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bluerosesonata · 4 years
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A Window to the Soul: Game Mechanics and Characters in Ai: the Somnium Files
Spoiler-free!
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Ai: The Somnium Files is an adventure game/visual novel for PC, PS4, and the Nintendo Switch by Spike Chunsoft in September 2019. Written and directed by Kotaro Uchikoshi, known for his Zero Escape Trilogy (999: Nine Persons, Nine Hours, Nine Doors (DS), Zero Escape: Virtue’s Last Reward (DS), and Zero Time Dilemma (DS, PS Vita, PC), also available as the Zero Escape Trilogy on Steam and PS4), this game once again displays Uchikoshi’s signature combination of suspense, humor, and ludonarrative harmony that fans of his previous games are familiar with, alongside a cast of complex, compelling characters you’ll absolutely fall in love with.
For all my fellow Zero Escape fans, you probably remember the issues the series faced with financing, which ultimately lead to Uchikoshi helping to establish Spike Chunsoft and the eventual release of Zero Time Dilemma. In AitSF, more than ever, the fruits of that partnership are apparent. It feels we finally get to see a complete picture of Uchikoshi’s vision; Featuring fully animated 3d models, fully voiced dialogue, and some incredibly goofy and self-indulgent dance sequences, this murder mystery (and yes, it is a murder mystery) is absolutely worth it’s full price and your time.
The game has multiple endings (About 5, without checking), all leading up to and feeding into the true ending. One notable feature is that the timeline allows you to jump into previous played sections at any point of the chapter, and even provides summaries of the events that happened in each “node,” so unlike in the original 999,  you don’t need to replay through every scene of dialogue to get to each ending.
Rather than spend time analyzing the story itself- something that can’t be done to a satisfying level without spoiling the whole thing- I’ll just say that the way Uchikoshi literally has us get inside the heads of characters by “syncing” with them is a great story device, and is realized extremely well in the gameplay. For me, the Sync was used in all the right places to push me into genuinely caring about some characters, that, without the sync, I would be sympathetic to, but not feel a real sense of attachment towards.
What follows is a breakdown and analysis of how well the gameplay is designed, and some non-spoilery discussion of characterization and character design:
Mechanics:
The core gameplay loop can be broken into two parts: dialogue and investigation, and “syncing.”
The investigation portion of the game is similar to most adventure visual novels- investigating crime scenes, talking to NPCs to advance the story, examining your surroundings, and in my case, clicking on scenery over and over again to get funny flavor dialogue.
The flavor dialogue does not disappoint- and for me, the best minor feature included in the game ties to this. When you click on an object, you get an initial string of dialogue- but the indicator with the name of the object will only get grayed out once you’ve seen all the text related to that object. For some people, this might ruin the “fun” of clicking over and over again- like in 999, where some bits of dialogue would only display on the 9th time examining an object- but for me, it was a godsend, because I didn’t spend any time wondering if I missed anything funny.
The Sync gameplay loop is also mechanically brilliant. Part of the in-universe rules, which are emphasized over and over, is that the main character, Date, can only spend 6 minutes within the subject’s “Somnium”- the internal dreamscape of their mind- and that staying any longer could result in disastrous consequences. As such, each Somnium loop attempt can (hypothetically) be experienced in chunks of about 8-10 minutes. This set time frame makes it a breeze to play the game in small sections at a time and let your mind breathe a bit. The time limitation is challenging, but never infuriating; even when I messed up horribly and knew I had to restart a sync from the beginning, I would just use the time I had remaining to try out the goofier actions available to try out as puzzle solutions.
Somnium Files’ adaptability to being played in long sittings or in short bursts, while still maintaining an engaging, tense narrative is an incredible strength that not all games can boast of. Not a single part of the game felt like a slog or a chore to me, unlike a few puzzles in Zero Time Dilemma, where I ran into the perennial adventure game issue of  “okay, so I have this item, but where do I use it?”, “how the hell do I even solve this puzzle without a guide” (I didn’t), and “what do I need to do to unlock the next sequence?”
