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Video games

How I made a diary walkthrough for Boku no Natsuyasumi (PS1)

One of the reasons I’ve been studying Japanese for many years was so I could start playing games from Japan.

I study for up to two hours every day, reviewing kanji and grammar and I have weekly lessons, and I need lots of (ideally challenging) reading practice.

I’ve had 僕の夏休み (Boku no Natsuyasumi) on my to play list for quite a while. When I finally got around to setting up my MiSTer multisystem it was one of the first games I reached for.

What is Boku no Natsuyasumi?

The games name literally means My Summer Holiday. At face value it’s a sort of life-simulator for a little boy called Boku who goes to stay with his Aunt, Uncle and their family for the month of August in rural Japan in August 1975.

It’s a lovely, pure story about a child being free to spend each day of his summer holiday exploring a new place by collecting bugs, catching fish, flying kites, chatting to others, and solving problems.

And it’s all done in the most beautiful pre-rendered backgrounds. It feels like a sort of hidden gem – at least to the English speaking world as it’s a series of games are that adored in Japan.

A beautiful hilltop sunset in Boku no Natsuyasumi.
Bring back pre-rendered backgrounds!

Memory and nostalgia

Where Bokonatsu really shines though is how it taps into the idea of childhood nostalgia. The idea of looking back and reflecting on good times. Particularly the trope of the summer holiday. Although the game depicts a very particular rural Japanese break it’s a very universal experience that we can all relate to.

I’m not Japanese but the idea of reflecting back on a particularly happy moment in our childhood is something we can perhaps all relate to. When our summer holidays were an enormous block of time that stretched our in front of us and all we had to do was play every day.

The idea of the 田舎 (rural countryside) holiday is a particular fascination in Japan, and I think that explains why this entire series of games is so popular in Japan, it also partly explains why it’s never been localised – it’s distinctly Japanese and perhaps it was felt this could put off some people.

For the Japanese language learning diaspora, it’s a work of art that everyone should play. I hope movements to get a fan translation completed so happen.

A diary guide to Boku no Natsuyasumi

A map I made for Boku no Natsuyasumi.
The stitched together map I made for Boku no Natsuyasumi.

You save the game by writing a picture diary at the end of every day.

I love making notebook entries when I play games. This is something I do routinely. Especially as I get older and there are long stretches between one game session and the next.

I was having fun making kanji and story notes about the game as I went along and then four days in I thought about putting it into a diary format and this resonated with the style of story telling that the game itself uses.

I also put together a map of the whole game area, which may be cheating it’s premise a little bit, but so so crucial to me getting my bearings and helping me remember where I’d explored.

I’m not fluent in Japanese. I understood about 60% of Boku Natsu’s dialogue. That’s kinda why I’ve been playing it. However I figured this was 60% more than the average English speaker and in making my own diary of my playthroughs, I thought this could be of use to others.

Playing a game in second language is a bit like playing a puzzle. I hope you have some lovely epiphany moments too.

View my Boku no natsuyasumi english diary guide here.

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Video games

Knuckles knock out special scans – for Sonic The Comic fans

I’m a huge fan of the UK Sonic the Comic, and I’ve been enjoying Sonic the Comic the podcast a lot too.

That said it’s been incredibly difficult to find a scan of the Knuckles knockout special (which I was not fortunate enough to own as a child).

People on Ebay are charging way too much for this special edition comic, so here are the scans of a copy I recently acquired for every Sonic fan to enjoy. Download links are below too.

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Video games

The conundrum of Shadow of the Eternals

I am a huge Eternal Darkness fan. I have written about it extensively, and it remains one of the most beloved titles in my collection – one I return to and replay frequently. I have an in-depth knowledge and intense admiration for a title that employed a unique storytelling method and remains a memorable and engaging title each time I play it. It was this narrative detail that I appreciated about Eternal Darkness most of all, combined with the rare inclusion of a intelligent and powerful female lead character.

But the announcement of Shadow of the Eternals feels like a direct challenge to me and to those of us that admire Eternal Darkness so highly. As if after all our years of bleating for any sort of followup, we are now challenged to put our money where our mouth is.

Now the day has finally arrived, it’s left me feeling distinctly uncomfortable though.

Eternal Darkness nostalgia as a tool

Any crowd-sourcing attempt to generate funds relies on an element of trust. This is evident in any equivalent Kickstarter project. I’ve been asked frequently upon the announcement of Shadow of the Eternals if I trust Precursor Games with my money. Fans of Eternal Darkness are left to wonder if proof of concepts and videos are enough given the history of the team and the complexity regarding Precursor’s creation.

While I agree the episodic format does suit the narrative structure of Shadow of the Eternals in some way, the project has probably been justified in this way in order to minimise the risk and cost of development, it’s not likely to be about the narrative structure at all, without wishing to be too negative. I’m not thrilled with many examples of episodic game content, but that’s just my personal preference talking.

