Showing posts with label visual novels. Show all posts
Showing posts with label visual novels. Show all posts

Friday, January 17, 2014

Kickstarter Alert - Chatbox Shamus: From Sloth to Sleuth


It's been a long time coming, but I've finally elected to go live with the Kickstarter campaign for my visual novel, The Chatbox Shamus: From Sloth to Sleuth. TCS is a detective mystery set in 1984 that follows 25-year-old Bastion Crowley, a failed college student who runs his amateur investigation service from a university BBS. He investigates everything from insurance fraud, to kidnapping, to drug distribution, and eventually even organized crime. Not all of it goes as well as expected, given Bastion's amateur nature.

For those who want something tangible to show that this is not just me blowing smoke, you can download Case 1 here, though it is missing character artwork and music. If you would prefer to get more information first, read on.

While TCS shoots for the style of a traditional film noir (monochromatic backgrounds, general moral ambiguity), it's not all dark and depressing. I've aimed for more of a deadpan humorous style throughout the story. It's not madcap zany like a Phoenix Wright game, but it's not dead serious like an episode of Perry Mason, either. Even though Bastion has spent a large chunk of his own life absorbing detective mysteries from books and movies alike, he really isn't as professional as he thinks he is.

TCS's planned five cases involve quite an array of unique people, but here are some of the recurring cast members and a little bit about them.

Bastion "Bass" Crowley
"That's 'bass' as in the fish. I swear, I spent all of high school trying to shake that stupid nickname."

Our protagonist (most of the time); Bastion was born a few years before the beginning of the Vietnam War, to which he lost his father. Since then, he grew up with a high respect of his father's military career, but mostly spent his school years watching Hitchcock and reading Hammett and Chandler. He never managed to get accepted into the local college, and spent the early portion of his twenties doing odd jobs and barely keeping on top of his rent. Somehow, though, he managed to scrape together enough money to purchase a Radio Shack TRS-80 home computer (already some years out of date by the time this story takes place) and a modem, which he uses to connect to the bulletin board of the college he failed to attend.

Antonia "Ruby" Travaglia
"Bastion, you dumbass! I spent two hours out here yesterday waiting for you to wake up, and you were already gone!"

Born to an Italian mother and an absentee father of dubious origin, Ruby works at the Pacific Daily News office as the editor of the police-blotter section. She has known Bastion since high school, even though she has not seen him since going away to college up-state. She is quick to anger and possesses quite a foul mouth, but she can show compassion when it counts, and is often more helpful to Bastion's investigations than either of them really want to admit. Despite the friendship, Ruby and Bastion reject the idea of a romantic relationship between them, as both of them realize that it would never work out. That said, though, Ruby does have some feelings for Bastion, though she would never confess to it.

Irma
"The cheese is fresh today, hon, it came from that farm down the freeway. Y'know, their cows are the only herd left in the state that don't have tracking devices on 'em?"

The owner and operator (and most of the time, sole employee) of Irma's Diner, a holdover from the 1950's in more ways than one. Although Irma cooks a mean grilled cheese with bacon, it's really her dinner theater (i.e. constant rambling about conspiracy theories) that keeps her customers coming back. She doesn't quite realize that she has become the butt of a few jokes, but her heart is at least in the right place, which is more than can be said for her understanding of social cues. Bastion is a frequent patron of her diner; neither he nor she can quite figure out why Ruby doesn't enjoy the diner.

Albert Cervantes
"You know work starts at seven, right? The chief doesn't like it when his people are tardy."

Ruby's arch-nemesis and the editor of the Pacific Daily News obituary column, Albert represents all that is wrong and unjust in the world of office ethics. Albert constantly defers his work to other employees in other departments, in addition to demanding that his co-workers fetch his coffee. He is especially harsh towards Ruby, who is the only Daily employee to ever actively resist his domineering personality. As Albert is the only qualified obituary writer in the Pacific Southeast, he is practically impossible to fire, a fact that he becomes increasingly aware of as the story stretches on. Although Bastion's primary career is investigation, Ruby "hires" him to observe and keep logs of all of Albert's behavior toward her.

Detective Greg Standish
"Alright...you there, state your business. I got a nap to get back to."

Since becoming a police detective, Standish has been relegated to the most boring desk in the entire department: Missing Persons. He is all too content to spend his on-duty time sleeping or working on crosswords in his office, until Bastion practically solves one of his cases for him. From that point on, Standish becomes a vital contact to Bastion, who does not always have the needed authority to order searches or seizures. That said, Standish's job is dead-end in more ways than one; there are avenues that even he cannot hope to enter, and he tends to be a victim of bureaucracy and red tape within his precinct. He does, however, possess a reasonable knowledge of most of the Pacific Southeast's defense lawyers, which Bastion finds useful on more than a few occasions.


The art style primarily consists of greyscale photo backdrops, though I plan for all characters to be represented on screen by sticky notes with portraits sketched on them. The above example is my crude attempt at it.

