2033: #4favocharacters

0033_001As luck would have it, just as I was settling down to get this written, someone tagged me in one of those viral Twitter things where you post pictures of four favourite somethings (in this case characters) and then tag a bunch of new people to see what they come up with.

I responded relatively hastily, though I did make one substitution before I submitted. I kept mine to the world of games, largely because I think that was the intention, and also because if I start getting into TV series and anime I would have been there all night deciding.

Anyway. This seems like a good opportunity to expand on my choices. My picks were as follows:

1841023-7b5add5ed1389cbf5b843ed6047b6a8dKatsuragi (Senran Kagura)

I’ve already written reams of text on Katsuragi so I won’t delve too much into that again, but suffice to say that Katsu-nee is one of my favourite characters due to the fact that I think she’d be fun to hang out with if she was a real person. I question whether or not she’d actually hang out with a dude like me, of course, given that Senran Kagura rather strongly implies that she’s a bit gay — also the whole “I’m not a ninja” thing — but, assuming that sort of thing isn’t a consideration… yes, I think Katsuragi would be fun to hang around with.

The most appealing thing about Katsuragi is not her aggressive sexuality — though her self-confidence and willingness to pursue what she desires rather than moping around in the dark about it is something I can respect — but rather it’s that in her calmer moments, she’s the very model of the perfect older sister. She’s kind, she’s caring, she looks out for the people she loves and she’ll do anything to protect them — though she’s most certainly not averse to playing a prank or two to have some fun at their expense.

Senran Kagura as a whole is filled with deep and fascinating characters, and those who actually bother to give the series the time of day (rather than writing it off because boobs) all have their favourites, leading to frequently quite heated discussions online. I could have picked any number of the Senrans, but on balance, it’s Katsuragi that my thoughts keep returning to, so Katsuragi it is.

B3kOC_0CMAAjD29Noire (Hyperdimension Neptunia)

I love all of the Neptunia cast to pieces, but from the moment I “met” her for the first time, I knew that Noire was going to be my favourite. Twintailed hair, a tsundere personality, a propensity towards attractive but impractical-looking outfits with garters, belts and straps all over the place? Sign me up.

After spending a considerable amount of time with her over the course of a number of different games now (with more still to go), I realise that my connection with Noire goes somewhat deeper. It’s not just that she exhibits traits that I find attractive. It’s not even that she’s cute or has a figure to die for (man, Tsunako really knows how to draw curves). It’s that, amid the chaos of your typical Neptunia story, I find her to be probably the most relatable of the cast — with the possible exception of IF, whose world-weary exasperation with the nonsense she constantly gets caught up in nicely reflects the feelings of frustration and annoyance I often feel at the most stupid things our own world has to offer.

Noire, though, she’s an interesting one. Determined to always do her very best and prove that she “can only do everything”, she often falls foul of her own ambitions and desire to climb to the top of the heap. This is particularly apparent in Hyperdevotion Noire, where an impulsive act towards the beginning of the game throws the world into chaos — but rather than slinking away quietly to pretend like she had nothing to do with it, she takes responsibility and does her best to make things right, even in the face of constant and frustrating opposition.

Noire is lonely, too. She has a lot of what could be described as niche interests — though not quite to the degree of the yaoi-loving Vert — but doesn’t quite feel comfortable sharing them with anyone. The closest she comes to opening up to another person is with the player-protagonist characters in Hyperdevotion Noire and Hyperdimension Neptunia PP‘; it’s kind of sad that she has trouble being this honest with the people who are ostensibly her best friends, even as they’re honest with her. I suppose that, more than anything, is why I feel like I can relate to her somewhat; while I’m not a goddess running a country, I can most certainly understand the desire to shout about the things you’re passionate about but hesitating, not knowing what people will think of you if you do open up.

Maya_Fey_Trilogy_ArtMaya Fey (Ace Attorney)

At the opposite end of the spectrum is Maya Fey from the Ace Attorney series, a character whom I don’t particularly relate to as such, but whom I find enormously fun to have around.

Maya is the perfect foil to Ace Attorney protagonist Phoenix Wright’s initially bumbling ways, and grows and changes with him as a character. Initially appearing to be rather childish, over the course of the Ace Attorney games she gradually shows herself to be a deep and complex character, holding enormous respect for her cultural traditions and a passionate belief in Wright’s ability to find the truth in even the most confusing of cases.

