Seasons of the sakura? Try two days!

  • Marrend
  • 04/29/2015 06:38 PM
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Game Title: Cherry Blossoms
Engine: Renpy
Status at review: Completed


Background:
What drew my attention to this game were the screen captures. To be specific, the character graphics that could also be seen on the gamepage for Heartache 101 - Sour Into Sweet. The author has admitted to being inspired by that game, which got me even more intrigued. Though, to be fair, by the time I learned of this, I had already gotten most of the ten possible endings, as the game takes approximately five minutes to obtain one.


Graphics/Audio:
The backdrops the game uses are put together quite nicely. Though, saying that the backdrops are from Google Images doesn't tell me where, exactly, they are from, or, more importantly, who made them. As for the character graphics, well, my position on them is somewhat more interesting and muddled, as one might imagine. I know where the base material comes from, and recognize who edited them. I obviously can't speak for the graphics edited by Nekochi or Wowzer_. As for the ones I edited, I suppose I ultimately don't mind the use of the edits, so long as credit is given to the original source as well as the authors of the edits.

With audio, my favorite piece is the one played in the classroom ("To a Sea of Dancing Snow" according to the music-menu), and generally find the other songs fitting. Though, one piece ("Earth Piercing Sword" according to the music-menu), has a bit of a "danger" vibe to it (out of lack of better terms to use), and can be a tad jarring at first. Though, to be fair, the situation it which it plays does, eventually, call for it.


Story, and Playing the game:
The game beings with the scene that most date-sims end with: The girl confessing her love for the protagonist. There is no context to this relationship here, because, well, it's literally the beginning of the game. In short order, the player is given the choice to accept her feelings, or not. Not only is the player not given any incentive either way, it actually matters what choice the player makes, insofar as the possible endings are concerned.

However, this initial choice doesn't seem to matter. Not only do the pair break up regardless of what the player actually chooses, but the choice-options that appear afterwards are exactly the same regardless of what was chosen initially. Only the results of the choices made change, and, as one might expect, they don't always make sense. A few samples are below, with the obvious warning of spoilers being ahead and Heartache 101 references.

Telling Shoko Amelia that Joruri Amanda is your girlfriend leads to the "Forever Alone" ending. Somehow, Kazuhiko Phillip forgot about Robin Emily, who he shared his lunch with earlier in the day?
On a different token, telling Amelia that Emily is just a friend leads to the "Just Friends" ending. I suppose this can be the case, but, can't there be an opportunity to pursue Emily later on? What about Amanda? She shouldn't she still be available?
The "Disappearing Silhouette" ending is pretty baffling. Though, I suppose a possible take-away is that Phillip learns to regret that he didn't chase after Amelia that day.
Actually, now that I think about these endings, there is a certain pattern. Choices that suggest wanting to spend time with Amanda means that players will usually get an ending with Emily, and visa-versa. Amelia's endings and the one "Best Brother in the World" ending (with the protagonist's sister, Aoi Mary) are the odd ones out.



General Observations:
The gamepage says that the game takes place in a "Japanese-style high school". That doesn't mean that the game takes place in Japan, and the names the game gives these characters would suggest that it isn't. Though, it does raise the question of where it is supposed to take place. Eh, maybe I'm worrying too much!


Summary:
As stoked as I might be to have a game inspired by Heartache 101 exist, I cannot recommend this. However, if the author wishes to come back to this, and fleshes out the characters and stories, I may give this another attempt. Alternatively, if the author chooses to take what was learned from this game, and apply it to another, that might also pique my interest.


BOTTOM LINE: 1.5/5


Side note on ratings (since there is/was/will be somewhat of a spate on what rating means what between each user):
1/5 -> Terrible. Forget about hitting an audience. The game is so bug-ridden, or otherwise unplayable, that what entertainment can be found in the game has a hard time coming to the surface.

2/5 -> Bad but playable. I had a poor experience with the game. When played by a player the game actually caters to, it would serve it's purpose.

3/5 -> Average. A solid experience, but snags somewhere along the line cause it to be held back from being "good".

4/5 -> Good. I enjoyed the experience, and have no qualms supporting it if was considered for a featured game (if it wasn't featured already).

5/5 -> Excellent. Among the paragons of gaming experiences, and instant feature material in my humble opinion (if it wasn't featured already).