Thrilled that more folks will finally get to experience these. They're basically proto-Ace Attorney games without the courtroom bits, for those unfamiliar.
I'm still hoping that gets localized.Really happy this was announced. I was actually sorta expecting Buddy Mission BOND to be announced, but I'll take this for sure.
Absolute Megaton. These were the games that basically created the visual novel genre.
Though it's yet another game that will be officially localized before Mother 3.
Famicom Tantei Club 2 was the first game from Sakamoto with the music composed by Kenji Yamamoto of Metroid fame. I'm very happy to see his original work preserved!While the graphics, music, and sound effects have been recreated, players can choose the original 8-bit soundtrack.
Damn that sounds perfect. Already was hyped but this really sells it for me.Thrilled that more folks will finally get to experience these. They're basically proto-Ace Attorney games without the courtroom bits, for those unfamiliar.
AFAIK the Famicom Tanteis were among the first games to take the Portopia model to tell more complex stories with multifaceted characters. Not the origin of the Japanese adventure genre, but a milestone nonetheless.Whoh there tiger, Portopia came out in 1983. This was significantly later. It's an important historical title to be sure, but let's not overstate things.
My real hope is that with global releases of these titles, Sakurai can finally realize his dreams of including Ayumi in Smash Bros., as he intended back in Melee.
Word? Say less.Thrilled that more folks will finally get to experience these. They're basically proto-Ace Attorney games without the courtroom bits, for those unfamiliar.
By the way, from the American website
Famicom Tantei Club 2 was the first game from Sakamoto with the music composed by Kenji Yamamoto of Metroid fame. I'm very happy to see his original work preserved!
They're definitely heavyweights. Hokkaido Chain Murders (also a Yuji Horii joint) was 1984, Imitation City from Jiro Ishii (who you might know from the more recent 428: Shibuya Scramble) was '87. Snatcher was '88 like Famicom Tantei Club too, though later in the year. Obviously this excludes a lot of eroge games which were fairly shallow but were still aiding the genre's stylistic evolution. I don't mean to diminish them as important games, but I think it's important to make sure we understand the timeline of production properly!AFAIK the Famicom Tanteis were among the first games to take the Portopia model to tell more complex stories with multifaceted characters. Not the origin of the Japanese adventure genre, but a milestone nonetheless.
Q7:
Thirty years have passed since Famicom Tantei Club (Famicom Detective Club; direct translation of the Japanese title) was released in Japan for the Family Computer Disk System, and its excellent production and script still resonate with people today. I would like Nintendo to be constantly creating long-form games like this. Is the current Nintendo still capable of creating games in this sort of "adventure game" genre? Please tell us about the development framework for each game genre, and about your communication with international developers.
A7 :
Miyamoto: Thank you for such an encouraging question. We, too, want to create titles we can still be proud of after 10 years. We're sometimes accused of working only within established series, but many of those series have been going for 30 years and are now part of our brand. We also want to create new titles that will become the first of a new series, and we are always working hard toward that. As for adventure games, I've made a lot of them, starting back with Famicom Mukashibanashi: Shin Onigashima (Famicom Tales: New Demon Island; direct translation of the Japanese title), but the environment for production is more demanding these days. Games today are localized in 10 or more languages, so the cost of localizing the voicing and script for an adventure game (which generally has a great deal of text) is enormous. Plus, compared to an older gamer like me, I feel that younger gamers tend to have less of an interest in that genre. That said, adventure game mechanics are still fun, and Capcom's Ace Attorney series and Level-5's Professor Layton series make good use of them. So, I don't give up hope yet, but please understand that it's challenging to actively make them for the mainstream market. Our collaboration outside of Japan is 30 years strong, and we have staff who specialize in communicating with developers in other countries. I too often work with companies in other countries. The new Luigi's Mansion 3 was also developed with a company outside of Japan (Next Level Games Inc.). Over the years, we have built a global software development framework. I have felt Nintendo becoming more global in recent years. The number of people from outside of Japan working at Nintendo's headquarters has increased considerably, and we get to know each other over lunch and so on.
I'm not familiar with Imitation City, but I believe both Snatcher and Famicom Tantei (and the Nintendo adventure games developed by EAD) were part of a "second wave" of Japanese adventure games - that is, games that took the Portopia / Hokkaido template and tried to do something more with it, either by introducing paranormal elements or changing the setting to a cyberpunk world.They're definitely heavyweights. Hokkaido Chain Murders (also a Yuji Horii joint) was 1984, Imitation City from Jiro Ishii (who you might know from the more recent 428: Shibuya Scramble) was '87. Snatcher was '88 like Famicom Tantei Club too, though later in the year. Obviously this excludes a lot of eroge games which were fairly shallow but were still aiding the genre's stylistic evolution. I don't mean to diminish them as important games, but I think it's important to make sure we understand the timeline of production properly!