Maya and Phoenix’s relationship is kept somewhat ambiguous throughout the games. It’s clear that there’s a bit of a “spark” there between them, but whether or not it’s simply close friendship through shared trauma — they first meet as a result of the death of Maya’s sister Mia, which Phoenix ends up investigating and eventually solving — or something more is never quite clear. One can probably assume that Phoenix, being a few years older (early 20s to Maya’s 17 at the outset of the first Ace Attorney game) is understandably hesitant to even consider taking things any further, but frankly, I wouldn’t have been at all surprised to see them get together in one of the games. To my recollection, though, it hasn’t happened — though it has been a while!

Anyway. Maya is a fun character who is enjoyable to hang out with. Since the majority of the Ace Attorney games unfold from first-person perspective, Maya is the character you see most frequently, since she often offers observations and suggestions to “you” (as Phoenix) while you’re investigating the crime scenes. Spend that much time with a character — the Ace Attorney games aren’t short! — and you’re bound to develop some affection for them.

hanakoHanako (Katawa Shoujo)

Games had captivated and emotionally engaged me with their stories before, but it was Katawa Shoujo that forged the tastes I have today. And, specifically, it was Hanako — though before we get into any arguments about “best girl”, I liked all the others; I just liked Hanako the best. And here’s why.

Again, like with Noire, I found Hanako to be relatable. And again, not because I’m in the literal same situation as her — Hanako has burn scars all over one side of her body due to a past trauma, and thankfully I am free of such readily apparent mementoes of tragedy — but because I recognise so many of her personality traits, her route in Katawa Shoujo was almost painful to play through.

Hanako suffers from dreadful social anxiety, much like I have done. Hanako’s is far worse than mine, at least at the start of the game — she literally can’t stay in the same room with people she doesn’t know — but her feelings of being trapped in an uncomfortable situation, of wanting to do nothing but bolt; they were all too familiar.

Hanako’s route is one of the most interesting ones in Katawa Shoujo because things sort of happen in a bit of a haze. When protagonist Hisao sleeps with Hanako, for example, it’s clear that the two of them were very much caught up in the moment, with Hisao unable to restrain himself, and Hanako unable to communicate quite what she was feeling. This leads to a gut-wrenchingly awkward scene after the fact where Hisao realises that technically Hanako never actually said “yes” to him. From here, the story can branch in one of two different ways: Hisao can either try and be overprotective of Hanako, which ends rather badly with her finally snapping and casting him out of her life, or he can quietly support her when she needs it, allowing her to work through her issues at her own pace, opening up when she’s good and ready.

It’s this last bit that I found particularly poignant. There are a lot of things with which I need help, that is most certainly for sure. But I’m someone who tends to prefer to have the satisfaction of at least trying to solve things himself. I don’t like asking for help, and I don’t like people interfering when I haven’t invited them — but I do welcome support and encouragement when I make it clear that I am in need of it. I understood Hanako’s frustration in the “bad ending”. I understood her sense of closure in the good ending as both she and Hisao come to terms with their own broken lives, accepting both themselves and each other as they both look forward to a future in which they no longer have to be alone.

#oneaday Day 922: Interactive Tales

As you may have realised if you read my lengthy series of pieces about Katawa Shoujo (and one about Kana Little Sister, which I really must get around to replaying), I am a big fan of the “visual novel” genre, a style of video game that tends to be big on story and light on interaction.

I came to this genre through the Ace Attorney series, which remains one of my favourite video game franchises of all time. (Hurry up and release those iOS remakes, Capcom!) Phoenix Wright and its sequels combined the strong sense of narrative, puzzle-solving and dialogue choices from adventure games with a style of presenting the story that really allowed you to get in close with the characters, giving you a real sense of what made them “tick”. Audio-visual presentation was very simple, with detailed anime-style characters overlaid over static backdrops, and a large degree of imagination on the part of the player being required.

Ace Attorney is a relatively good entry into the visual novel genre because it’s fairly family-friendly (despite being based around solving a variety of murder cases) and doesn’t delve into the less salubrious side of things that some of the more “niche” titles explore. There’s no fucking in it, basically, despite Franziska von Karma’s clear tendencies towards S&M.

I’ve talked extensively about Katawa Shoujo in the past, so I won’t delve into that too much here, but I did want to mention a new acquisition which showed its face on my doorstep today. School Days HQ from JAST, which is apparently a remake of an earlier title of the same name, and an adaptation of an animé I know nothing about aside from something to do with “nice boat”. Or possibly some other combination of those things. I’m not sure.

