Adventure Game - History - Graphical Development - Japanese Adventures (1987–present)

Japanese Adventures (1987–present)

See also: Visual novel

Sega's Anmitsu Hime: From Amakara Castle, released in 1987, was an adventure game with some platform game segments. The adventure game segments were puzzle-oriented and played in a side-scrolling view where the player has direct control over the character. Originally based on the Anmitsu Hime anime, an edited version based on Alex Kidd was later released in 1989 as Alex Kidd in High-Tech World. The Goonies II, also released in 1987, was a first-person adventure game with some side-scrolling action game segments. The game featured a non-linear open world environment similar to Metroid. The same year, Jiro Ishii (later known for 428: Fūsa Sareta Shibuya de and Time Travelers) released Imitation City, an adventure game with a similar cyberpunk theme to Kojima's later hit Snatcher. Another notable 1987 adventure game was Arsys Software's Reviver: The Real-Time Adventure, which introduced a real-time persistent world, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and non-player characters would only be available at certain times of the day. The game also gives players direct control over the player character.

A distinct form of Japanese adventure game that eventually emerged is the visual novel, a genre that was largely inspired by Portopia Serial Murder Case, and uses many conventions that are distinct from Western adventures. They are almost universally first-person, and driven primarily by dialog. They also tend to use menu-based interactions and navigation, with point and click implementations that are quite different from Western adventure games. Inventory-based puzzles of the sort that form the basis of classic Western adventures, are quite rare. Logic puzzles like those found in Myst are likewise unusual. Because of this, Japanese visual novels tend to be streamlined, and often quite easy, relying more on storytelling than challenge to keep players interested.

Hideo Kojima (of Metal Gear fame) was inspired by Portopia to enter the video game industry, and produce his own adventure games. After completing the stealth game Metal Gear, his first graphic adventure was released by Konami the following year: Snatcher (1988), an ambitious cyberpunk detective novel graphic adventure that was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic cut scenes, and mature content. It also featured a post-apocalyptic science fiction setting, an amnesiac protagonist, and some light gun shooter segments. It was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a film or radio drama, and in-game computer database with optional documents that flesh out the game world. The Sega CD version of Snatcher was for a long time the only major visual novel game to be released in America, where it, despite a Mature rating limiting its accessibility, gained a cult following.

Following Metal Gear 2: Solid Snake, Kojima produced his next graphic adventure, Policenauts (1994), a point-and-click adventure notable for being an early example of extensive voice recording in video games. It also featured a hard science fiction setting, a theme revolving around space exploration, a plot inspired by the ancient Japanese tale of Urashima Taro, and some occasional full-motion video cut scenes. The gameplay was largely similar to Snatcher, but with the addition of a point-and-click interface and some first-person shooter segments. Policenauts also introduced summary screens, which act to refresh the player's memory of the plot upon reloading a save, an element Kojima would later use in Metal Gear Solid. The PlayStation version of Policenauts could also read the memory card and give some easter egg dialogues if a save file of Konami's dating sim Tokimeki Memorial is present, a technique Kojima would also later use in Metal Gear Solid. From 1997 to 1999, Kojima developed the three Tokimeki Memorial Drama Series titles, which were adaptations of Tokimeki Memorial in a visual novel adventure game format.

Mirrors, released by Soft Studio Wing for the PC-8801 and FM Towns computers in 1990, featured a branching narrative, multiple endings, and audio CD music. In 1995, Human Entertainment's Clock Tower: The First Fear was a hybrid between a point-and-click graphic adventure and a survival horror game, revolving around survival against a deadly stalker known as Scissorman that chased players throughout the game. The success of Resident Evil in 1996 was followed by the release of the survival horror graphic adventures Clock Tower (Clock Tower 2) and Clock Tower II: The Struggle Within for the PlayStation. The Clock Tower games proved to be hits, capitalizing on the success of Resident Evil, though both games stayed true to the graphic-adventure gameplay of the original Clock Tower rather than following the lead of Resident Evil.

From the early 1990s, Chunsoft, the developer for the NES version of Portopia, began producing a series of acclaimed visual novels known as the Sound Novels series, which include Otogirisō (1992), Kamaitachi no Yoru (1994), Machi (1998), 428: Fūsa Sareta Shibuya de (2008), and 999: Nine Hours, Nine Persons, Nine Doors (2010). From the late 1990s, a number of Japanese adventure games began using a 3D third-person direct control format, particularly on consoles like the Dreamcast and PlayStation 2. Examples include Sega's Shenmue series (since 1999), Konami's Shadow of Memories (2001), Irem's Disaster Report series (since 2002), and Cing's Glass Rose (2003).

In recent years, Japanese visual novel games have been released in the West more frequently, particularly on the Nintendo DS handheld following the success of mystery-solving titles such as Capcom's Ace Attorney series (which began on the Game Boy Advance in 2001), Cing's Hotel Dusk series (beginning in 2006), and Level-5's Professor Layton series (beginning in 2007). English fan translations of visual novels such as Square's Radical Dreamers (a 1996 side story to the Chrono series of role-playing video games) and Key's Clannad (2005) have also been made available in recent years.

Read more about this topic:  Adventure Game, History, Graphical Development

Famous quotes containing the words japanese and/or adventures:

    I am a lantern—
    My head a moon
    Of Japanese paper, my gold beaten skin
    Infinitely delicate and infinitely expensive.
    Sylvia Plath (1932–1963)

    What a large volume of adventures may be grasped within this little span of life by him who interests his heart in every thing, and who, having eyes to see, what time and chance are perpetually holding out to him as he journeyeth on his way, misses nothing he can fairly lay his hands on.
    Laurence Sterne (1713–1768)