What I’ve seen of the game so far seems to retread the path of Eternal Darkness homage too carefully. In its demo I recognise moments from Eternal Darkness in a way that almost disappoints. Concepts, sounds and scenes lifted straight from the original game rather than building on the ideas it inspired in any measurable way. Hints of moments that look exciting or promising, brushed away by another detail too close to what I know already.

This repetition contradicts my adoration for Eternal Darkness in some ways. Some people would be content with more of the same with its spiritual successor. I worry that Shadow of the Eternals will rely too heavily on the nostalgic content of Eternal Darkness rather than the potential of how the ideas it inspired could be expanded on further.

Can Shadow of the Eternals really capture what made Eternal Darkness so great?

It wasn’t so much of the psychological horror elements of Eternal Darkness that I really enjoyed (such as the much-lauded sanity effects) it was actually the unique story telling method. The idea of story as legacy, told in relay. It was all about messages and warnings passed through history from character to character. The moments that broke the fourth wall to use the player as the vessel for the narrative were also particularly dazzling.

This is why the premise of Shadow of the Eternals on paper is intriguing, even if it the idea has been a little tainted unintentionally. Interestingly, Nintendo still hold the original IP rights to Eternal Darkness, so it remains to be seen quite how much of the original title’s concepts can realistically be filtered through, and how much will have to be recreated from scratch, I imagine  it’ll pan out to be a game laden with a reliance on knowing references, and fit for purpose renaming conventions, but I only have what I’ve seen so far to go on.

This whole idea boils down to brand recognition, by name checking Eternal Darkness, Precursor Games have opened up their title to the intensity of fan fervour, by distancing themselves from their previous employer they alert the attentions of those same devotees who grow quietly suspicious of a good concept soured by a lack of explanation of how this all this came to be. A very tricky combination to conquer.

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Video games

A plea for more online cross region play

I am an advocate of local co-operative gaming. I’ve talked about how important it is numerous times before. Ironically it is this way to play multiplayer games that has undoubtedly led to the decisions surrounding Monster Hunter 3 Ultimate’s online play being region locked.

This is because the primary audience for Monster Hunter in Japan play plays completes most of their hunting sessions locally. I’d agree that is the optimum way to play that particular game, but not everyone gets that opportunity.

Online play was touted on the Wii U version as a bit of an afterthought, a concession to a Western audience who had become used to playing the series online since the popularity of Monster Hunter Tri (and the original Monster Hunter on the PS2 long before that).

My hopes were not high about Monster Hunter 3 Ultimate having region-free online play (particularly since Monster Hunter Tri didn’t), but it has led me to question the culture of region-locked online play when it’s considered an industry standard on any other hardware.

Supposed technical limitations

No reasons have been given about why cross-region play has been avoided for this version of Monster Hunter, but I suspect the following it’s due to a combination of connection speed and the culture of communication.

Monster Hunter is a game requiring precise movement and reaction, timing is indeed key, and particularly at higher levels can mean life or death. A good connection is important but certainly not the to the degree needed for a competitive FPS game. Contrary to some hunters I have spent an extensive amount of time playing Monster Hunter Portable 3rd with the Japanese Monster Hunter community, connection speed has seldom been a problem.

I propose then that this decision may have been made to make the issue of communication between different regions that much easier.

Not only would cross-region play need more robust servers able to make numerous connections from hundreds of different locations, but this sort of online play would need some communication tools. Auto translate features that a Japanese audience wouldn’t need and wouldn’t be considered for their local version.

Incorporating these features would mean localisation for several different languages needed to be inherent in all versions of the game, in order to allow people to collaborate easily. This is before looking at the issue of voice chat, which is increasingly common.

If auto translate and communication between regions is to be taken seriously, it needs to be considered from the ground up as part of a games inception. Sounds too much like hard work? I’d like to propose another option.

Waiting around after a completed hunt.All dressed up and ready to hunt.

How global play games can work without communication

Being a gamer in Europe, many of the games I have played online over the years have been with people I cannot understand. Be it in French, German, Spanish, Italian or Japanese. Has this hampered my gaming experience? If anything experiencing a game with a completely different audience has broadened it.

The closest sensation I can equate it to is playing Journey – when normal communication methods are removed, people find other ways to display or describe what they want to say. Be it singing notes in a pattern or drawing hearts in the snow.

Gamers generally in my experience don’t mind someone who cannot communicate or understand their language. This is overpowered by the intrinsic need to play. People only mind if you are competent at your chosen game, and if you make an effort to gesture to thank someone or praise them at the right time, and most of these concepts can be covered by in-game gestures, simple English or emoticons.

Play a game you love with someone else you cannot speak a word to and gamers find a way to use their own in-built knowledge of the game to make anyone who cannot speak their native tongue feel included.

Isn’t the entire point of the internet to connect people? Boxing us into historical gaming regions breaks up those of us who have connected with people outside of our own country. Perversely we find ourselves in situations where we can talk together entirely freely online, but cannot experience certain video games together.