School Days is an unusual visual novel in that it’s fully animated. Yes, rather than watching static images and reading mountains of text, the game is essentially an interactive, episodic animé series, where the player watches what unfolds and occasionally makes choices that direct the path of the story — choices that, unusually for the genre, can include remaining silent through inactivity. Structurally, it’s identical to something like Katawa Shoujo — decision points branch the narrative down various “paths” leading to either “good” or “bad” endings, and the game client is set up in such a way as to easily allow players to “rewind” and try other choices — the virtual equivalent of putting your fingers in the possible pages you could turn to in a Choose Your Own Adventure book.

I’ve only played the first of the game’s episodes so far, but the setup is intriguing — and, as with most visual novels, pleasingly mundane. Makoto likes Kotonoha. Kotonoha likes Makoto. Both of them are too shy to do anything about it, so in steps Sekai, Makoto’s classmate, who manages to get the two of them together but steals a kiss from Makoto as “payment” for her services. Already there have been a couple of hints about Sekai being dangerously unhinged, so I will be very curious to see how the inevitable love triangle unfolds.

But anyway. I’m not here to talk plot. I’m here to talk about this style of game, and wonder what happened over the course of the last twenty years to make it “okay” to develop a narrative-focused game in which the player’s interaction is largely limited to occasional choices.

You see, I vividly remember back in the late ’90s when the CD-ROM revolution started. The vastly-superior storage capacity of CDs allowed developers to put a whole bunch more content in their games than was previously possible. One of the most common uses of this space was full-motion video — real actors performing scenes in games. And thus, the “interactive movie” was born. The exact implementation of the “interactive movie” genre varied from traditional adventure games which happened to include full-motion video (Sierra’s Phantasmagoria and Gabriel Knight: The Beast Within spring to mind here) to titles which already had designs on movies taking the next step (say hello, Wing Commander III and IV) and, at the far end of the spectrum, games that were quite literally movies that sometimes stopped for — you guessed it — the player to make a choice. (Submarine-themed game Silent Steel is the first game of this type that I remember.)

At the time, the latter option was ridiculed for offering only the most rudimentary of gameplay while flaunting the new technology unnecessarily — and often making it painfully apparent that most game developers didn’t have the same budgets as movie studios. (How times change, huh?) But now, this style of gameplay has become a firmly-established genre, particularly in the Japanese market, with a little spill-over into the West thanks to publishers like JAST and hard-working enthusiasts like Four Leaf Studios, the crowdsourced team behind Katawa Shoujo.

I’m not complaining, really — I must confess that even in the late ’90s I found interactive movies to be something of a guilty pleasure, despite their poor reviews — but I find it interesting that a style of play which many commentators at the time believed would be nothing more than a passing fad is now a firmly-entrenched part of the landscape of gaming. A niche part, sure, but one that certainly doesn’t appear to be going away any time soon. School Days is an interactive movie, and unashamedly so — it has rewind and fast-forward buttons at the top of the screen, for heaven’s sake — and there certainly seems to be plenty of people clamouring to play it.

Naturally, the apparently popularity of School Days is nothing to do with the fact that it, unlike Ace Attorneydoes have fucking in it. (I also discovered post-install that it supports a USB-connected wanking machine (yes, really, and no, you probably shouldn’t click that link at work), which is a mildly terrifying prospect in and of itself. No I don’t have one.) Actually, it might be, though perhaps not for the reasons you’re doubtless thinking of right now. The visual novel genre represents a sector of gaming that is absolutely unashamed to deal with issues that would be unpalatable to mainstream publishers (and possibly consumers, too). It tackles adult issues — sexuality in its many forms, violence and people acting like people rather than game characters — and does so without patronising the player or being “preachy”, unless of course the story calls for it to do so for whatever reason. While there will undoubtedly be those who come to School Days purely to get their rocks off — and the game caters to those people by allowing the sex scenes to be viewed again once they have been “unlocked” in the story (that and the wanking machine compatibility, of course) — I have a sneaking suspicion that a lot of people are attracted to titles like School Days and indeed the visual novel genre in general because, for the most part anyway, it treats them like adults.

