Talk Is Cheap – 6/14/10

Alfe Clemencio of Sakura River Interactive returns for this week's episode of Talk Is Cheap.  On What's New on Lv42 the gang talks about Ian's review for Din's Curse, Michael's review for ModNation Racers PSP, Matthew's feature on Japan's Used Games Market and news about our contest winner!

On Indie Compendium Erika talks about the Shank E3 2010 Revenge Trailer (and soon to be released on XBLA and PSN). She also talks about the indie equivalent of Shadow of the Colossus, Heir.  Make sure to follow the link to try out this interesting adaptation. 

For the Discussion, they talk about some more Pre-E3 speculations and games they are most excited about. As well as an update on Alfe's visual novel, Fading Hearts

Wrapping things up, the guys talk about adventure game The Last Express (which you can download here), Dr. Who, Lady Gaga's Alejandro video, and whether or not Glee redeemed itself in its season finale. 

Send us your thoughts to podcast@levelfortytwo.com.  You can direct download the episode here, or subscribe to the podcast in iTunes here.

 
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Letter From The Editor – “What’s New?”

We’re celebrating! After being around for just over 3 months we’ve just celebrated getting 42,000 hits, as well as being in the top 1 million sites on the web, and with that we’re launching some new features on the site.

In my last Letter from the Editor, I mentioned the inclusion of staff Twitter accounts, and as such they can now be found on the About page. We’re also pleased to welcome our newest staff member, Justin Potts, who will act as our Japan Correspondent (since he lives there), so you can expect beefier content in our previews section, as well as plenty of opinions on the latest imports.

Justin and I have also been working together to launch our newest blog on the site, New Game+. Justin elaborates a bit more on what New Game+ is in his own Staff Blog, so I’ll let all those curious check that out. Our first post is looking back at the old Game Boy game, Spud’s Adventure, which you can find here.

Once again, we would really like to thank all of our readers. You can continue to expect tons of great content from LevelFortyTwo.com including plenty of import-previews, and reviews of some of the biggest up-and-coming games. Our podcast, Talk Is Cheap, will also have some very special guests appearing in the coming weeks. If you don’t already, be sure to follow us on Twitter and Facebook. In fact the next 5 people to follow us on Twitter will receive a free copy of the game, Fading Hearts.

Thanks again to all of our readers, and get ready for even more top-notch content from all of us here at LevelFortyTwo.

Michael Brown, Editorial Director

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Love Plus: Shades of Realism

How do you define what is real in a videogame? The general consensus is, especially among developers like Peter Molyneux, the more detailed, the more interactive, the better. That can be debated. Alyx Vance from Half-Life 2 is one of the more realistic depictions of a human being I have ever seen. The way she talks, moves, and looks is distinctly human, and this comes from her character. If an actor can make us cry, if they can make us laugh, if they can make us care, then they can immerse us into the game. Alyx had substance. Something about her drove the player towards completing the game. Through her character, she was able to capture the player and help them to develop a relationship with her. She made me care about the game.

Alyx Vance

What I’ve noticed in the past few years is that characters that are distinctly human are less effective in developing empathy from the player. It’s not necessarily that being too human is a bad thing, but that there has to be substance below the character model. If you’ve ever played Oblivion you might know what I’m talking about. The issue wasn’t that the NPCs were blank-staring and robotic. The issue was that their characters had no depth. Most of the time they would just stand around or they would aimlessly wander the cities. Oblivion didn’t give the player an impression of what a living and thriving fantasy world should be. There wasn’t enough focus on individual characters to fully develop a deep narrative that a player could care about. If they had gone to length and provided the player with a companion maybe then some humanity would have risen to the surface. And companionship is a great way of making players care.

