1846: Akiba’s Tripped

Finished Akiba’s Trip: Undead and Undressed this evening. Planning on posting some more detailed thoughts over at MoeGamer at some point in the coming week, but I thought I’d post some immediate impressions here while it’s fresh in my mind — I literally beat it not five minutes ago. Well, one of its routes, anyway.

Akiba’s Trip is quite an unusual game, although perhaps not by Japanese standards. Combining elements of dating sims, visual novels, RPGs, brawlers and open-world action adventures, it all adds up to a curiously satisfying experience that, while relatively brief compared to some other games — my first playthrough took me about 20 hours, and that was with doing pretty much all of the available sidequests as well as a bit of fiddling around trying to level my skills up and collect some collectable things — proved to be highly enjoyable.

A highlight, as with many Japanese games, is the care and attention which has been poured into characterisation, both visually and in terms of writing. The localisation team at Xseed has to take some of the credit for the amount of personality the game has, too; as translations go, this is absolutely exemplary, remaining (so far as I can make out with my limited knowledge of Japanese) reasonably true to the original script while simultaneously incorporating plenty of cultural elements that will be familiar to Westerners.

A particular highlight is the main character, who is handled somewhat like the player’s character in the Persona series, in that he doesn’t speak out loud all that much — although he does have a couple of lines here and there, they’re mostly confined to inner monologue — but the player is frequently given the option of how to respond to a particular situation. In many cases, the options given all lead to the same outcome, but the available choices are frequently hilarious; there are some real crackers towards the end of the game in particular, with my favourites being “It’s dangerous to go alone! Take thi– I mean me!” and “I’m going to turn his dark utopia into a dark u-nope-ia!”. (You kind of have to be there.)

These dialogue options do occasionally have a purpose, however, and that’s the choice of route and subsequent ending that you get. Partway through the game, the story splits in a few different directions according to the various different heroines you encounter. I haven’t seen how different these routes are yet — and I’m disappointed that there isn’t a route for Kati Raikonnen, an incredibly endearing member of the main cast who, being “foreign”, has a tendency to speak in what is represented as “Engrish” by the translation — but I’m keen to find out. It appears that this will be a painless process, too, since after clearing the game once you can turn on the option to specifically mark the dialogue options that will change affection levels between you and the heroines. Not only that, but there’s no real need to do sidequests after your first runthrough — indeed, there’s no real need to do sidequests at all if you don’t care about trophies, though the money they get you is nice — and so you can zip through subsequent playthroughs pretty quickly, especially if you’ve taken the time to upgrade your weapons and clothing and carry them over into your New Game Plus.

I really wasn’t sure what to expect when I booted up Akiba’s Trip. I think I was expecting some sort of fairly straightforward brawler set in Akihabara, but what I actually got was far more akin to something like Yakuza. A surprising amount of depth, in other words, and an extremely well-realised setting that makes a great backdrop for the various stories within.

I hope we get the opportunity to revisit Akihabara at some point in the future; given that this version is actually the second game to bear the Akiba’s Trip title — the first never made it out of Japan — that’s not beyond the realm of possibility. I’ll be there if and when it happens!

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? 🙂