Which, coincidentally, is something that a lot of interactive movies failed to do. The lack of budget that many of these titles suffered caused them to feel cheap and nasty, and any violent, sexual or otherwise graphic scenes tended to come across as rather laughable rather than an integral part of the story. Phantasmagoria, for example, featured a “rape” scene that was badly handled and clearly put in purely for shock value. Mention of this notorious scene made up a significant proportion of the game’s viral marketing, though when it actually came down to it, it was terribly executed, poorly acted and had the complete opposite effect to what such a scene should have. Instead of being horrifying, traumatic and, most importantly, mature, it was just laughable, embarrassing, dumb. Compare and contrast, meanwhile, with a number of very uncomfortable scenes in, say, Katawa Shoujo (and I’m guessing the later stages of School Days, given the fact that it carries a warning for “violence” as well as “sexual content” on its box), all of which were thought-provoking, respectful of the player’s intelligence and had a strong, real impact.

As I drift further and further away from the “blockbusters” of the games industry to get my entertainment, it pleases me that certain barriers seem to be gradually collapsing. While once the prospect of playing an “eroge” visual novel would be shameful, now people will happily and freely admit to it — thanks, at least in part, to a much better cultural understanding of the difference between “porn” and “containing erotic content”. (That said, people are a lot more open about their porn consumption these days, too.) While I wouldn’t recommend titles like School Days or Katawa Shoujo to someone not mature (or open-minded) enough to be able to handle their content, I’m very happy that they exist, providing true entertainment for adults without any of the associated skeeziness of porn.

(I can’t get away from that wanking machine option in the menus, though. That’s just odd. Does the game prompt you when to get your knob out? And how do you… oh, no. Never mind. Probably best not to think about it too much.)

#oneaday Day 780: Nihon

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It’s a big ol’ stereotype for someone who is “into” video games to have an interest in Japan — at least it was, anyway. As popular, mainstream titles have shifted far more towards Western studios with this current console generation, Japan and all things related seem to have been relegated to something of a niche. And that’s absolutely fine, I think, because it means that people like me can explore things like the country’s culture without feeling like they’re jumping on some sort of bandwagon.

I say “explore”. Most of my knowledge of Japanese culture comes from, you guessed it, video games. (That and following J-List on Facebook.) But before dismissing that out of hand, it’s worth noting that many Japanese games do explore and celebrate Japanese culture and traditions in a way that you hardly ever see in Western titles.

I can remember the first game I played in which I was conscious of this: Shenmue on the Dreamcast. I found it interesting that the main character removed his shoes every time he entered his house. Not only was this a pleasing attention to detail, I discovered that this is traditional behaviour. And given that Shenmue was based very much on the idea of creating a realistic, small-scale game world in which to “live” as much as pursue the game’s story, this was just one of many things which initially jarred but started to make sense the more time I spent with them.

The Persona series are notable for this, too. To date, I’ve only played Persona 3 and 4 (and have recently started the first game in the series) but I feel I got a good sense of what it’s like to be a high school kid in Japan — or at least, as close an interpretation as the media will ever give you. I do wonder if the depiction of Japanese schoolkids in anime and video games is akin to the depiction of American “highschoolers” in TV shows and movies like Buffy the Vampire Slayer and Clueless.

From these games and numerous others (including Katawa Shoujo which, interestingly, was actually developed by Westerners who clearly had a good understanding of Japanese culture) I’ve picked up all sorts of useless facts (mostly centring around schools) which may come in handy should I ever find myself in Nihon-koku. I know that schools have big shoe racks inside their front doors. I know that kids are expected to join clubs as well as attend classes. I know that traditional festivals with fireworks are A Big Deal, and that boys supposedly go crazy for girls in yukata. Boys also go crazy for girls in hot springs. I know that udon and soba are types of noodles, and that takoyaki is both made from octopus and regarded as a kind of fast food. (I also know that your stats have to be high enough to finish a big beef bowl, but the same could be said for a big-ass steak in the West.) Moving into more esoteric territory, I know that popular supernatural mythology suggests that restless spirits often hold grudges and can do very unpleasant things to people who piss them off.

It strikes me every time I play one of these Japan-centric games (the most recent being Persona and Corpse Party) that it’s rare to see an analogous “learning experience” in Western games. Or is it? Perhaps I’m just too immersed in Western culture on a daily basis to notice; or perhaps Western culture has lost a lot of its traditions over the years, leaving most people free to behave in a manner of their own choosing. Consider what you did when you walked into your house today: did you take your shoes off? The answer is “maybe”, because it wasn’t expected (unless you have a self-decided “shoes off household”) so it was up to you.

