gosokkyu

エンド

  • 戦う人間発電所

owatte shimatta


rdbaaa
@rdbaaa

Natsumon is the new Boku no Natsuyasumi game.

10-year-old Satoru and his family run a traveling circus, setting up their tent in the tiny town of Yomogi for the summer of 1999. Among meeting the locals and getting wrapped up in events and activities, Satoru has virtually unrestricted access to the region, able to run, jump and especially climb all around the environment, collecting items and discovering secrets for what hopes to be -- as usual -- an unforgettable summer.

Natsumon is not the new Boku no Natsuyasumi game.

Of course it’s not. To say otherwise would be deranged. Granted, it has the same conceit and the same basic gameplay structure, but It’s an open-world action game with a different art style, publisher, development team and name. The only constant is Kaz Ayabe/Millennium Kitchen on story and design, and that just proves he is the “natsuyasumi game” maestro, not solely the “Boku no Natsuyasumi” maestro.

Yet feeds and forums and Discords are dotted with people calling Natsumon -- and Shinchan before it -- “the new game in the Boku no Natsuyasumi series.” And, um, why? Why do this? Why would people who I know should know better do this? And why is it happening to these games? Okay, yes, I am aware Boku no Natsuyasumi is not a worldwide gaming phenomenon, and most people on my side of the world have only heard of it, so maybe some are playing it safe, figuring that since the new game looks like the same kind of thing and the coverage they read said it was the same creator… ah, just call it the same thing. (Even though it has a different name ahem). No one keeping track of video games would call Death Stranding a Metal Gear game, because we all know who Kojima is and where he’s at. Yet Ayabe’s games are invoking the opposite. Basically, it doesn’t make sense and don’t do it.

I can’t say I don’t understand the temptation, though. 13 years after the last Boku no Natsuyasumi game, none of us have really figured out what to call this group of similar games from the same creator, and I believe we’re on the precipice of many more arriving from the indie scene. I used “vacation sim” way back when, but that’s just derived from the equally inaccurate and deprecating “dating sim.” Who’s going to be the one to coin a term that a bunch of people start using and a bunch of other people who don’t like it will be really annoyed every time it’s used? Is it me? Am I going to be that guy? Fine, it’s me, but I already wrote “natsuyasumi game” above, so there’s one. or natsuvania

Natsumon takes the Bokunatsu formula to a 3D open world, just like other, bigger game franchises before it. So, that stopped being new a while ago, and Bokunatsu had a version of openness to begin with, but there is something to be said about Natsumon’s overall approach to adapting Bokunatsu's adventure game trappings: conflict is rare, dialogue is plentiful, and we don’t talk about the tedium. Yet even compared to Bokunatsu, and even as an open-world game, Natsumon has more of the sharp edges filed down. For example, in Bokunatsu 1 you can be attacked by bees and pass out, or in the sequels go swimming and “drown,” and just wake up back at the house and lose time. But Natsumon’s Satoru might as well be from Krypton, as he has no health meter, thus no actual way to be hurt and no way to be actively punished. If you’re looking for a “traditional” gameplay loop, then keep an eye on the clock.

In other words, the only thing holding back Satoru is time. Time passes steadily in Natsumon (realtime instead of on every screen flip, of course; open world!!), and eventually he’s called back home for dinner, followed by some more playtime at night. Normally, once it’s dinnertime, he’ll be stopped immediately by the voice of Tokotoko, the circus’ trapeze artist and Satoru’s de facto guardian during the summer. This will happen on the dot at 5:00, but even time can be subverted in this game -- Satoru’s caught if he happens to be on a trafficked part of the map. Otherwise, he can hang out at the top of a mountain as long as the player wants, and the sun will wait patiently to go down until Satoru returns to an area where he can be found.

