you say? That’s reality, I guess?