We still have plenty of strange traditions of our own, though, mostly, like Japan, surrounding significant festivals. Look at Christmas: we have carol singers, German markets in city centres, mulled wine, mince pies, midnight mass, christingles and all manner of other things. We have very specific rituals in place to celebrate things like birthdays. We cheer when waiting staff drop trays of drinks (though I really wish we wouldn’t), and we have songs for all occasions.

As I think about it further, it’s becoming clearer to me why there’s something of a tendency to see comparatively less traditional culture in Western video games than we do in Japanese ones. It’s to do with subject matter and setting: Japan is very fond of mixing the mundane and the uncanny for dramatic and unexpected effect, whereas in the West we’re rather fond of “hero”-type characters who focus on getting the job done, not pissing around building up his Social Links. This is a generalisation, of course — there are plenty of games that involve a lot of sitting around talking, though even then they tend to be through a self-deprecating lens rather than taking a genuine pride in traditional culture. When was the last time you saw an English character (i.e. someone from England, and not just a character with an English accent) who was not either 1) evil or 2) posh — or sometimes both?

Perhaps there’s no place for traditional culture or ritual in Western video games — or no traditional culture or ritual left in our modern society to even incorporate into a game. That’s fine, of course, though I think it rather sad, in that case, that we have the opportunity to learn a great deal about Japanese culture from their creative output, while any Japanese players exploring the Western body of work will arguably take little from it save “nice architecture”.

Am I wrong? If so, please feel free to share some of your favourite examples of video games that exemplify Western culture, tradition and ritual in the comments — I’d be curious to hear what people think, or even, if they don’t think it’s relevant, why they don’t care.

#oneaday Day 757: SEX!

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Let’s talk about sex. Sex in video games, to be exact.

I read this article over on Eurogamer today. It makes its point in a rather crude manner, noting that video games “can’t do sex”, going on to cite numerous examples including popular media’s backlash against Mass Effect‘s sex scene and BioWare’s subsequent retreat into their characters’ underwear; sex-focused games such as 3D Sex Villa 2; Second Life‘s notorious sex industry (which likely accounts for a considerable proportion of that virtual world’s economy) and numerous others.

But I sort of think that the argument in that article is a bit flawed. There seems to be something of a confusion in the distinction between “sexual content” and “porn”. I don’t think anyone is advocating the inclusion of outright pornography in our games, though this is often the assumption that mainstream media makes when news emerges of sexual content in a high-profile game. But the Eurogamer piece jumps from discussing Mass Effect’s soft-focus sideboob to games that are just plain porn. There’s no middle ground, it seems.

Or is there? Well, yes, but you have to look outside of the mainstream and outside of the pornographic games industry to find it.

Probably the most common example you’ll find of this “middle ground” is in the dating sim/visual novel/eroge genre. I’ve played a few of these over the years for curiosity’s sake and while some are just interactive porn stories (Paradise Heights springs to mind — there are no choices to make and a lot of fucking) others like True Love, Kana Little Sister, Three Sisters’ Story and, yes, Katawa Shoujo use their sexuality as something more than just a titillating scene for players to jack off over or something deliberately provocative to attract the ire (and thus inadvertent publicity) of the mainstream media. (This latter interpretation is a cynical view, I know, but I’ve seen too much video game marketing over the last couple of years to believe it doesn’t happen.)

Rather, these games use sexual scenes in context. Katawa Shoujo is perhaps the best example, with sex scenes proving to be a way for us to get to know more about the characters. We learn that Emi is adventurous and willing to try anything once; that Lilly, despite her prim and proper appearance, enjoys her sexuality; that Shizune is dominant in all aspects of her personality; that Misha is confused; that Hanako believes no-one will see her as anything more than a “princess” to be saved; that Rin craves intimacy, to find some way to connect to another person. All of these scenes feature explicit erotic imagery and text, but none descend into being porn — sex for the sake of sex. During the sex scenes with Rin, for example, there’s a lot of philosophising about what might be going on inside Rin’s confused, creative head. Lilly uses one of her sex scenes to show Hisao what it’s like to be blind. Emi’s “Anal.” scene is endearingly awkward as only teenage sex can be. And Hanako’s encounter with Hisao is faintly horrifying after the fact.

