SMEE

Sugar * Style Review

I thought about writing some clever, unconventional intro, but then I figured nobody actually reads those closely anyway, so forget it. Let’s just talk about the game.

Making Lovers Geki Icha After Story Volume.01 Ako Karen Saki (Making*Lovers 激イチャアフターストーリー Volume.01 亜子、可憐、咲) Review

Everyone knows game companies these days basically have no shame… The most obvious sign of that shamelessness is they never “wait until the game is finished” before putting it on sale. They get it to roughly-done and immediately start selling. As for the rest—sell the base game first, deal with everything else later. When it’s done, they bolt it on and call it “Downloadable Content,” i.e. what we call DLC. Some of that DLC you have to pay extra for. So you pay for a half-finished game, then keep paying for the extra content bolted on afterward. Only after you’ve coughed up several times does the content count as fully there and the game count as complete… Think about it and that’s pretty fucked, isn’t it. Fortunately this dumbass habit is mostly a Western publisher thing; Japanese companies still have some shame… probably. Why “probably”? Because Japanese companies have learned bad habits too. Make half a game, then put out an expansion pack—it’s become the new normal. Once the engine and framework are in place, adding a few stages is just opening the map editor… And that goes double for visual novels, sitting at the very bottom of the game food chain, which don’t even need a map editor! SMEE, a sub-brand of the real estate company HOOKSOFT, is exactly this kind of shameless entity. They love putting out Minifandisks—the really short kind of fandisk, where the content length barely qualifies as DLC. Oh, and it’s not just SMEE being shameless. HOOKSOFT has no shame either; their games get Minifandisks too. If you want to say Asa Project, the other HOOKSOFT sub-brand, is relatively honorable and doesn’t do Minifandisks, you’d be dead wrong—they’ll add new characters and sell a PSV version, charge more, make more money… shame all over the floor. Is the Japanese real estate business just not turning a profit anymore? Is that why HOOKSOFT is shamelessly grifting every which way? Anyway, this time SMEE put out DLC for last year’s well-received Making*Lovers—the so-called Mini Fandisk Volume 1. The full title: “Making*Lovers Geki-Icha After Story Volume.01 Ako, Karen, Saki” Holy shit that name is dumb as hell. They’re one step away from tacking on a Deluxe Package Complete Edition suffix once all the volumes are out.

IxSHE Tell Review

If you watch a lot of anime or play galge, you’re probably familiar with a certain setup. In Japanese otaku-oriented fiction, the most common one is the “harem.” This “harem” is a bit different from the Qing dynasty harem dramas we’re used to. Even if it’s somewhat similar to something like The Deer and the Cauldron, it’s still not quite the same. Japanese harems mostly consist of “the male lead maintaining ambiguous relationships with multiple women for a long time but never fucking confessing.” Because Japan is monogamous, you see—if you confess, that means the other women are done for, game over, loser dogs, and the harem loses its meaning. This “harem” thing thrives on that borderline-level ambiguity. You can be naked and hugging all sorts of girls, you can see their entire bodies, you can kiss, you can grab tits, you can even touch pussy, but as long as you don’t stick it in, you and she are just ambiguous, the other women still have a chance, and your harem can continue. So the actual fucking is generally the bottom line. Most harem works never cross that line—unless they’re heading for the ending. However, “harem” in the context of a galgame is a different picture entirely… Because galgames have no bottom line, harems split into “true harem” and “fake harem.” “True harem” is exactly what it sounds like—ハーレム—the male lead does 3P, 4P, 5678P… all sorts of indescribable things. “Fake harem” is still the manga/anime routine: all sorts of ambiguity, all the heroines like the protagonist, but since it’s a galgame you’ll definitely hit a home run and it won’t drag on without an ending like some dumbass manga or light novel. Most harem setups go like this: Ahuhu is an unbelievably ordinary high schooler. At home he has a sister who’s an unbelievably brocon and hates squid, next door lives a childhood friend named Xiaozhu who walks to school with him every day, the student council president at school is a sharp-tongued girl who deliberately picks fights with him every day, and meanwhile Ahuhu has a crush on some girl in the school library—a recent transfer student he ran into by chance on the train one time. Ahuhu keeps saying he has no luck with love, but the story ends with his sister wanting to marry him, Xiaozhu insisting she’s just a childhood friend while actually masturbating to him every day, the student council president being a tsundere who’s crazy about him and only picks fights to talk to him more, and the library girl actually liking him too but unable to say it no matter what, keeping it bottled up inside… So Ahuhu, while humbly calling himself a loser, simultaneously juggles all these beautiful girls like some romance-blind KY idiot, until some event triggers a choice and a confession… Familiar? Clichéd? I can’t say for manga and light novels, but at least most galgames follow a similar setup… Honestly, this setup has plenty of holes, especially the protagonist claiming he has zero luck with women: “You motherfucker Ahuhu, your luck with women is off the charts!” You get used to complaining about this stuff. Some games try to break out of the framework, but they always roll back in the end… After all, if you want to write multiple heroines, this is the only way… what else can you do… Yeah, what else can you do? Well, a company called Hook gave us a different answer, showing us what a harem looks like when it doesn’t follow the formula…
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Making Lovers (Making*Lovers) Review