TCS's development has been progressing nicely; I currently have two cases finished with a third about half-done, and a further two planned. My major obstacles, however, are art and music, which is why I have set up a Kickstarter campaign. My funding goal is only $5,000 USD, but this will go entirely towards the hiring of a character artist and a musician to give the game the style it needs. Again, here is a link to the Kickstarter pitch, and if you'd rather play the first case beforehand, here is a link to that as well. I look forward to any feedback and suggestions.

Yours sincerely,
Corwin "wildweasel" Brence

Saturday, June 16, 2012

This Week on the J-PSN: Robotics;Notes demo

The PS3's region free access to any PSN, regardless of your location, is pretty great. For example, it lets you get free demos off the Japanese store, many of which are for games that will never come out here. Here's one that came out this week.


Robotics;Notes is the third visual novel from 5pb's 'science fiction' series, which began with Chaos;Head and continued with the time-travel adventure Steins;Gate.

Friday, January 20, 2012

The Advent of Localized Visual Novels

Visual novels are a long-running staple in Japan.

Popular titles don't just sell like hotcakes, they go on to influence merchandising of all kinds, manga adaptations, anime version, and even the occasional fighting game spin-off.



For years if not decades, this has largely remained a very Eastern-centric pastime, if not as Japanese as they get.


That slowly started to change, partially thanks in no small part to the popularity of Capcom's Gyatuken Saiban/Phoenix Wright games, which arguably started making the genre a viable one in the US.




With the primary focus being on reading into witness testimonies, and giving the player an attachment to the immense cast along the way, the PW games are solid examples of what makes visual novels appealing.

Still, for the games to have a chance at selling in the US, the publishers and localization teams responsible usually try to find titles that involve gameplay of some kind; not just reading pages upon pages of text with little to no player involvement.

Not very surprising given how American gamers tend to expect some kind of action along the way.

This hasn't stopped die-hard VN fans from giving purist readers their fix, however.



The expansive 'Umineko No Naku Koro Ni'('When The Seagulls Cry') series, for example; an elaborate tale of magic versus reason, murders, witchcraft, and romance.

07th Expansion's PC novels spin one gripping tale, and remain one of the most widely known of the genre. It's also one of the best examples of a solid fan translation.

The Witch Hunt didn't just go all out in their translation works of the Umineko saga; they even got the attention of the series creator, Ryukishi, who went on to sanction their work, and even give them a reference in the story.

That's all good and fine for the comparatively small niche of readers who are savvy in patching Japanese titles, but what about going after the gaming population at large?

Localizing any VN title, even one with VN elements, remains a risky gamble.

RED Company's long-running Sakura Wars franchise, ever a huge success in Japan, finally had a title localized c/o NIS America, only to have an underwhelming performance when it came to sales.



A balanced mix of mecha strategic combat and the wooing of numerous female significant others, Sakura Wars remains one of the more enjoyable and innovative examples of visual novel RPGs.

Despite being a great game in its own right, Sakura Wars V is largely considered the worst in the series. Moreover, it was released both for a dying console(the PS2) and one that left it easily overlooked in a sea of shovelware(the Wii).

Whether it was the wrong game or the wrong time, the failure of NIS's endeavor seems to have largely spelled the end of Sakura Wars' chances in the states.

Fortunately, it didn't end hopes for the VN genre.

Aksys took a considerable gamble in localizing Chun-Soft's DS visual novel/suspsense puzzler, '999'.





The venture paid off in spades. The game went on to sell out all over the country, and continues to be reprinted to this day; up to its 5th printing at last count.
(It very much deserves it: 999 doesn't just tell a great story, it brings a great game along with it.)


With the success of 999, the flood gates appear to have opened, and VN fans have much to rejoice over.






Team GrisGris and 5pb's Corpse Party, a mix of visceral horror and traditional top-down RPG, was a pretty risky venture by definition for XSeed.

It deservedly did well for itself, and remains the biggest selling game on the PSP's PSN downloads this week.
(Which may not say much when the console is on its last legs, but a success is a success!)


Aksys aren't ones to be outdone, either.



Idea Factory's Hakuoki is next on their list, and as a rare first, this one's for the ladies: the protagonist is a female character, out to seek love and vengeance in feudal-era Japan.


As of recent, even some extremely dedicated fans have taken up the mantle, and created a visual novel of their own:






The controversial, and free!, Katawa Shoujo.

One of the more time-honored variants of visual novels, Katawa Shoujo is purely a dating sim: where all the available girls are afflicted with a handicap of some sort.

Despite the shallow-sounding premise, it's the solid writing, charming cast, and the ensnaring atmosphere that makes this one a keeper: and if the GameFAQs top 10 is to be believed, a very popular one.

It's also worth noting that some groups such as Manga Gamer and JAST sell official localizations of visual novels through the web, such as 07th Expansion's Higurashi(the precursor to Umineko), and the well-received Aselia The Eternal, though their works tend to skew more towards the eroge(adult) genre.

So what's next for the genre in the US? Only good things, if all the previous examples are to be believed.

I'm waiting with bated breath for an official Umineko localization, myself.