“I can’t fap to this!” was the war cry thrown up by members of 4chan upon playing Katawa Shoujo, but that’s not a bad thing — do you jack off every time there’s a sex scene in a movie? No, because that’s ridiculous. Sex doesn’t equal porn.

The same is true to a lesser extent in True Love, another dating sim based in a high school, though in this instance it’s a regular education institute rather than a special school. In True Love, gameplay revolves around managing the protagonist’s schedule so he builds up a series of different statistics ranging from creativity to sportsmanship. Different statistics will attract different members of the game’s cast, and this then sends you down their various narrative routes where, again, along the way you get to know them a whole lot better and, again, you get to shag them at least once in a scene that, while erotic, is more focused on characterisation than providing something for the player to get their rocks off to.

Three Sisters’ Story actively punishes players for being promiscuous, though not until it’s far too late to do anything about it. Throughout the course of the game’s story, the player gets the opportunity to have sex with the three sisters in question, but also has the opportunity to turn them down, too. If the player elects to have sex with all of them over the course of the game, the story doesn’t end well for our protagonist, even after he saves them from abduction. A degree of self-control on the player’s part is required in order to get the best ending. Do they want the sexy scene now, or do they want the story to end well?

Moving out of the visual novel genre, Silent Hill is another series which has always used sexual imagery to striking effect. Rather than being outright explicit about it, however, it tends to make use of more abstract imagery, leaving the player to interpret things for themselves. At no point in the game do we see exactly what made Angela so wrong in the head, but we can interpret that it was sexual abuse from her father. At no point in the game does James speak about his resentment over his wife’s illness depriving him of sexual gratification, but we can determine that from the appearance and behaviour of Maria, the various times Pyramid Head shows up and the grotesque mannequins who form the bulk of the game’s enemies.

You can’t fap to Silent Hill, in short.

Look at Catherine, too. The game’s just come out in the UK so a whole new wave of reviews has been hitting. I was rather surprised to see at least a couple calling it out for not being daring enough with its visuals — i.e. not showing any tits, muff, cock and/or balls. Despite the game’s focus on adultery, sexuality and adult relationships, there are no explicit sex scenes in the game, and nothing more than sideboob in the nudity department. But the thing is, there doesn’t need to be. Catherine didn’t need explicitly pornographic scenes to get across its point. Sex is a key theme in that game, but that doesn’t mean we need to stop for a fuck break every so often. Sometimes implying something can be just as powerful as showing it and — God forbid — making it interactive: Heavy Rain‘s painfully awkward interactive sex scene says “HHNNNGGG” at this juncture.

So can games “do sex”? Why yes, yes they can. Unfortunately, those games which do do sex and do it well tend to be confined to the specialist interest, cult classic or underpromoted independent title department. So why don’t we see large publishers taking more risks, producing more adult games with sexual themes and/or content?

Part of it is a marketing issue. Getting too explicit with the sexytime in a game will net a release an “Adults Only” rating from the ESRB, and that’s a big no-no for a lot of game retailers, thus hurting physical sales for the publisher. Given the growth of digital downloads, however, at least part of this problem goes away — there’s no shame in purchasing an Adults Only title online, and publishers can simply sell it themselves, which is generally a better deal for everyone involved anyway.

Part of it, too, is fear of backlash from the mainstream media and, subsequently, politicians who don’t understand the first thing about the industry, assuming it to be toys for children. California had a narrow escape just last year, and it’s doubtful that publishers want to take the risk of making the people in charge think that censorship of a creative industry still finding its feet is a good idea.

Do we “need” sex in games? If we want to explore the full gamut of human emotions in the interactive stories that we tell, then yes, we do. We need to get over the assumptions that everyone playing games is too young to be able to handle sexual content. We need to get over childish tittering at every sight of sideboob. We need to have realistic characters who have realistic relationships.

What this doesn’t mean, however, is that we need sex in all games. And those games that we do have sex in should justify its inclusion somehow, otherwise we’re right back to accusations of peddling porn again. Katawa Shoujo and its ilk are doing it right. Mainstream publishers could learn a lot from the risks that independent studios and those who tackle the development of a game as a creative rather than a technical or marketing project.

Who knows what the future holds? I certainly don’t. But it’s clear that the industry as a whole still has a lot of growing up to do as yet.