Love Plus is a relationship simulator produced by Konami that gives the player a virtual girlfriend to court and to take care of. Your tool set: patience, time and affection. You might be thinking, now this is familiar Japanese dating-simulation territory. If you were thinking that you’d be wrong, very wrong, dead wrong, but pretty close to being right. From what I have seen, Love Plus is immersive and deep. It puts a heavy onus on the player to make an effort at creating a lasting and strong relationship. You have to call the girl you are with, you have to take her out to dinner and you have to spend time with her. It’s just like having a real girlfriend, except you can put them in your pocket. Without having played the game it’s difficult to tell you what it’s like, but there is a game that is extremely similar in substance and style.

Back in the day, I was obsessed with Harvest Moon 64. It was there mainly as an outlet for a spur of the moment passion for farming. My ten-year-old focus soon changed. Do you remember Karen? I do. I was married to her once. Building relationships has been a staple of the series and it's one of the game’s largest draws. Being married to her made me care about the game; it immersed me within the experience. It’s an odd sentiment for a character with few dialogue options, fewer illustrated emotions and little in the way of realistic features. I became a bit lost in the experience. I think by the sixth year I decided to put the game up, but by then I had upgraded my home, watched my child grow up into a toddler, and raised an awesome farm that could easily sustain our family. How immersive the Harvest Moon experience becomes depends on how much effort you are willing to put into the game. It’s a game that gives back to the player.

Minus the farming, Love Plus and Harvest Moon are similar games. You build relationships with characters and you have to maintain them. The major difference is the kind of relationship you build. After you get married in Harvest Moon, your spouse just helps you out on the farm. Having a child with her is definitely a big deal for any player, but daily interaction becomes little more than giving her a present once in a while and making sure she doesn’t drop any eggs. After the courting ritual is over, you start to care less and less about maintaining that giddy love you had for them before. Love Plus is much more involved.

You are given three possible girls to court from left to right: Rinko Kobayakawa, Manaka Takane and Nene Anegasaki. Rinko is shy, Manoka is athletic and Nene is charming. The game gives you a diverse array of girls to choose from. You might not think it, but these common anime archetypes are important in defining how real the girls can become. Through their base characteristics they develop as characters. It sounds like standard fare, but this is where the “plus” comes in. What makes Love Plus stand out is that after the whole courtship ritual the game asks, “Well, what now?” The game doesn’t just end when you get the girl. This is where the true experience begins. You are tasked with taking care of your girlfriend and making the relationship last.

Love Plus1

“Dating sims should strive for whatever level of realism is entertaining,” said Alfe Clemencio president of Sakura River and story designer of the interactive visual novel Fading Hearts. “I don't really believe there is one factor that is the most important in character development. I believe that as long as you express a character well through whatever method you use, then it should work. Dialogue, appearance and interactivity are methods of expressing how a character is like.” For characters like Nene, Monoka and Rinko, personality is a huge focus. Just by looking at them you might be able to see some of their personality. Nene looks a little more welcoming than Rinko who looks tomboy-ish and wistful. This plays a huge role in determining what experience you might have with these girls. Appearances can be deceiving. The characters of Love Plus have a complex set of emotions and scales that help determine how they evolve. Their characters are more defined below their anime exteriors. “I don't believe it is mostly because of the anime art style that makes it work,” said Clemencio. “I think it is because of other things present in the game that usually comes with the style.”

The way the characters of Love Plus appear is completely unrealistic, but at the same time hints of human qualities add to their characters. Appearing in three dimensions is an important quality of these girls. It gives the player the sense that they are more than just still images, but that they have some life behind them. As well, the use of the DSi’s camera adds another layer of realism to the characters. Using eye-tracking technology their player models follow your movements when you play. They are looking at you. This might seem a little too out of the simulation for the normal player, but this is a layer of humanity seen in the game. It helps immerse you into the experience and makes you care.

Love Plus strives to create an accurate simulation of a relationship. Most Japanese dating-simulations revolve around reaching a specific climax. In Love Plus, you never get to consummate your relationship through sex. You get to touch, but it doesn’t go farther than that. Love Plus is being targeted towards a younger demographic of player. "From the Japanese students, I have gotten 'very fun' 'very real'," said "Richard", an English teacher and writer living in Oita, Japan (who wished for us not to reveal his identity). "From the boys: 'very enjoyable, cute girls, all of us want it, it's a girl game, and it's all sold-out'." For some, this would seem like a break in the immersive experience. Sex is an important aspect of a relationship, but this was a conscious choice on the game developer who is catering to a younger audience, and I think it gives the game a greater sense of maturity. Relationships in videogames aren’t all about sex. Well, not all games.