Oh, and just why is the trapeze guy responsible for Satoru? It’s part of the silliest story setup yet in an Ayabe game: While Satoru’s family runs the circus, and mom and dad are ready to be around all August, it’s barely the second day before they’re told that the town hosting the circus next month suddenly canceled their contract. News got out that the Maboroshi Circus skipped out on paying the previous town -- which isn’t entirely accurate, but Tokotoko says it “was on the news,” so mom and dad leave to put out this fire, which apparently takes four weeks. I don’t have any better idea than you why “small business accused of fraud” is apparently big news, but this game is mostly for kids, after all. Anyway, the rest of the circus crew goes on with the show while looking after Satoru, and he’s also made the interim circus director -- leading to some mini management gameplay where you can set up which acts and in which order are presented during the nightly shows.

This not being a Boku no Natsuyasumi game, nor for that matter a Crayon Shinchan game, Natsumon has its own unique art style. Part of Bokunatsu’s artistic appeal is closely associated with both anime-caliber painted backgrounds and Mineko Ueda’s character designs. That in mind, we don’t get luscious backgrounds in a full-3D game -- and Ueda, like other post-Bokunatsu games, was simply not involved (though does get special thanks in the credits). Instead, character design is the work of HYOGONOSUKE, best known for illustrations for the Pokémon card game. The style is as friendly as Ueda’s, but cartoonier and more expressive, with people coming in various shapes, sizes, and sometimes Muppety heads. Complementing this is the style of the world, which like the characters is made of mostly flat colors and not a lot of texture detail.

I do think it all comes together and helps Natsumon make a name for itself (sorry, that’s a pun referring to a story detail), but at the same time, the overall look -- and a few other points regarding the open world -- somewhat waters down the impact that Bokunatsu games were better known for. Put simply, when happening upon a new area for the first time, I didn’t get the nice little surprise of a new set of luscious backgrounds. Don’t get me wrong; there are several nice, well-composed set pieces on the Natsumon map, like the sunflower garden right as you enter the neighboring town or the lighthouse keeper’s cottage at the edge of a cliff. Plus, some of these areas will cue music tracks as you cross their invisible marker, suggesting to me that the developers are trying to get you to slow down and appreciate them. In all honesty, I only did that at the sunflowers. The open-world approach is fun in many ways, but also biologically at odds with delivering the small surprises of the Bokunatsu games. And having been wrapped up in that series as long as I have, I can feel where Natsumon pushes harder to deliver.

Bokunatsu is known for its prettiness, but since you can move the camera in Natsumon, you will see some not-pretty parts. Being a [✓] full-3D, [✓] open-world [✓] Unreal Engine game on [✓] Nintendo Switch is going to bring some limits that Ayabe’s previous games didn’t have to worry about. Yes, the framerate is uneven, worse docked, and textures are generally low quality. You will reach many spots where you can see further out in the horizon and the terrain looks muddy and with sporadic trees. If you’re the exploring, climbing, stamina-maxing player (like I am), you’ll be looking at drab walls and beelining through the same strips of grass and spotty excuses for forests most of the time. It’s exacerbated with the cartoonier style -- but maybe that’s a good thing, because it could've leaned too hard towards photorealism. Just put me first on the list for a PC port.

And just because we get “open-world Bokunatsu” doesn’t mean we get all the conventional quality-of-life features of the genre. According to Ayabe, the entire development happened over a year and a half -- no doubt he jumped into it immediately after Shinchan. So, it’s not surprising that Natsumon has a fair share of flaws. Of them, my “favorites” involve the map: Natsumon’s idea of fast travel mimics the Like a Dragon games: pay for a ride, in this case the bus. This I’m fine with, but you must “discover” the bus stops so you can travel to them later. Again: fine and normal, but you must go up and check the signpost, which then adds it to your list of stops, and it’s only a list. At least in Like a Dragon they bring up the map screen along with it! (I see recently that Final Fantasy VII Rebirth is doing something similar with chocobo stops, replete with a slow animation of Cloud standing the signposts back up. Suddenly, Natsumon has become more tolerable.)