#oneaday Day 756: Emi’s Inspiration

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Bettering yourself is a difficult thing to do. First of all, you have to really want to change, which isn’t necessarily the same as not liking something about yourself. It’s the difference between self-pitying cries of “I hate that I’m like this!” and inspirational yells of “I may be like this now, but you better watch out, cause I’ma kick your ass!” or something equally obnoxious.

There are lots of ways you might want to change yourself. It could be eating better, working on a new creative project, getting more exercise. Chances are, there is something you would rather do better — probably even several things. Once you’ve picked one, that’s where the challenge comes in — motivation to begin.

Inspiration can come from the strangest places. In this post back in 2009, I commented on the strange effect that changing my Second Life avatar from one which loosely looked like me to someone rather more buff an’ ting had on me. I suddenly felt inspired to better myself, and to attempt to hammer and chisel my flabby body into some sort of shape, to be more like my virtual self.

Well, I can’t say that it had a massive effect on me — I’m still overweight and would very much like to change that — but that initial push over the edge gave me some preliminary interest in fitness, and the knowledge that yes, I could do it if I applied myself.

Later on, I tried the Couch to 5K running programme, which takes 9 weeks to get you from wheezing, sweating mess up to someone who can run continuously for half an hour without stopping. It’s an excellent system, and one which has a very positive impact on anyone who tries it. But again, it can sometimes be difficult to get started.

One of the interesting things that those of us who have played Katawa Shoujo noticed was the inspirational effect that some of the characters had on members of the community. I’m not necessarily even talking in the “overcoming their disability” sense — rather, I’m referring to certain admirable character traits which a number of the girls in the game demonstrate to both protagonist Hisao and the player themselves proving to be a powerful motivational factor.

The most oft-cited example of this is Emi, an amputee girl and track star who describes herself as “The Fastest Thing on No Legs”. She overcame her disability to become a strong, fit runner, so why shouldn’t a person without a physical disability be able to do the same thing, too?

You can probably see where this is going.

What would happen, then, if you combined the infectiously cheerful, never-give-up personality of Emi with the well-paced Couch to 5K programme? Well, you get the following chart, which I include here after the break as a courtesy to that certain subset of you who have played Katawa Shoujo and are considering taking up running but having absolutely no idea where to start. Indeed, even those of you who haven’t played Katawa Shoujo but would like to be able to run for more than five seconds without HHNNNGGGGing can benefit from this. (To support the programme, I also recommend downloading this app for iPhone.)

As for me, I’m back into an almost-regular gym routine but haven’t done a long run for quite some time, so am planning on ploughing through the whole Couch to 5K programme again — with Emi’s help, of course — very soon. I shall be providing occasional progress updates on here when I can be bothered and/or when I don’t have anything interesting to write about that day.

Why don’t you get up off your arse and join me? See you on the track.

(Click Continue Reading if you’re on the front page to see Emi’s chart.)

Continue reading “#oneaday Day 756: Emi’s Inspiration”

#oneaday Day 753: I Love You, Katawa Shoujo

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This is the sixth (and definitely final… for now) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and would like to avoid spoilers, this post is somewhat less spoilery than the recent character-specific ones, but might still spoil a few bits and pieces. All spoilery discussion is below the break.

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Rin can be found here, the previous day’s post on Shizune can be found here, the previous previous day’s post on Hanako can be found here, and the day before that’s post on Lilly can be found here. I’ve now finished the game 100%, so perhaps I’ll shut up about it now.

Continue reading “#oneaday Day 753: I Love You, Katawa Shoujo”

#oneaday Day 752: I Love You, Rin

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This is the fifth (and possibly final… maybe) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Rin” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Shizune can be found here, the previous day’s post on Hanako can be found here, and the day before that’s post on Lilly can be found here. I’m at 96% completion as of tonight, with only a few scenes and endings left to clear up. In for a penny, in for a pound…

Continue reading “#oneaday Day 752: I Love You, Rin”

#oneaday Day 751: I Love You, Shizune

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This is the fourth of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Shizune” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Hanako can be found here, and the previous day’s post on Lilly can be found here. Following this, there’s only Rin left to go.

Continue reading “#oneaday Day 751: I Love You, Shizune”

#oneaday Day 750: I Love You, Hanako

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This is the third of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Hanako” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Lilly can be found here.

Continue reading “#oneaday Day 750: I Love You, Hanako”

#oneaday Day 746: I Love You, Emi

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This post regards the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Emi” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website.

Continue reading “#oneaday Day 746: I Love You, Emi”