Characters
So let’s talk about these good characters. Some of you probably recognized the art style for the game’s key visual as the work of Yusuke Kozaki, best known by many as the head artist and character designer for Fire Emblem: Awakening and Fire Emblem: Fates. Even in his work for the Fire Emblem franchise, you can tell he doesn’t care much for drawing armor- which puts him in the same club as literally every artist I know who draws Fire Emblem fan art. His designs really shine in a contemporary setting, with modern clothing, and really give the cast a unified, unique aesthetic. Moreover, the designs are beautifully translated into 3D as well.
For a game that was most likely well underway in development several years prior to the boom of the subgenre, the design for A-set, (AKA Iris), an in-game internet idol and streamer, is incredibly in line with those of many successful “Virtual Youtubers”- for that alone it deserves some accolades. Fittingly, as part of online promotion for the game, Chunsoft posted a series of video blogs starring  A-set, as if she were posting to her own channel. (I missed all of these, and that’s a real shame, because I think they would have gotten me excited for the game if I had been paying attention.)
Despite Iris’ obvious and engineered marketability, I think my favorite design of the game is Aiba, the AI partner of the main character, whose human form only appears in Somnium and in the realm world as an AR projection imposed in Date’s cybernetic eye. The way her arms fade into glowing, electronic “nerves” at her arms is a subtle reminder of her artificiality, but her design also doesn’t make her more playful and goofy behaviors jarring in the least.
As far as personalities go, I would say that Date, our protagonist, manages to hit the perfect median- maybe even fusion- between the past male protagonists in the Zero Escape trilogy. Junpei, Sigma, and Carlos were all likable in their own ways, as the narrative character, but all had a level of blandness to them. To me, they served more as vehicles for us to participate in the Nonary Games.
In contrast, Date feels very much like his own, established person, and that’s not only a huge strength, but central to the overall narrative. (For all non-ZE fans reading this review- I apologize for the heavy use of ZE comparisons here.) Like Sigma, Date is a bit of a perv, but unlike Sigma in Virtue’s Last Reward, I didn’t feel squicked out by his behavior; Like Carlos, he cares immensely for the people important to him, and puts their wellbeing first; Like Junpei, he’s, also, a loveable moron.
There are other characters- Mizuki in particular- whom I can’t speak too much about without spoiling some of the enjoyment of their character arcs, but all of them have incredibly good and complicated interpersonal relationships both with and outside of Date.
Lastly, there’s Aiba. A good companion character is worth their weight in gold. After all, most of the time, they’re who you spend most of your time with, and for that reason, the more “annoying” ones always catch more flac for being so. For me, Aiba easily slides into my top 10 favorite companion characters of all time, along such members as Maya Fey in the original Ace Attorney trilogy and Midna from Legend of Zelda: Twilight Princess. Most of the goofiest sequences in the game are instigated by her, and every time she’s on screen there’s bound to be something fun to do, not to mention the fact she’s our avatar used within Somnium. Combine that and her telepathic banter with Date, and you got a recipe for a dynamic duo.
In closing, every aspect of AitSF is absolutely delightful; It has tightly woven narrative gameplay, wonderful and complex characters, a storyline that, despite my best efforts, I couldn’t unravel the details of before they were revealed- and I didn’t even get into how great the voice acting is. If you’re looking for an enjoyable, self-contained game that you can beat in under 35 hours, Ai: The Somnium Files can’t be beat.
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love-bookrelease · 4 years
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Britain in my backyard by Yumna Urfi
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About the Book
Britain In My Backyard is a nonfiction book that explores why different countries are choosing to look inwards within their borders. This book discusses how the fear of globalization is shaping the future of our world and what can be done at an individual, national and global level to reverse this current.
About the Author
Yumna Urfi is a senior economics student at the University of British Columbia, who holds keen interest in global political economy. Britain In My Backyard is her first book in which she brings to light the interplay of our social, economic and political environments to show how events like Brexit that might seem far away are very much in our own backyards.