Actually, I fibbed, because Natsumon does have more “instant” fast travel, just in one direction: if you find one of a few portable toilets in the more remote parts of the map, they will magically (including squash-and-stretch effects) transport you to the bathroom at the inn -- should you want or need to. Satoru is initially baffled, but he’s soon back to action.

That acceptance of the unreasonable is all over Natsumon, and that does help you enjoy it despite the flaws. There’s the acceptance that a small boy can latch onto any vertical surface and climb to great heights, limited only by his stamina. When Link does it, it’s believable, but this kid is just in a shirt and shorts! He can also fall from those great heights and survive, suffering only some stunned legs for a couple of seconds. He can swim out to the middle of the ocean and grab the fish there with his bare hands instead of a rod. Cars will stop immediately if Satoru gets in their way, and amazingly, so will the train. About the only thing you’re barred from touching are the backhoes at construction sites, the freeway, and the tops of transmission towers.

Natsumon maybe should have been the new Boku no Natsuyasumi game.

For a game supposedly made in a year and a half, I can’t blame the developers for concentrating on the minimum viable product when the assignment is as new and daunting as an open-world natsuyasumi game. At the same time, there are just enough steps taken in the right directions that Natsumon deserved much more time to create a real paradigm shift or two.

Despite some mushy graphics or lack of surprise, I consider Natsumon’s open-world freedom as a swing of the pendulum back to what made the Bokunatsu games great. Partly because -- and I’m really putting on my “adult fan of these games” hat on now -- there was some slippage towards the end. Bokunatsu 4 included a huge number of beetles and bugs in an apparent Pokémon-ing of the series, and more notably, it introduced a “hunger” meter that if left unchecked, would once again punish the player with an incapacitated Boku waking up at the house, and given an emergency onigiri -- otherwise, you have to buy them. This system was retained for the 2021 Shinchan game -- which needed more things in its favor, not less. But in Natsumon, I don’t deal with any of that. There’s 200 insects and collecting them is firmly incentivized with achievements that increase your stamina for every 25 or 50 or so, and thanks to regular selling of plastic bottles and geodes, I’ve had more cash on hand than I ever did in a Bokunatsu.

On the flip side, Satoru doesn’t add a whole lot to the characterizations of the other “Bokus” we’ve played. Like all little kids, he’s inquisitive and a little silly, but nothing terribly distinctive. And as an open-world game, a segment of games increasingly overrun with RPG-style progression, I think it should’ve been time to be able to play as a girl. It’s unfortunately not surprising, as so much of the Japanese summer vacation stereotype is about “boy things” like fishing and collecting beetles. Still, as I mentioned, these games are as much for all sorts of kids as they are for nostalgic adults, and I see this as the opportunity to finally lend an option for gender. I don’t lay this entirely at Ayabe’s feet, though, as he had the idea for a “winter vacation” game starring the older female cousin from Bokunatsu 3, has cited A Short Hike as inspiration for Natsumon’s gameplay, and is more than capable of writing a variety of characters. It’s simply past due, and should we reach “Natsumon 2,” I hope this improves.

I may not be surprised by playing the game, but nonetheless stunned we got to the point where the natsuyasumi game became open-world-ized, not to mention pleased that after 13 years, the 2020s are about giving Kaz Ayabe more work. (I remind you there’s a new Shinchan adventure on the way, as well.) And of course, I’m surprised I can talk about these game with you and watch people show real interest in them… and I promise I won't harp too much on your franchise literacy. Natsumon is a “wholesome,” “cozy” open-world-ish game that’s not as fenced in as Animal Crossing and not constrained by pixel art or prerendered backgrounds. And, no, it's also not the new Boku no Natsuyasumi game, but the next and most interesting step towards one.



gosokkyu
@gosokkyu

I can't say I'm particularly excited for Digital Eclipse's Wizardry remake: DE's re-imaginings are generally the least interesting aspect of what they do, so the notion of them focusing solely on that angle with OG Wiz to the exclusion of all else doesn't do much for me, nor does the aesthetic they've chosen; I wanted The Making of Wizardry and they're instead Making A Wizardry. Oh well, can't win 'em all.

