Knowledge (XXG)

Otogirisō

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362:, and recalled that he was dating a girl at the time who did not play video games. Although she tried playing the games that Nakamura had helped develop, she expressed that she did not really understand the games or what was supposed to be fun about them. This led to Nakamura thinking he should make a game that he described as "for people who haven't played games before." He thought of older 428:, an anonymous writer commented that "to American gamers who have made fast-action games the biggest sellers, the concept of a video mystery novel would seem quite foreign. The experienced Japanese players we talked to thought it was an interesting change and commented that the great sound made the game." Jeremy Parish of 366:
but even felt those were a bit complicated. This led to Nakamura making a game that would be simplified even further by "having it be decision-based, where you're just reading the story and it will come to a branching point where it'll give you a choice: the character does A, B, or C. It's very
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In contrast to the lighter comical action games and fantasy games at the time, Nakamura had worked on previously, the game was set in the real world and made in the horror genre. He described the influence of developing a horror themed game at the time lied in the video game
43: 251:. Marketed by the company as a "sound novel" rather than a video game, it is the progenitor of the developer and publisher's sound novel series and of the format of electronic entertainment now usually known generically as a visual novel. 367:
simple, but it also gives the player some level of interaction with the game. I figured something very simple like this would be something anybody could pick up, and maybe it would also lead them to playing other games in the future."
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role-playing video games to a girl he was dating. On finding she did not enjoy them, he was encouraged to make a video game that he described as "for people who haven't played games before." Influenced by the early
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Two passengers survive a car accident and arrive at a mansion. Nobody answers the doorbell, so they kick in the door. They cannot find anyone in the house, but hear things lurking in the shadows.
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was that it so scary that you didn't want to continue playing. I wanted to create an experience where the user would be too afraid to press the button to continue the story, too."
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books of the '80s. However, the mature writing combined with the eerie atmosphere created by the graphics and music set the game apart from anything that had come before."
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was released in Japan on January 27, 2001. It was released in both an English dub and subtitled edition by Asylum Home Entertainment on March 23, 2004.
272:, he developed it as a horror-themed interactive story. Released in March 1992, the game sold over 400,000 copies in Japan, including over 300,000 for 631: 1078: 1073: 414:. It went on to sell over 400,000 copies in Japan, including over 300,000 copies for the Super Famicom and about 100,000 for the PlayStation. 869: 1053: 1038: 1043: 1063: 1058: 952: 921: 1018: 555: 803: 434:
discussed the game in 2018, stating that it "could perhaps be written off as little more than a digital version of the old
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On March 6, 2024, an unofficial English translation of Otogirisō was released by Translated.games.
377:, saying: "there weren’t any real horror games. But right around the time I was thinking of making 300: 147: 97: 87: 157: 289:, written by Goro Nakajima and directed by Ten Shimoyama, was released in January 2001, while a 976: 948: 916: 518: 514: 430: 227: 131: 121: 877: 358: 197: 944: 448: 444: 352: 337: 263: 252: 80: 616: 535: 510: 424: 363: 332: 1012: 405: 273: 162: 781: 42: 736: 499: 485: 422:
scored the PlayStation version a 30 out of 40. In an article on Japanese games in
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in March 1992 and was described as selling "quite high" in Japan by Rik Haynes of
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fans. Interview with mystery writer Takekuni Kitayama, who also works on
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had previously been involved with the development of the previous
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Timpone, Anthony (April 2002). "Fantasia: Enter the Fest".
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The Toho Studios Story: A History and Complete Filmography
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was announced and shown in the October 2016 issue of
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Pg.19. 30 June 2006. 470:A film adaption of the game titled 25: 443:The game was released on the Wii 314:, was released in November 2016. 661:"業界に一石を投じたジャンル"サウンドノベル"を今一度振り返る" 556:Danganronpa: Trigger Happy Havoc 534:Takekuni Kitayama on request of 1079:Virtual Console games for Wii U 825:Vidéa, Bob (October 27, 2016). 283:A film adaptation of the game, 247:game produced and published by 1074:Video games developed in Japan 559:, featuring elements from the 1: 937:Galbraith IV, Stuart (2008). 737:"弟切草 | Wii U | 任天堂" 975:. No. 211. p. 60. 866:ダンガンロンパ3 –The End of 希望ヶ峰学園– 525:. The game was developed by 1054:PlayStation (console) games 1039:Japan-exclusive video games 864:ボンバーマン (27 November 2016). 1100: 1044:Kadokawa Dwango franchises 483: 463: 404:The game was released for 1064:Single-player video games 1059:PlayStation Network games 1004:The Visual Novel Database 513:, as a "sound novel" for 437:Choose Your Own Adventure 231: 40: 1019:1990s horror video games 466:St. John's Wort (film) 400:Release and reception 924:on December 17, 2018 792:Danganronpa Kirigiri 717:on February 14, 2008 528:Danganronpa Kirigiri 344:games, specifically 1049:Mystery video games 841:. Daily Headlines. 451:on July 30, 2014. 831:launches rumored 786:was made only by 753:Galbraith IV 2008 707:"Virtual Console" 515:personal computer 218: 217: 152:Chiyoko Mitsumata 16:(Redirected from 1091: 1024:1992 video games 984: 965: 963: 961: 933: 931: 929: 920:. 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Retrieved 939: 926:. Retrieved 922:the original 915: 909: 896: 876:– via 865: 859: 847:. Retrieved 838: 833:Kirigiri Sou 832: 828: 820: 810:November 19, 808:. Retrieved 797: 791: 787: 784:Kirigiri Sou 783: 765:Timpone 2002 760: 731: 719:. Retrieved 715:the original 701: 693: 689: 685: 673:. 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Index

Otogirisou

Developer(s)
Chunsoft
Publisher(s)
Director(s)
Koichi Nakamura
Producer(s)
Designer(s)
Programmer(s)
Artist(s)
Writer(s)
Composer(s)
Platform(s)
Super Famicom
PlayStation
JP
Genre(s)
Visual novel
Single player
Japanese
Hypericum erectum, a species of St. John's wort
visual novel
Chunsoft
Koichi Nakamura
Dragon Quest
survival horror
Sweet Home
Super Famicom
PlayStation

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