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Surreal puzzler that truly makes the player think.

  • Kel
  • 10/24/2014 03:03 AM
  • 931 views
When I was first invited to review this game, I didn't know much about it other than what was written on the game page. Using streetview to get images that would otherwise be extremely hard to get, and a story where you take control of three different monks. Also has nudity, because otherwise the trifecta wouldn't be complete.

What I got was an experience that brought me away from all that, where three became one, and if any kid somehow makes it to the end of this game, I think they're owed the scant amount of nudity the game flashes at you.

This review is going to be a little different with the clarity of story information; I want anyone reading this to give it a try for themselves. If you can get beyond the sometimes awkward angles and static people hovering across the floor, there's a lot of questions you'll want answers to.


Story
The story begins with your character coming out of meditation, to one of the most short yet sweet openings to a game. Looking at the screenshots and seeing the game for yourself will invoke completely different feelings. Of course since the game wants you to figure out the why of the monk's search of self, it doesn't exactly tell you what to do, but the game's developer does give you a rundown of the controls before it starts.

I preceded to wander around and make my character breath endlessly, because why not. During the time you're in the first monk's shoes is where you'll be dealt with the mystery you're likely to focus on, while trying to find the answer to a question that just leads the story into even more bizarre straits.

It isn't until you control the second monk that you can find the more overt foreshadowing into things I'd rather not take away from the reader. Just know that if you're willing to find these answers, you'll end up with an intriguing story that doesn't end when you exit the game.


Gameplay
The game consists mostly of puzzles with the occasional decision. Before unraveling how these puzzles work, you'll wonder if some outcomes are totally random. The arrow keys allow you to move through the static images of three real life locations of Japan plus more.

The controls are a little odd at best when moving around. I suggest trying to turn a complete 360 degree angle to make sure you don't miss anything. A lot of the time though pressing left or right will make your character turn a complete 180. These were the times the controls got kind of annoying, not to mention the not so ideal angles to where you can go. Often times a straight path can't be walked, but directions like northwest require you to press up, while northeast the right key.

Also of interest is the ability to examine items in your inventory to a pretty awesome ring based menu, and just about everything else your character stares at while exploring will elicit a response. I find it interesting that my character tries to find meaning in me choosing to examine a wall up close.

Lastly, we have good old fashioned monk chanting, with trippy symbol realizations and actual voices for the chants. After you've gotten enough of them together, it becomes a real treat once you know what you're doing.


Graphics
A pretty unique idea actually put into practice. I've played RPG Maker games in the past that use real life static images, but still kept the RTP characters moving around in them. This let's you experience it all in first person, and the often subtle effects going on in the background of your screen help bring these images to life.

I really enjoyed the odd experience of walking through Google Earth Japan, as if my voyage into the unknown could be more strange. It's funny to see the other characters move around though, since they aren't the dev's personal video actors, their movements are very stiff. The only movement is done through their emotions and gestures, don't expect any walking here.

It really added to the atmosphere seeing certain characters hover around ominously though. Also this game has the coolest book graphics in a RM game, hands down. Seeing the translated text on the photo-realistic book pages actually got me to read them. It'd be a bad idea to skim text in a puzzle game anyway.

The only graphic in the game that I didn't like at all was the windowskin. I mean the color fit the theme, but it looked so out of place with the rest of the game. I'd recommend the choice windowskin being something more akin to a scroll.


Sound
I think Zen is a good descriptor of the music, especially the background noises interwoven into the music. It's really fitting for the game's theme, and added that much more to making the images I walked through more real. Not much to say other than that.


Bugs for the Dev
♦ A pretty solid experience all around; I can tell you put tons of work into this. The systems worked perfectly as far as I could tell.


Stray Observations
♠ Did I say Surreal yet?
♠ "I don't know."
♠ Don't ask me how, but I actually felt tension when casting that fishing rod into the pond.
♠ All that rewinding, surprised the Sharp Nintendo TV could handle it.
♠ I'm so glad I don't have epilepsy.


It was an interesting ride, even with the clunky movement it didn't shatter my immersion. I love a good mystery, and a good puzzle game. Bunraku provides the player with both, providing they have the zen necessary to persevere.

Posts

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Thank you for the nice review, Kel (and for providing a compressed download for my page)...! Much appreciated. You make a great suggestion with making custom window skin, that's something Bunraku could have benefitted from so I'll implement it in my next game, as well as taking my own pictures to smooth out the perspective angle and movement that the google earth limitations caused Bunraku to suffer a bit from. Thanks for the helpful criticism and observations, and congrats on preserving through the puzzles!
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