A 3 player game in Phantasy Star Online.Buying items from the Final Fantasy XI auction house, with added auto translate.

Cross region collaborative games can work

I’ve spent a good amount of time experiencing the very best examples of cross-region and auto translate support. Phantasy Star Online is the yardstick by which all my other collaborative games are judged against and sadly for Capcom it managed cross-region support, collaborative play and auto-translate back in 2000 and on dial-up no less.

Crucially it’s symbol chat experience allowed people to create their own ways to celebrate or warn people by using cards and sounds to display concepts or help. Interestingly it also had optional region-based servers for people who preferred to play with people from their country, or in their own language.

For the most part though people mingled, for the short time the Dreamcast and later Gamecube versions were really alive it really felt like a universal game, a melting pot of language and play.

Final Fantasy XI took things a step further, as a party of six adventurers were always needed to complete missions or defeat monsters. Auto translate in this game was robust enough for you to have simple conversations with someone, highlighted to show you were using this option, and automatically translated into the language of all the other players around you. It was this system that allowed me to not only party, but understand and thank the numerous Japanese players I partied with over the years in the game.

Perhaps next time?

With Capcom working with Nintendo to host the online play for this game, either party could have made the decision to allow cross region play in Monster Hunter for the first time, they could have done this easily by setting aside a few ships specifically for multi region play, but for whatever reason they didn’t. I only hope this is a mistake they don’t make again.

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Video games

Sometimes gaming is too much like hard work

I’d be lying if I said there aren’t days where I detest video games. Days where the idea of playing something seems like too much like hard work. Lots of gamers like to pretend this feeling doesn’t happen, that gaming encourages overwhelming positive emotions and feelings every single day in a completely unending wave.

The days where this normally happens now are on days where I’m tired, swamped with commitments, and sometimes (just sometimes) an interactive medium seems too much like hard work. On days like this video games becomes another mountain to climb rather than an avenue to let me unwind.

It is very much a symptom of adulthood, not only finding the time to play games, but sometimes it goes as far as finding the energy to be inspired by them.

Days where I lack focus

I can’t dabble with games in the way I used to when I was a child. I’m simply unable to indulge in wiling away hours playing and experimenting in excited calm (like I used to). Often my gaming sessions now are very short and very focused, towards the end of the day when I am most tired and have the least patience.

As such the limited time I have to play games has a greater chance to frustrate me in some small way. The time limit renders me unable to make a great deal of progress with a game that needs more care, attention and time that I can perhaps provide that day.

I almost always turn the corner on feelings like this, but it’s important to talk about those days where no game seems to sate me. I’ve used Tombi as an example to illustrate this update. Not because it’s a bad game (it’s actually a favourite of mine). Although this month of gaming indifference has morphed it from a source of total joy and into one of frustration. As such it sums up the dangerous result of my temporary exhaustion with gaming nicely.

Tombi is a game I was highly excited to finally own a proper copy of, a games whose arrival I anticipated for years, whose genius has been partially ruined by my temporary (and perhaps) seasonal disinterest in games.

This feeling will pass and I’ll find a reason to get excited about gaming again (in a few weeks or less) but in the meantime I am pushing onwards through the game hoping the spark will leap back soon. I am certain it will because it is a game I have had the pleasure of playing at least once before.

Getting beaten up in the jungle.Attempting to bag a pig boss.

A tired frustration

It seems almost too easy to blame the games we play on days like this for our lack of focus and commitment. However we are equally responsible for the discontent, and the lack of focus. It’s also really easy for others to dismiss such feelings away by encouraging ourselves to try another game.

I personally find when I feel like this that I carry this feeling into every game I attempt to play. Turning even the most precious and appreciated game against me like some sort of horrible mirror.

So a vicious circle builds where I can’t progress past these feelings. I’m fearful to leave games on a bad moment as this makes it harder to return and try again. During these “push on through” moments, my precious gaming time instead becomes a frustrating exercise in time lost and lack of progression.

While I often have a reason to be frustrated about an aspect of my time with video games, I’m frequently reminded of how beguiling gaming is, how quickly it can change my mood, swing me back and forth between adoration and scorn. I take my (rare) moments of disinterest in gaming as one of the few negatives I identify with the pastime.

Part of this is down to the wealth of games we have now, a lack of time and patience from the pressures of adult life, but also how spoilt we can be as gamers. Demanding a good experience as if it were a right rather than a privilege.

I’ve talked about how chronic illness has forced me to use video games as a coping mechanism, now it seems apt to talk how it’s building a sense of resentment on the days where I am sick and video games provide no respite. There are days I resent games for not helping me to escape from illness. However I do feel guilty for expecting them to do this, as I start to use them to cover up my own poor health and inadequacies.

More often than not though these feelings are an indication that I need to take a break from gaming for a couple of weeks and come back to it bright-faced, because games will always excite me and this temporary loss of how they do, just serves to remind me.