MME
I thought about opening with a look at how this new MELLOW studio connects to the old MME, but the more I turned it over the more pointless it seemed. MME is dead. Better to just talk about the game.
The game comes from “Tareka,” the most shitpost-happy scenario writer MME ever had — the one who’d casually write orgies and compensated dating, though every now and then he’d turn out something decent. So even before release, this one reeked of “he’s doing a bit again.”
アサガオは夜を識らない。
The title reads downright literary in Japanese. アサガオ is written 朝顔 in kanji and refers to a purple… trumpet-shaped flower. In English, a morning glory. Literally translated, the title is “The Morning Glory Doesn’t Know the Night.” But the game reads 夜 as あい — the character for love, 愛. Which turns the title into “The Morning Glory Doesn’t Know Love.”
Conveniently, the heroine is also named Asagao, so the pun lands: on paper it’s “the morning glory doesn’t know the night,” in practice it’s “the heroine doesn’t know love.”
From the very first promo, the game kept insisting: this is a true “pure love” story.
Anyone with experience knows what it means when a writer keeps hammering on “pure love.” Didn’t Gen Urobuchi call himself the “warrior of love” while claiming he was writing pure love too?
Looking at the key art — the heroine cradling a bleeding rabbit — I steeled myself, felt a flicker of anticipation, and opened the game.
Which, as it turned out, was the start of my disappointment.
The game this time is called God Sisters.
A long, long time ago, a game caught my eye: Suite Life, put out by MME before they went under.
My English is trash. Back in high school I used to pronounce “Suite” as “Suit,” and it took me forever to realize I’d been saying it wrong the whole time. That’s part of why the title stuck with me. Suite Life, literally “packaged life.” There’s an American TV show with the same name, but this game seems to have nothing to do with it.
Honestly, I played Suite Life not long after it came out, and then… I dropped it.
Dropping it wasn’t my intention, I was genuinely interested. The main reason was that the game was just too boring.
And years later I went back and finished it. The main reason was pretty much the same as why I dropped it: I was too bored.
Kokoro ga Tsunagu Koi Shirube (ココロが繋ぐ恋標) came out last month. I wasn’t even planning to play it, but then I saw a Japanese review saying it was worth an “80.”
And like an idiot, I believed them.
By all appearances this is MORE’s last gasp: a shell company of a shell company of MME, a factory-line product from KATE. Word is MME disbanded right after this shipped. The whole thing reeks of LASS on its deathbed. Nothing about it says “quality.”
But I saw Japanese players online saying the game has multiple routes, and that aside from the other routes being dogshit, the main Kokoro route is actually good.
And like an idiot, I believed them again.
Japanese works love to bring up “four-leaf clovers” all the time. Most of the time it’s the hero and heroine finding one in the grass—the kind that supposedly symbolizes “luck.”
One use of that trope would’ve been plenty, but unfortunately it’s everywhere now, played out to death. It goes back to games like Clover Hearts in 2003, and from then until now the four-leaf clover legend just keeps multiplying. Sometimes I honestly wonder if Japan is covered in the damn things. Four-leaf clovers are supposed to mean luck because they’re rare, so why can the protagonist and heroine always, without fail, stumble onto one?
I wrote a post complaining about this a long time ago too: if four-leaf clovers stand for luck, then what does the ordinary three-leaf clover stand for? Does that mean three-leaf clovers are unlucky compared to four-leaf ones?
Of course, a three-leaf clover isn’t unlucky. But if you actually use three-leaf and four-leaf clovers as a metaphor for people, the happiness a four-leaf clover gets really isn’t something everyone has. For me, I read it as “the three-leaf clover stands for the ordinary and the mediocre.”
Last year More launched a sub-brand, DOLCE, and put out its first game, “カサブランカの蕾” — that is, “The Buds of Casablanca.” I rated that one pretty highly, because it gave me a lot to chew on: its take on desire and true love is “realist,” and the ending, paired with an old song redone as something new, really shines.
DOLCE put out a new one again this year. Given how More has a habit of spinning up brands for no real reason, this label’s whole deal seems to be cranking out the same type of game over and over. The new one’s called Shamrock no Hanakotoba — “the language of flowers, shamrock edition,” basically. My guess is it follows the same route as Casablanca no Tsubomi before it: grounded, leaning dark. At least that’s what I figured when I stumbled onto one of the promo CGs — a big ol’ 3P shot staring me in the face…
Before I got into this game, I didn’t even know there was a word “Shamrock” that specifically means “clover” — I’d always thought it was just Clover. Naturally I also looked up the language of flowers for clover, and after reading up on it, I get why everyone says the four-leaf one stands for luck.
The language of the shamrock: one leaf stands for prayer, one leaf stands for hope, one leaf stands for love, and the last leaf stands for happiness. If you can find a four-leaf clover, you will find happiness.
And of course, if you didn’t find that fourth leaf… you have everything, except happiness.
Yes, this game is the story of four girls who had everything except happiness.