What does interest me, however, is finding out just how and from whom they've managed to license OG Wiz: one of the long-standing issues with that series is that, due to a contract between Sir-Tech and original co-creator Andrew Greenberg that may or may not still be in legal effect1 , the first five classic Wiz games—that is, the games themselves but also many of the characters, enemies, spell names and other nouns—are in legal limbo, and any of the many games that have been perceived to encroach on the content of those original games have been hit with infringement notices.

Case in point: Wizardry: The Five Ordeals, a recent globally-released remaster of the 2006 Wizardry Gaiden title for PC, subtitled Itsutsu no Shiren:

This particular game is the final entry in a trilogy of games that succeeded the original ASCII-produced Wizardry Gaiden series that spanned Game Boy, Super Famicom and PlayStation; those original games were produced and developed by ASCII, and this successor series was essentially self-funded and produced by key members of the former ASCII team in an attempt to maintain a line of more traditional Wiz games during an era where other licensees were starting to get weird with it.

What's especially interesting about Itsutsu no Shiren is that they treated it like an engine first and a game second: the game shipped with am extremely substantial scenario editor, with the intention of ensuring that long-time fans would be able to continue to create and share their own scenarios that could lean into whichever elements of classic Wiz they most enjoyed—depending on which games/series one is used to, they might prefer ruthless battles, or super-intricate dungeons, or overarching puzzles, or character-focused scenarios, and the engine can recreate all of that in quite intricate detail, so it became a haven of user-created content. This new remaster lets you play the campaigns of the previous two games as DLC, even.

(The obvious downside is that the included scenarios are explicitly balanced for hardcore players, but the suite of user-made content is surprisingly varied and includes a lot of scenario packs that were explicitly intended as a bridge to the official scenarios for those who didn't want their teeth immediately kicked in; the devs have manually converted all the user-made content from their old servers for the new remaster.)

Of course, they've been very explicit about the stipulations of their editor—don't remake the original games, don't use any of the Sir-Tech content, don't import anything from other licensees, don't remake the original games—and players have, by and large, been very cautious not to attract unwanted legal attention. Did it work? In Japan: yes! Outside of Japan: it doesn't matter, because the remaster devs started getting legal notices the moment someone noticed they were offering a scenario editor. As of now, the editor still hasn't been officially released for the remaster, and the devs have in fact been forced to excise it from the main software and put together some sort of external browser-based editor in order to keep the main game safe. (Japanese players are beta-testing the external editor right now.)

The character/monster art posed further complications: primarily due to budget, this sub-series uses a lot of art licensed directly from Jun Suemi, the Japanese artist whose works defined the look of ASCII Wizardry and were directly adapted into pixel art for many of the original Famicom Wiz conversions. Now, most of Suemi's designs deviate drastically from those seen in the original Sir-Tech games, and Suemi themselves still has ownership over many of them, but if any of the rights holders of those classic Wiz games (which, to be clear, does not cover the ASCII ports) feel like kicking up a stink about them, they will, and finding the time and resources to shut them up can be a real inconvenience. It seems these folk have finally gotten them off their back, but their plans were derailed for a minute.

EDIT: the music's clearly based on FC Wiz, too...?

I do wonder, then, if the takeaway from the licensors on DE's remake is that Suemi's designs are open-season—a lot of those designs look like Suemi's (as put through the low-budget-Warcraft filter) and I wonder if it's going to cause them any problems, or if they're just winging it and figure nobody's going to notice or care... my hope is that it might be reflective of some sort of loosening of the rights, but until someone says something to that effect, I can't be so sure. Either way, just getting classic Wiz back in one form or another is a big deal, and I hope it leads to more classic reissues, a clear path to the resurrection of a lot of Japan's Wiz library and more breathing room for those looking to keep the series' legacy alive.