Friday, July 9, 2010

Ghostlight wants to know what to localise next

The European localiser of Agarest: Generations of War, a small company called Ghostlight, is asking which game Europeans would like to see it localise next.
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Actually, it’s part of a competition to celebrate the release of 32 pieces of DLC (a lot of which is free) just the other week. The prize is one of those Agarest boob-mousepads and pillow, if that’s your thing. It’s also open only to European residents, but I thought HG101’s American readers would be interested in the news, and it could stimulate debate on the many, many great Japanese games which are unlikely to ever reach us. I entered not for the prize but because I maintain a naïve hope that some for of unexpected localisation may result from this.
I voted for Boku no Natsuyasumi 3 on PS3, and this blog post is really just an excuse to say I’ve started this rather fine little game using Playongo’s tips to help me along, and I should have the diary entries starting this Sunday (the game starts on Sunday 1st August 1975, and while I’ve no intention of waiting until August, it would be nice to match the week’s days up). I’m 5 days in and absolutely love it - the water-colour painted backgrounds are sublime, while the activities and storyline are really nice. Having always lived on or near farms, I can totally relate to the setting, despite it being in Japan.

A more important question, pertaining to this Ghostlight competition, is would we even want them to localise anything? On the one hand they kept the Japanese dialogue for Agarest, which was a good thing, but their text translation was too literal, very dry and wholly uninteresting. I played a few chapters and found it as captivating as reading transcripts of parliament. It desperately needed some Working Designs of Aksys Games style spice. The US localisation by Aksys, while I’ve not played it, appears to have really run with the almost-but-not-quite H-game mentality of the source material, even censoring promotional images which had nothing to censor in the first place.
If Ghostlight did localise something like Boku no Natsuyasumi 3, they’d probably keep the Japanese dialogue (good) and not try to reinterpret the text too much (also good). I could imagine another company trying to Americanise the setting somehow, or at the very least remove anything too culturally specific. There’s a section involving composing haikus, which if Sega localised it, would probably be cut completely. Though with a little effort the haiku mechanic could be localised to remain functional and interesting - whether the unwashed masses have the ability to appreciate it is another thing.

Furthermore, and this is what really pisses me off with Ghostlight, it took over 9 months to release the DLC content. After Agarest was released in Europe, several months went by after which it was released in the US, and almost immediately America received DLC, both free and cost. And yet nothing in Europe. Months went by and we’re finally getting the DLC content America got, despite receiving the game before you guys. My guess is that Ghostlight saw Aksys making money from DLC and did some kind of licensing deal to convert and then release American DLC content in Europe. Whatever the truth, it portrays Ghostlight as being fairly inept.

And yet that’s what you have to put up with when taking an interest in niche titles - because hypothetically speaking, who other than Ghostlight or some other tiny publisher might see the profit in localising an overlooked game from 2007? I’m impressed Ghostlight is even asking for recommendations.

If not Boku no Natsuyasumi 3 though, I’d be tempted to list visual novels for Ghostlight. The WAHP podcast has often said good things about Steins;Gate, which is something we’ll sadly never see in the West (and for mysterious reasons isn’t being released on PS3 in Japan despite high sales). Curiously I’ve read that an American X360 magazine snuck a demo of it onto one of their cover discs - which just boggles my mind. Other titles include 428, the Shibuya mystery game. Given time I could probably list 50 current generation games from Japan which would be worthy of localisation.

Vic Ireland in an interview said the last frontier of untapped Japanese games was visual novels - and there was some talk that Gaijinworks would be looking into this. I’m inclined to agree, visual novels have been seldom brought to the west, and when they are tend to be overlooked. JBox has a few which are work safe (sister site J-list is NOT work safe though) apparently in English for PC, but I never read reports on these in mainstream publications. I'd like to see EDGE/GamesTM/EGM/GameFAN tackle the subject of visual novels. Call it 8 pages looking at the past, present and future of the genre, in Japan and the west, in Japanese and English. The best, the worst, the most curious, the fan-translated.

Having recently played through Disgaea Infinite, the visual novel set in Nippon Ichi’s Prinny filled universe and involving SUPER MAGICAL PUDDING, I have an even stronger liking for the visual novel genre. Why western companies seem SO reluctant to tackle it is baffling. With no dexterity required, they’re the perfect thing to entice non-gamers to the hobby. Not all visual novels are smutty. Disgaea Infinite is aimed at young adults but is family friendly, and is very funny throughout.

Though I guess after NIS revealed that Sony has a tendency to reject anything which appears like a visual novel (how the hell did they approve Disgaea Infinite then? Regardless Sony are swine when it comes to approving stuff), even if Ghostlight did take an interest in localising visual novels, they’d never succeed anyway. Which takes us back to Boku no Natsuyasumi 3. I hope that my intended 31 daily diary entries will show someone that it’s worth considering. If a company marketed it as being akin to Animal Crossing, I think it could succeed. And even if no one pays attention, you can live vicariously through my photos.

After BnN3 I’m probably going to attempt a visual novel playthrough, since there are a few in English which look interesting. Unfortunately they’re not easy to get hold of...