Mass Effect used relationships to make you care about your team mates. It worked, to an extent. Just by being in a physical relationship with another character didn’t mean that I wasn’t going to use them to draw fire from a horde of Geth. It does make you care, I will admit that. The characters of Mass Effect are extremely deep and interactive. Commander Shepard is an endearing character because of the range of choices we can make for her. Whether you chose to be a war hero or an orphan raised on the streets, her personality automatically grabs the player. Knowing her past allows the player to mould an appropriate disposition that reflects her previous life experiences. This effects how she makes plot changing decisions. The Commander Shepard I know is a stoic and somewhat disconnected badass, who doesn’t laugh at Joker’s quips and fully takes advantage of the Asari Consort’s services, but not without some guilt. What was interesting about her character is that she began to develop her own personality through the narrative. For me, this was unprecedented and it played a huge role in how I developed relationships with other characters.

COmmander

This kind of narrative interactivity is seen in Love Plus. At one point during the game the girl who you are with asks you, “What kind of girl do you like?” Their personalities evolve as you play the game and the range of choices you can make for them increases. You call them, go out on dates with them and have physical relationships with them. It’s an odd comparison, but you are in a position like Commander Shepard. The girls begin to change and adapt to your personality and they become active characters within the narrative’s development.

Mass Effect took the idea of relationship building and used it to create an emphatic response from the player. Sex was seen as an achievement, and even if it was a small part of the game it nonetheless made me care; it immersed me.

Sex is still a big hurdle for videogames to jump. The problem with something that is so inherently human is that there has to be an overwhelming sense of maturity around it. We are not at a point in videogames where something like sex can be a central focus. This is why games like Love Plus are good. They show the player that before you can begin a physical relationship you have to build trust and that you have to put in a great deal of effort into the game. In a way it’s kind of like being with a real person, and that’s the point.

Love Plus probably won’t reach a North American audience. If you’ve ever taken the time and looked up the game there seems to be an odd stigma surrounding it. Comments about the game usually go like “Man you must be desperate for a girlfriend to pick this one up” or “Ultimate game for virgins.” I don’t see Love Plus as this. I have a much more optimistic view of it. If I picked the game up, I’d probably see it as a kind of guilty pleasure. That’s no reason to discount the immersive experience the game is offering. How real the game becomes depends on how much effort you put into it.

I care about games like Harvest Moon because of the relationships you establish and the feeling that they are depending on you. This gives me a sense of purpose within the game and a place in the world. Tame experiences like Harvest Moon appeal to gamers because they are not involved, they don’t ask for commitment. People are afraid of games that try to immerse the player within a simulation. Love Plus is a relationship-simulator designed to make you care. The game has its limitations, but it sets a mature precedent for games to come. If it does make it to North America, I’ll pick it up, though I’m not too sure how Karen feels about sharing.

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Fading Hearts

I must admit, I’ve never played a visual novel, commonly known as dating sims or ren’ai games. While there are mainstream titles that have had similar gameplay elements, particularly Harvest Moon and Persona 3 and 4, visual novel games are far closer in proximity to story-driven interactive fiction such as "Choose Your Own Adventure" books.
 
Visual novels are distinguished from other genres by their minimalist gameplay. Typically, the majority of player interaction is limited to reading, decision-making and graphics. Even so, the term interactive fiction is not coined in vain, in fact, these titles manage to absorb players similar to how literature may absorb readers.
 