I also think it's worth distinguishing that these games were pioneering in the genre of Japanese adventure games, but not visual novels. In Japan, the delineation between these two styles of game is much more robust than we tend to use in the West. Games translator Tom James is out there on Twitter right now:
There was a third FDC game where an older Ayumi Tachibana was the main character but it was exclusive to the Satellaview, a radio add-on for the SNES
They're definitely heavyweights. Hokkaido Chain Murders (also a Yuji Horii joint) was 1984, Imitation City from Jiro Ishii (who you might know from the more recent 428: Shibuya Scramble) was '87. Snatcher was '88 like Famicom Tantei Club too, though later in the year. Obviously this excludes a lot of eroge games which were fairly shallow but were still aiding the genre's stylistic evolution. I don't mean to diminish them as important games, but I think it's important to make sure we understand the timeline of production properly!
I also think it's worth distinguishing that these games were pioneering in the genre of Japanese adventure games, but not visual novels. In Japan the delineation between these two styles of game is much more robust than we tend to use in the West. Games translator Tom James is out there on Twitter right now:
Huh, I was only aware of the remake of the second game on the Satelllaview.
Essentially, visual novels are themselves an evolution of much older command-based Japanese adventure games based on PC-original games from the early-1980s like Portopia/Okhotsk, Enix/Square-published adventures like JESUS and The Death Trap, as well as procedural detective adventure series like J.B. Harold and Jake Hunter. Famicom Detective Club owes a lot to Japanese PC adventures of that vintage, albeit streamlined and expanded for console play. These SFW games co-existed and developed alongside erotic adventures which, over time, shed their mechanical trappings until very little game-y bits were left. This also ties in with Tokimeki Memorial revolutionizing the dating sim, once a PC-bound curiosity, and introducing stat-heavy systems to these genres.
Imitation City was basically Snatcher before Snatcher, albeit lacking in production values since Data West had way less resources to provide than Konami. This kind of experimentation beyond detective procedurals existed on the PC-88 and competing Japanese PCs as early as 1984, I'd argue, with anthology adventures like Enix's Again (produced by the writer behind the GD-Leen light novels), The Death Trap doing pulp military-setting action, and both Zarth and Micro Cabin's Eiyuu Densetsu Saga using scanned-in anime artwork for the first time.I'm not familiar with Imitation City, but I believe both Snatcher and Famicom Tantei (and the Nintendo adventure games developed by EAD) were part of a "second wave" of Japanese adventure games - that is, games that took the Portopia / Hokkaido template and tried to do something more with it, either by introducing paranormal elements or changing the setting to a cyberpunk world.
The remake was for a completely different service, Nintendo Power, which was a download cartridge you took to kiosks rather than downloaded via satellite connection.
It's not a point-and-click adventure like that era of Sierra/LucasArts game, let alone the few Japanese titles doing something like that, but expect plenty of menu interactions, managing inventory and evidence, etc. This plays more in line with procedural detective/mystery games than just advancing text or something more gimmicky.Lot's of people gushing about this game and some are saying it's an adventure game and not a visual novel which intrigues me. Guess I'll be giving the first game a try when it releases.
Lot's of people gushing about this game and some are saying it's an adventure game and not a visual novel which intrigues me. Guess I'll be giving the first game a try when it releases.
The Girl Who Stands Behind is that one. It's the second game in the series though the story is a prequel. Funnily enough this will be the second remake of that game after the translated one you played.
It's not a point-and-click adventure like that era of Sierra/LucasArts game, let alone the few Japanese titles doing something like that, but expect plenty of menu interactions, managing inventory and evidence, etc. This plays more in line with procedural detective/mystery games than just advancing text or something more gimmicky.
Sounds awesome because I'm currently on an adventure/exploration/puzzle game mood lately (currently playing Call of the Sea) after playing Outer Wilds and Return of the Obra Dinn and this game seems to be scratching that itch. I can't wait to try this game out.It's basically proto-Ace Attorney, minus the courtroom segments
—But one issue with adventure games is that if you hit a wall or get stuck, it's very difficult to advance in the game.
Suzuki: Yeah, I don't think it's a good idea to make those walls so high that players can't see the other side at all. There's no need for obstacles like that, right? I think the ideal difficulty is one where you overcome the challenge by your third try, and then the next wall you face is a little higher, giving you another challenge.
—Speaking of that, Horii, you adopted a command system in your games to avoid the annoyance of having to find the right words to input.
Horii: I've played a lot of adventure games myself, but the truth is, I never cleared a single one. (laughs) There'd be some item in the game right in front of me, and I'd try to pick it up, but the the computer would respond with "I don't understand that" or "Why don't you try something else?" I'd just end up frustrated, "what the hell!?"
That was my #1 problem with text-entry based games, and why I adopted the command based system of Hokkaidou Rensa Satsujin: Okhotsk ni Kiyu. But I had my worries about the command system too: I realized if a player just went through and selected every command option, he'd eventually solve any puzzle in the game just by brute force. If things are too easy to solve, a player won't get emotionally involved with the game.
Suzuki: That's true. It's very important for adventure games that the player experience that moment of relief after solving a puzzle. I think if they can feel that satisfaction, they won't feel like all the time they spent was a waste.
This got an audible ooh out of me. Hoping for a physical NA release. Smh at people calling these VNs though.