• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Thoughts on Usagi *Ending Spoilers*

  • Ruesiken
  • 06/24/2013 06:55 PM
  • 1132 views
I can only imagine that Usagi was a very interesting game to try and make. Trying to create a work of art based off of another work of art takes a lot of innovation and carefully crafted skill, since it will fall under heavy scrutiny in comparison to the original work. While the music and graphics were very well done, I'm more of a plot and character development buff, so let's see how it did...

With nearly 30 themed location, exploration did not feel cumbersome and was pretty easy to follow along with. Whether the exploration aspect should be complex or not, depends entirely of what the creator wants it to say about the main character. Sadly I wish there was more to piece together about who Umiko exactly is as an individual, but her journey and the main plot of the game is ultimately a "4th wall" nod to Yume Nikki.

It would seem to me, that while Umiko sleeps and searches for mementos/effects within the dream world, she is actually the victim of a haunting by Madotsuki's ghost. Umiko, who perhaps moved into the flat where Madotsuki originally commited suicide, is faced with the burden of destroying the remnants of Madotsuki memories in order to be free of the Yume Nikki curse... Or else she dreams of commiting suicide herself and wakes up screaming.

I would go more into how I'd love to see more imagery that develops Umiko's character, but I think the creator wished to convey more of the happenstance in which Umiko found herself in. I find Usagi very appealing alongside Yume Nikki and .flow because it doesn't tell you the story outright, but instead you have to piece together the plot like a detective. I would only ask for more pieces (abstract art or strange tableaus like the drowned girl) to put together, even if all the pieces didn't add up, we would be able to put together some form of a picture which is what makes an art game so subjectively powerful.

If the creator wished to expand on this, my advice would be to turn those empty hallways into something to gaze upon. Turn your art game into an art gallery, finding that niche place between "Oh man, not this boring corridor again" to "Wow, this corridor always makes me feel: Happy / Sad / Scared / Wondrous."
(The Atmosphere within the "Dark City" and "Red Temple" were really well done and thought out.)

Overall, great job and would love to see more!

Posts

Pages: 1
Thanks, for the kind review Ruesiken!:)
That's a interesting interpretation, although I didn't intend Usagi to be a sequel to Yume Nikki but rather my own story with my own characters based on the same concept (much like .flow).
Of course that doesn't make your interpretation any less valid than what I thought of, I find it very interesting to read about what different people see in my game.

I find Usagi very appealing alongside Yume Nikki and .flow because it doesn't tell you the story outright, but instead you have to piece together the plot like a detective


Thanks, that was exactly what I tried to accomplish.^^

I would only ask for more pieces (abstract art or strange tableaus like the drowned girl) to put together, even if all the pieces didn't add up, we would be able to put together some form of a picture which is what makes an art game so subjectively powerful.


I see what you mean. I'll definitely keep that in mind should I make a similarly abstract game in the future.

Sadly, Usagi will not be expanded upon. I'm working on a new game which has nothing to do with Yume Nikki, though.

Again, thanks for the review and the recommendations!
People like you and Solarlune make this whole game designing thing even more rewarding!:)

Pages: 1