What’s particularly interesting about Sakura River’s visual novel, Fading Hearts, is the way in which the title manages to satirize the genre. Through particular pieces of dialogue and actions, the protagonist, Ryou, gives his commentary on the nature of visual novels and the character stereotypes present in these games. It would be too much to say that Fading Hearts is “breaking the fourth wall” as the title never completely breaks the boundaries between the fiction and the player, but the game does manage to add a satiric effect to its otherwise traditional story.
Speaking of which, the story in Fading Hearts consists of various intertwining plotlines that will, indeed, hook players – regardless of whether they have played a visual novel or not. The recurring theme in Fading Hearts is that not everything is what it seems: this includes the people Ryou interacts with and the side stories Ryou finds himself a part of. The main plot directly correlates with the sub and micro plot, as they are all parallel to one another. Whether involving the main plot, sub plots or micro plots, Fading Hearts successfully grabs players whilst questioning what they truly know about their environment.
 
It’s best to keep in mind that, because this is interactive fiction, it’s completely up to the player how much he/she learns about these plotlines. While players can spend their days sleeping, Ryou will have little to no personal strength and will be left fantasizing over sandwiches. It’s fun to see how Ryou’s personality changes depending upon the player’s actions, but be aware that by doing so, there will be no gratifying moments in the game.
 
As with all visual novels, multiple endings are a given. I beat the game four times all with incredibly varied endings. Some were better than others, many of the “worse” endings involved – what seemed to be – random occurrences and choppy storytelling while others greatly expanded on plot and left me with some insight. By achieving more endings, the player will be more likely to connect the worse endings with the better. It’s all a matter of how much the player learns through their actions.
Fading Hearts also manages to expand upon the idea of interactive fiction by embedding a life simulation within the story. Not only will players get to optimize websites in order to make more money, and read manga and other books for social gain and balance stress levels, but players also get the opportunity to fight monsters, commonly known as Shadows. By incorporating a life simulation, players will likely find themselves immersed within this title.
 
By returning to the game’s driving theme, it also becomes apparent that, despite the traditional anime style, visuals do not have to classify a game. While these visuals, done by artist Kaze Hime, are aesthetically stimulating, Fading Hearts is not the typical visual novel game. The concept of identity is prevalent in both the storyline and the way Fading Hearts was constructed. This title is surprisingly self-aware for its genre, and because of this, gameplay is surreal or dream-like. The game’s self-aware nature is clearly one of its most defining attributes, but never goes so far as to directly address the player – at least not from anything I have yet experienced. Fading Hearts certainly sets itself apart from other games in this genre. Perhaps that’s why the experience is so fulfilling.
 
Now you can have a chance to play Fading Hearts by entering our latest contest.
 

Likes:

  • Intertwining storylines
  • Clever approach to the visual novel genre
  • Immersive gameplay

 

Dislikes:

  • Dialogue can be clunky
  • Grammatical errors in the text

Review Score

 

4 / 5

 


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
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Fading Hearts Contest

We have another contest for you! If you listened to our Podcast a few weeks ago we were joined by Alfe Clemencio, the developer of Fading Hearts. So we greased Alfe's wheels a bit and nabbed five keys to give away. 

Since Fading Hearts is a visual novel / dating simulator of sorts, we decided to have the contest entry along similar lines. All you have to do is provide us with the best or funniest pick up line you know.

Example: "Are you okay? It probably hurt when you fell from heaven. Angel ;) "

You can enter up to five times but win only once, and we'll pick out the winners in a week's time. Don't forget to check out our review of Fading Hearts if you haven't already.

All contest entries must be submitted by Thursday December 17th by 12pm EST. Winners will be selected at random.

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Talk Is Cheap – 11/30/09

Guest star alert! This week Alfe Clemencio, of Sakura River games, joins Michael, Erika and Nick to talk about his game Fading Hearts, as well as DJ Hero, Gratuitous Space Battles, and our Holiday Gift Guide. We also take time to answer people's questions submitted for our contest.

Send us an email to podcast@levelfortytwo.com. Sorry for the strange fan/humming half way through through the episode, we're still working on some of these little audio issues. Bear with us!

 

You can direct download the podcast here or subscribe in iTunes here.

 

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