#oneaday Day 426: Dear me, I was...

Having finished No Sleep for Kaname Date, which I will try and make some time to do a proper write-up of soon, I decided, this evening, to play through Dear me, I was… from Arc System Works, a Switch 2 wordless visual novel type thing that is less than an hour long, and which I was pretty certain was going to be an emotional gutpunch. Sometimes you need a good one of those, and Dear me, I was… certainly delivers on that front.

I shan't say too much about the details of the game because, as I say, it's very short, and it's the sort of thing best experienced for yourself — so long as you're open to the idea of what is basically a short animated film with occasional very minor (but nonetheless meaningful in the context of the story) interactions.

The concept is simple: the game follows the life of an unnamed woman, from her earliest childhood memories up to her old age. Each chapter represents a particular part of her life, with each opening with one of the few interactive sequences in the game: her eating breakfast. It's surprising quite how much meaning is layered into these simple sequences, whether it's the way her breakfast evolves as she ages, or little things like how her child self leaves the tomatoes on the side of her plate.

Dear me, I was… is one of those games that is probably going to mean different things to different people, but at its core it's a story about the protagonist's relationship with art, and how she uses it to help process her emotions, connect with other people and reflect on her past. A number of things happen to our leading lady over the course of her life, many of which are rather mundane, but nonetheless meaningful to her as an individual. Some things are left a little ambiguous and open to interpretation, which will doubtless help each individual player to connect with the complete work in their own way, and other things are obvious, indisputable truths, but aren't dwelled on.

I feel like part of the point of the game as a whole is to reflect on the idea that life passes you by before you know it; while, when you're young, you might feel like an eternity stretches ahead of you, as you get older, things definitely feel like they start to accelerate in some ways. Sometimes this makes difficult events from the past easier to let go of or at least reflect on; at others, it makes it all the harder to process things.

The game definitely got me feeling things, and absolutely tearing up at numerous points throughout. I'm not sure I could tell you exactly what was making me feel the various emotions I felt over the course of the game, but it's testament to the game's excellent use of visuals and music to tell its wordless story that I felt those things at all. Of particular note is its use of colour; events unfold in three distinct "styles" as a reflection of the emotion of what is happening at any given moment — or perhaps the protagonist's mental state and feelings — and it hits surprisingly hard when, say, the colour fades from the world, and everything starts to be represented in shades of grey, or even just line art. Likewise, it's almost a relief when you see the beautiful watercolours return; a reflection of how everyone's life is full of ups and downs, and the only person who can truly understand one's own feelings is oneself.

To say too much more would probably be getting into spoiler territory, so I'll leave that there for now. Suffice to say that if you're the slightest bit open to video games as a storytelling medium — don't expect any sort of "mechanics", puzzles or challenge here — this is an essential play. Absolutely one of the most beautiful things I've experienced for quite some time, and highly recommended to those who like this sort of thing.


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2090: Fighting Games Are Confusing Love Max!!!!!

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Was playing a few games with Andie earlier, and on a whim I decided to give Arcana Heart 3 Love Max!!!!! a try, since it had been eyeing me up from the Steam store for a while, and I'd been curious to give a modern fighting game a go.

My history with fighting games is a bit patchy. I played a lot of Street Fighter II back on the Super NES; I had an American copy, so it ran in super-widescreen thanks to NTSC/PAL differences, but it was still pretty fun. I also played a bit of Street Fighter IV on the 360, and various installments in the Dead or Alive series over the years. But I've never really got my head around anything more complex than the original Street Fighter II which, as fighting game enthusiasts will doubtless know, is considerably simpler than the monstrosities we have today.

One of the reasons I decided to give Arcana etc etc a go was because it appears to be regarded as a reasonably accessible example of a genre that has become increasingly impenetrable to newcomers over the years. It still has its fair share of complexity, mind you, and a few systems whose use isn't immediately obvious — not to mention a lack of in-game tutorial — but once you get your head around the basic systems, it's relatively straightforward.

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The basic controls are pretty simple. You have a light, medium and heavy attack, and standard Street Fighter-style button combinations (various quarter and half-circles along with the Dragon Punch Z-shape plus an attack button) tend to unleash special moves for most characters. There's also a "homing" button, which is Arcana Heart's main distinguishing feature from other games of its ilk; tapping this causes you to home in on your opponent, and tapping it again causes you to home in more quickly while allowing you a certain degree of control over your trajectory. By using this, you can have some pretty impressive mid-air battles rather than being confined to the ground; it also makes for some interesting dodging mechanics that I haven't quite got the hang of yet.

The Arcana part of the title refers to a significant addition to the usual fighting game formula: as well as selecting a character, you also pick an Arcana to assign to them. Each of these Arcana have their own set of benefits and drawbacks as well as a few extra special moves; essentially, they allow you to tweak and customise the character you're using in various ways according to how you like to play. It also effectively makes the character roster expand considerably, as equipping a new Arcana in many cases makes a character play rather differently.

The bit that usually confuses me about modern fighting games is all the gauges on screen at any time. Arcana Heart, despite doing a piss-poor job of explaining these in the game itself, is relatively easy to understand once you know what they all do. Your health bar is self-explanatory; the little curvy bar next to it is called the "Focus bar" and allows you to trigger a short-lived mode where you move faster and have some other buffs; the bar at the bottom is your "Arcana bar" and is expended on super-special moves of various descriptions. The Arcana bar starts at one-third of its maximum possible value; in order to expand it, you have to land attacks or get hit, but the bar will only grow if it's not in the process of recharging. In other words, you have to restrain yourself a bit with the supers if you want to grow the bar to its maximum potential, which you'll need to do if you want to unleash the most devastating moves in your character and Arcana's respective arsenals.

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I absolutely haven't got my head around how to play the game well yet, but I feel I at least understand the basic systems, which is more than I can say for some other modern fighting games out there. I feel like with a bit of practice — as well as curtailing my tendency to panic when playing fighting games and lapse into button-mashing mode — I might be able to get the hang of this, and hopefully have the opportunity to teach it to some friends, too, as I can see it being a lot of fun against other people owing to its inherent ridiculousness.

A decent investment, then; I'll be curious to see how much — or indeed if — I improve with a bit of practice.