A while back I was mulling something over: Which visual novel actually delivers a romance experience closest to the real thing? If I’m forced to answer, the first thing that pops into my head is a game from a company called SMEE. Yeah, SMEE and HOOKSOFT are basically the same outfit. They bill themselves as focusing on “romance by stages” — the whole hero-meets-heroine, gets to know her, falls for her, and then, uh, conspires with her… wait, no, marries her kind of flow. That’s what they say on the tin, but the games themselves don’t always look that way. How to put it — a lot of SMEE games feel like gag routines strung together through everyday life. Early on, Fureraba Friend to Lover wasn’t that blatant about it. But later stuff like Pure×Connect and Step Kanojo started leaning harder into comedy, using exaggerated presentation to sell the heroines’ quirks and the protagonist’s snark. Sometimes the protagonist himself turns into a total creep just so you have something to roast. SMEE’s comedy path keeps veering further off course, though. Last game, that “country love” one, was basically a joke collection — the heroines had no personality, the art was unsettling, and I had a genuinely painful time playing it. Listening to Honda-san’s country ojou-sama rattle off scatological jokes one after another, plus bits about a bunch of people observing sperm… I didn’t know whether to laugh or cry. The confession at the end was cookie-cutter and half-hearted, and it wrapped up out of nowhere. Personally, I prefer the style of early SMEE like Fureraba. There the conversations center on “getting to know the girl,” most choices are about communicating with her, and many of the women feel close to real romance — especially Mochizuki Rina and the vegetable-selling senpai Sawatari Misaki. That’s why I say SMEE’s games are closer to real love. And now SMEE is back with a new title: Making*Lovers. Still about the player searching for a partner, still that witty, chatty style. They even put out a super simple preview version first — a few minutes of dialogue per heroine, nothing you could really judge. A trial version came later, but I couldn’t be bothered since the game was about to launch. After finishing the retail version, I have to say this is probably SMEE’s second-best game in recent years, after Fureraba.

Amenity's Life Review

For a lot of people whose entire knowledge of Japan stops at the Second Sino-Japanese War and at the level of Aoi Sora and Matsushima Kaede, the impression they have of the country is basically this: “perverted,” “off-the-wall,” “all kinds of fetishes,” “twisted,” and so on and so forth. It’s not hard to see why. At least in mainland China, the Japanese social news you come across is nothing but some foot fetishist sipping a Coke while licking a stranger’s feet for 30 minutes, some ear-cleaning massage parlor, all sorts of weird services, those utterly pointless but deeply disgusting otaku fleshlight things, people who eat a girl’s shit, people who drink her holy water, and on and on… By any reasonable standard Japan should be a country with very strict moral restraints, but that’s exactly why people cut loose harder when they do… Then again, is anywhere else any less twisted? I flipped through mainland social news and there’s no shortage of twisted stories. I know a girl I went to middle school with — she posted on social media that she ran into a purebred “foot fetishist” on the streets of Zhengzhou, who politely asked to photograph her feet specifically… and to kiss them… and she said yes. Hard to say whether that’s real “twisted” or “perverted,” but my point is that these people who clash so hard with social norms exist everywhere in the world. Japan just likes to drag them out under the spotlight. “Otaku” and “ACG” culture have seemed stuck in the swamp of “pornography” from the very start. Most of the content is about sex, even though most of the people consuming it have never had any… so the impression they give others isn’t great either. Which is why when a classmate introduced me to someone, they’d add helpfully, “Don’t worry about him, he’s a 2D person, he’s not interested in you.” and I’d sit there dying inside. Thanks to the bigger imagination that ACG culture spawned, Japan has a fun hobby: “moe-fication” and “girl-ification.” Can’t find a girl? Just turn the stuff around you into girls. Trains become girls — when you ride the train, it’s like you’ve entered the girl’s body. Pens become girls — when you grip the pen, it’s like you’re stroking the girl’s slender fingers… Cola becomes a girl — when you squeeze the bottle, it’s like you’re caressing black tights. Pocari Sweat becomes a girl — when you… okay, never mind. So whether it’s Anime, Comic, or Game (though the term ACG probably wasn’t coined by the Japanese — they say マンガ, not Comic), there’s always a game where some object gets turned into a girl and becomes the protagonist. Especially in visual novels. I’ve seen an alpaca turned into a girl, a whale turned into a girl, a robot turned into a girl, a camcorder turned into a girl, a train turned into a girl, a cursed sword turned into a girl, not to mention all the non-human ghosts and gods… and animals and whatever else. So at this point, if you told me there’s a game where a girl is a smartphone turned human, I wouldn’t even be surprised. Honestly, it feels less like surprise and more like “well, obviously.” I stroke my phone for half an hour every day. Was I subconsciously treating it as a girl all along?

Kanojo * Step (カノジョ*ステップ) Review

No idea what those Japanese eroge developers were smoking this year, but most of this year’s new releases felt like… a huge step backwards compared to before. From Hinakami Clover at the start of the year, through all the weird stuff in between — Sakura no Mori † Dreamers with its strong opening and weak follow-through, Kimi to Yume Mitsu which was so baffling it made me sick, even the well-received Maitetsu had that self-indulgent political show dragging it down, and Saga Planets’ new game had a creative final ending but couldn’t hide how boring the common route was. August I can’t even be bothered to talk about anymore. The more I think about it, the worse it gets. Every so often I genuinely want to see if those double-standard Japanese would dare to review-bomb this game below 80. Broadly speaking, the story-driven games have all clearly regressed. Not a single one gave me that from-start-to-finish high like smoking weed. I had to go back to older games to numb myself. Every time I play a new story-focused release it just feels like getting shit smeared all over my face.