1840: Further Tales from Akihabara

When I’ve not been playing Final Fantasy XIV or Final Fantasy II, my game of choice has been Final Fant– no, wait, Akiba’s Trip: Undead and Undressed. I talked a little about this game a few days ago and, after a few more hours with it, I can confirm that I really, really like it a lot.

It’s a very peculiar game by modern standards. Not quite RPG, not quite adventure, not quite dating sim, not quite open-world sandbox game, Akiba’s Trip is a thoroughly interesting experience that seems to get more rewarding the longer I continue playing it.

One thing that sprang to mind while I was playing it the other day is something I also felt when playing games that are spiritually somewhat similar: Shenmue and Yakuza being the two that I think of immediately. The thing I thought about was how nice it is to have a game world that is small, but dense. Akiba’s Trip unfolds in a single district of Tokyo, split (in the Vita version, anyway) into maybe ten or so different areas, all of which are interlinked in various ways. Yakuza was the same, unfolding in a single district, and Shenmue saw you progressing through just a few different areas of a town. (Shenmue II got a little more ambitious, but still split its story into several distinct “chapters”, each of which unfolded in a relatively small geographic area.)

If you take this approach and do it well, it gives an extremely strong sense of place to the setting. The setting almost becomes a character in its own right, as you start to recognise distinctive landmarks in each area, and know that if you want [x] you need to go to [y]. It also encourages the player to wander round, explore and drink in the atmosphere: although Akiba’s Trip features a fast-travel system, for example, I’ve found myself deliberately walking from one end of the map to the other just so I can get a stronger feel of this lovingly modelled setting.

Okay, Akiba’s Trip in particular has some technical limitations holding it back — the poor old Vita can’t cope with all that many people wandering down the streets at the same time as you, for example, and the shops that you can go “in” tend to amount to a simple buy/sell menu rather than a further environment you can explore — but the combination of visuals, sound and personality that the game boasts makes it an experience where it’s fun to just wander around and see what you can see — particularly when unexpected things happen.

This isn’t even getting into the meat of the game, though: there’s a strong and interesting story surrounding the man-made vampire-like “Synthister” creatures; there’s plenty of mystery surrounding several of the central characters; there’s an entertaining series of sidequests involving the main character and his hikikomori (shut-in) little sister; and even the non-plot-related sidequests help to flesh out the world by bringing you into contact with a diverse and fun array of incidental, supporting characters.

Plus, why on Earth wouldn’t you want to play a game where you defeat enemies by pulling off their trousers? 🙂


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One thought on “1840: Further Tales from Akihabara

  1. I thought it looked a little Yakuza-like and was interested for just that reason. Glad to hear you confirm; I might have to pick it up eventually, even though it looks goofy.

    I’m glad I ended up finding this page from Google; it seemed like you more or less disappeared after you left (or were made to leave, I guess, but I don’t know the details) USGamer.

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