  1. My basic understanding is that the current legal incarnation of Sir-Tech may still be on the hook for a ton of unpaid royalties to Greenberg and that any explicit reissue of the older games might force them to have to pay up, and that Greenberg himself doesn't necessarily believe that they'll actually pay him under any circumstance, so both parties are very active about screening for any unauthorised commercial continuation of those games.



gosokkyu
@gosokkyu

@JumbocactuarX27 left a comment on your post

Any recommendations on where to start with Wizardry? I love the care that sounds like it's been put into this remaster and I've enjoyed enough genre adjacent stuff in the past.

Of the games currently available on Steam, probably the remake of the first game that Digital Eclipse just released to early access—my inclination would be to suggest something more in line with Wiz 3/4/5, as I feel the first two games might strike some as a little simplistic, but all the alternatives are either too left-of-centre or expect the player to be very familiar with traditional Wiz (oftentimes both). I haven't played it so I can't speak to how finished it feels or how bug-prone it may or may not be, but I haven't seen a ton of complaints about it, so...?


gosokkyu
@gosokkyu

the Vorpal Sword shown here wasn't always a Vorpal Sword—it was originally the Blade Cuisinart (or Cusinart, depending on character limits), a very powerful weapon with a striking similarity to a certain brand of kitchen appliances that, after all these decades, has finally fallen victim to legal concerns.

The early Japanese Wizardry localisations both intentionally and unintentionally paved over all the really jokey elements of the original games, so this weapon was described and visually depicted in a very straight-faced away as a sword-type weapon with rotating blades at the tip, forged by the master Cusinart, and it wasn't until the publication of one of the many tomes of JP-facing Wiz literature that it became widely known that this legendary weapon was actually a friggin' stick blender. (It's continued to show up in JP Wiz games over the years, and it's in The Five Ordeals... I wonder if just sticking with the katakana name is enough to save it.)


gosokkyu
@gosokkyu

heads up: Wizardry: The Five Ordeals will be leaving early access on October 26 and it'll be getting a price hike when it does, so you may wanna grab it early: https://store.steampowered.com/app/1308700/Wizardry_The_Five_Ordeals/ The external scenario editor will be going into open beta on the same date, too.

For the full release, they're adding an original sixth scenario that's being created by a pair of prominent Wizardry community members and pro game developers: the scenario's by Chihiro Yomoto, a novelist and game scenario writer most closely associated with eroge studio AliceSoft who created one of the more popular user scenarios back in the day, and Hakuhou, a former From Software programmer from the classic Armored Core era who also created several popular user scenarios and, more recently, produced the doujin Wizardry clones NIZ and MIZ.

MIZ is only ~ 18 months old, and is available as a f2p smartphone game with a one-time purchase to remove ads, unlock post-game content etc, and can also be played for free on browsers: https://miz-rpg.com/index.html One interesting detail is that Hakuhou licensed a bunch of the original, not-owned-by-Wiz characters from Tamaki Ishigaki's classic Wizardry Gaiden manga to appear in MIZ, which I guess is the DRPG equivalent to Arika making a fighting game with all the Street Fighter EX characters that aren't the legal property of Capcom. ("Licensing the characters" basically amounts to providing some officially-sanctioned face icons and builds for the character creator, but the effort is appreciated.)



sasuraiger
@sasuraiger

Just kind of stumbled across this one, love it, think it's the greatest. Shiroyama and Mita-san by Kusakabe Yuuhei. Another romcom; the couple are two strange, beady-eyed, expressionless, and extremely dorky high-schoolers. Laugh-out-loud hilarious sight gags, but the thing that sticks out the most to me is the way the author conveys a strong, loving bond between two people who never emote.