Shop now on Amazon, Flipkart and BlueRose Online Shop
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bluerosesonata · 4 years
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The Legacy of Aika Village
[This will be the first of a few mini-articles I plan to post here, just about different things I’m passionate about. Please indulge me.]
This article originally was written back in early April- since then, Nintendo announced that the “Dream Suites” would be coming to the latest update of ACNH, as “Dream Islands.” As such, I thought it would be timely to finally post this.
Update: On July 2nd, the original creator of Aika Village made a tweet announcing their plans to remake Aika for Dream Islands in New Horizons! The legend lives on!
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Image Credit: thumbnail from chuggaconroy’s playthrough of Aika Village on Youtube.
Animal Crossing And Horror: The Legacy of Aika Village
With a lot of the world in lockdown, Animal Crossing New Horizons has become a creative and social outlet for many, leading to a lot of people who never played Animal Crossing to engage with it for the first time. I’m sure most of you have encountered the various types of people present in the Animal Crossing community by now, but there’s a type of Animal Crossing players that a lot of people didn’t realize exist, and have existed, for a while now: The Horror Town Creators.
These players were the subject of a brief write up on Polygon by Patricia Hernandez [Hernandez, Patricia. “Animal Crossing: New Horizons is now a horror game, thanks to fans.” Polygon, 24 Mar. 2020. https://www.polygon.com/2020/3/24/21190826/animal-crossing-new-horizons-horror-game-decorations-scary-nintendo-switch-blood-spatter-pattern.], who posted an article featuring quotes and pictures of people creating horror themed towns and rooms in New Horizons, but only made a brief mention of the legacy of horror that many of these players are striving to recreate: The Nightmare Suites of Animal Crossing: New Leaf.
(These next few paragraphs are a bit of a self-indulgent aside, so feel feel to skip ahead.)
Horror gets a bad rap. Horror artists get comments like “lmao what SCP is this,”  “that’s fucked up,” or get flippant remarks about it all “looking the same.” Horror writers get made fun of for only writing “three types of stories.” Even the term “creepypasta,” which has evolved into shorthand for “horror stories independently published online,” still carries the stink of derision from the typo-filled, often poorly-written shock stories the term originated from. Despite this derision, horror, as a genre, is MASSIVELY popular (and profitable as well!). There’s an undeniable appeal to it.
More importantly, horror always finds a way to adapt itself to different mediums. As one can easily see by the success of horror podcasts like the NoSleep Podcast and The Magnus Archives, it isn’t even limited to a visual format! Like fear and dread itself, the horror genre crawls on, inexhaustible, undying, and ever-present, always returning to us in ways both novel and familiar.
Horror lovers are a tight knit, but welcoming, community, and that’s one of its biggest strengths and weaknesses.The biggest drawback is that a lot of really cool stuff produced will never be experienced, let alone documented, by people outside the community. And that’s what prompted this post. I was trying to explain the Dream Suite horror movement to my cousin, and despite my best efforts, didn’t find a lot of coverage about them, beyond the fact they existed. Worse, most of those were articles written five years ago. Even so, I’ll link to a few of them at the end of this post, as they’re definitely worth reading.
For me, I wanted to share my experience of the horror town phenomena with people outside the community. The Nightmare Suites movement was really something magical, and I know that I, personally, am still trying to recreate that magic in New Horizons. And hey, maybe once you’re finished reading this, you will too.
The Dream Suite
Before we can talk about Aika Village, we need to explain the feature that made this whole movement possible. In the 2012/2013 3DS game, Animal Crossing: New Leaf, there were two areas in every town: The village, and Main Street, which laid beyond the train tracks that ran across to the north of every town. Main Street was home several important structures, including the town shop, the Happy Home Academy, and the Post Office. Later on, more structures could be unlocked and built as public works projects, one of which was the Dream Suite.[“Dream Suite.” Nookipedia, 25 Apr. 2013, nookipedia.com/wiki/Dream_Suite.] 
As for how it worked, Nookipedia explains it best:
To begin a dream, the player must lie down on the bed and pay Luna 500 Bells. They may then choose to visit a random town, input the Dream Address of a specific town to visit, or search for a town. They may then choose to visit a previously visited town or a random town, or to input the dream address of a new town to visit. While dreaming, the player may walk around the town and perform actions just as they would in the real world, but their actions will have no effect on the town.
While dreaming, the bed will be on the dream town's plaza. Luna and Lloid stand near it until the player decides to wake up. Players can borrow tools like a shovel and axe from Lloid to use within the dream. If the player lies on the bed a second time, they will leave the dream and anything they have in their pockets will be lost.
The player cannot go to Main Street or enter any buildings with doors besides homes. Additionally, messages left on the bulletin board cannot be read; instead, the board displays the town's name and Dream Address…custom designs on display in the town, such as on the ground and in houses, will be visible. The player who uploaded the town can also be found walking about. When spoken to, they will say their recorded greeting.
In essence, the Dream Suite takes a snapshot of your town at the moment you ask Luna, the NPC running the Dream Suite, to share a dream- this includes your outfit, the way  you decorated your home, the items laying around town, etc.
The most important aspect of this feature, and the one that I feel had the most impact on the Nightmare Suite creation movement, was the method of discovery. If you didn’t know someone’s code, you would be sent to a random dream of a random town, from anywhere in the world- and this is where I feel my personal experience of being in the community departs from the articles that have already been written about the Nightmare Suites.
The Urban Legend of Aika
In the years leading to 2013, I was going through some rough shit. I won’t go into details here, but video games had become my entire life. Coming into the summer of 2013, I didn’t have any friends I kept in touch with, and I was “starting over” in a city where I knew nobody- things were looking up, but outside of tumblr, I didn’t have anything even resembling a social life. Animal Crossing: New Leaf was a stabilizing force of my life during this time, and really helped me. I had the Shampoodle haircut guide saved to the camera roll on my phone, for pete’s sake.
It was in the beginnings of my friendship with a group of girls (whom I sadly no longer even have contact with), where a lot of our initial bonding happened because of anime and RPGmaker horror games. We were sitting together in the campus dining area, me playing on my 3DS, when I first learned about the Nightmare Suites.
“Have you heard about Aika Village?”
I hadn’t.
“It’s this really creepy town in dream suites, I heard about it from a friend online.” Later that day, she linked me to a tumblr post compiling a series of codes leading to different “creepy dream towns,” the first one being simply labeled as “Aika Village.”
That dream village became a phenomenon: people would write up their interpretations and theories about it, and even lead to a few articles and videos on gaming sites like IGN and Killscreen, which is why I’m not gonna even bother going into the content of the village itself.
And So, The Dream Begins…
This, in my opinion, was the draw of the Nightmare Suites. Without a way to directly share codes from your 3DS to your social media, the discovery and sharing of Dream Towns was like that of urban legends- like virtually passing notes in class, or sharing scary stories that “totally happened to a friend of my cousin’s sister” at a campfire. It felt like a cool discovery- something exclusive and scary and weirdly intimate. They had a mystique to them, a mystery of who their creators were and what they “really meant.” But above all that? They were cool as hell.
The Nightmare Suites used the limitations of the game to try and create an unnerving atmosphere in ways that were reminiscent to me of the RPGmaker horror game subgenre, and for me, created a lot of memories of excitedly typing in my once a day dream suite visit late at night in my dorm. I never lacked variety- there were so many people either influenced or inspired by Aika to make a horror town that there are entire lists and tumblrs dedicated to collecting those codes. (I even played around with the idea of making my own horror town, but never found the right inspiration, instead dedicating my time to making themed homes and custom outfits based on different anime characters.)
The sad fact that so many of these towns have been altered or overwritten, if they’re available or accessible at all, is in itself, a part of their urban legend-like appeal. While many of us may never get to experience these towns, the stories about them endure, in lists on long-abandoned blogs and youtube videos from people’s playthroughs.
And that mystique is the real legacy of Aika; While the Nightmare Suites may be gone, the wonder and dreamlike memories many of us hold from our chance encounter with it will never fade. You could even say we’re a bit…haunted by it.
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