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{{Short description|1992 video game}} | |||
{{Refimprove|date=October 2012}} | |||
{{Use dmy dates|date=December 2024}}{{Infobox video game | |||
| title = Otogirisō | |||
{{Infobox VG | |||
| image = Otogiriso-game-cover.jpg | |||
| title = Otogirisou | |||
| caption = Super Famicom cover art | |||
| image = ] | |||
| caption = Cover art | |||
| developer = ] | | developer = ] | ||
| publisher = |
| publisher = Chunsoft | ||
| director = ] | |||
| engine = | |||
| producer = Koichi Nakamura{{sfn|Chunsoft|1992c}} | |||
| released = '''Super Famicom'''<br>{{vgrelease|JP=March 7, 1992}}'''PlayStation'''<br>{{vgrelease|JP=March 25, 1999}}'''Virtual Console'''<br>{{vgrelease|JP=August 28, 2007 (Wii)}}{{Vgrelease|JP=July 30, 2014 ((Wii U))}} | |||
| writer = {{plainlist|* Shukei Nagasaka | |||
| genre = ] | |||
* Kazuya Asano | |||
* Osamu Yamazaki | |||
* Takashi Tsuzuki{{sfn|Chunsoft|1992a}}}} | |||
| composer = Chiyoko Mitsumata{{sfn|Chunsoft|1992b}} | |||
| platforms = {{unbulleted list|]|]}} | |||
| released = '''Super Famicom'''<br />{{Video game release|JP|7 March 1992}} | |||
'''PlayStation'''<br />{{Video game release|JP|25 March 1999}} | |||
| genre = ] | |||
| modes = ] | | modes = ] | ||
| ratings = ]: C | |||
| platforms = ], ], ] | |||
| media = 12-megabit SFC cartridge<br />CD-ROM<br />Download | |||
| requirements = | |||
|input = ] | |||
}} | }} | ||
{{nihongo foot|'''''Otogirisō'''''|弟切草||lead=yes|{{lit}} ]|group=lower-alpha}}<!-- See ] --> is a 1992 ] ] developed and published by ] for the ]. It follows the protagonist and their girlfriend Nami lost down a forest road. After having to make an emergency stop, they find themselves in a Western-styled country house and let themselves in. While looking for the occupants of the home, they stumble upon a room with a mummified person who quickly vanishes when the lights go out. As they further explore the mansion and find further unexplained phenomenon, Nami discovers she has a history with the house and its previous occupants. The game involves the player making various choices through menu options to direct the narrative of the story. Completing a narrative in ''Otogirisō'' allows the player to reach new menu branches and new narrative conclusions. | |||
The games director ] developed the game after the success Chunsoft had with their '']'' series of games. On attempting to attract an audience of non-video game players, they began on making a more simplified game where the player only choose various narrative branches through basic menu options to progress the story. Chunsoft promoted the game as a "Sound Novel". On its release for the ], reviewers in '']'' found the game difficult to review, but recommended it for ] fans. In January 1993, ''GAME Pia'' magazine included ''Otogirisō'' in their list of the best games of 1992. The game sold around 300,000 copies. | |||
'''''{{nihongo|Otogirisō|弟切草|Otogirisou|lit. ]}}''''' is a ] developed and published by ]. The game was first released on March 7, 1992 in ] for the ] and later for the ] on March 25, 1999. It became available on the ] on August 28, 2007 for the ] and on July 30, 2014 for the ]. | |||
The game received various adaptions including a ] in 1992, a film adaptation in 2001, a new version of the game titled ''Otogirisō soseihen'' in 1999 for the ], and a new game based on the original titled '']'' in 2016. Along with Chunsoft's next "Sound Novel" game, '']'' (1994), ''Otogirisō'' had a direct influence on contemporary visual novel games due to their unique format of placing text over illustrated backgrounds rather than confining it to dedicated text boxes. This style would become the model for similar games such as ]'s '']'' (1996) and '']'' (1996). | |||
== Story == | |||
Kohei and his girlfriend Nami were on the midway when their car got accidentally hit by a tree felled by lighting. After that main characters got stuck in a forest in the middle of nowhere. They decided to spend the night in a large deserted western-style mansion nearby. | |||
== |
==Gameplay== | ||
] | |||
''Otogirisō'' has been ported on the PlayStation as ''"Sound Novel Evolution 1 - Otogirisou Sosei-Hen"''(March 25, 1999) | |||
''Otogirisō'' is a sound novel.{{sfn|Chunsoft|1992|p=2|ref=manual}}{{sfn|McFerran|2024}} Academic Rebecca Crawford described the sound novel as a term used for ], particularly when discussing Chunsoft's 20th century games.{{sfn|Crawford|2021|p=169}} It features background graphics as animated illustrations of the narrative as well as background music and sound effects such as doors creaking open, footsteps and screams.{{sfn|Chunsoft|1992|p=2|ref=manual}} Unlike regular novels, ''Otogirisō'' has its players advance by reading the in-game text and then can influence how the story will proceed by choosing from a list of options that are presented to them at key points in the narrative.{{sfn|McFerran|2024}}{{sfn|Chunsoft|1992|p=3|ref=manual}} | |||
The game keeps track of how many times they've progressed to a narrative ending in the game, and how many choices they have made.{{sfn|Chunsoft|1992|p=6|ref=manual}} Outside of choosing menu options to progress the story, the player can also move backwards and forwards through parts of the story they have already read.{{sfn|Chunsoft|1992|p=7|ref=manual}} After reaching an ending of a narrative, the player can restart the game and unlock more options to choose from during the narrative, leading to new storylines and endings.{{sfn|Chunsoft|1992|p=10|ref=manual}} | |||
== Film == | |||
{{-}} | |||
{{Main|Otogirisō (film)}} | |||
==Plot== | |||
The protagonist drives down through a forest road with his girlfriend Nami. She asks about the flowers growing down the road, which the protagonist explains are ], or the "otogirisou". Suddenly the brakes of the car stop working and after an oncoming car rushes by, the protagonist gets to the car to come to an emergency stop. Neither Nami or the protagonist are hurt as they leave the car. They see a flickering light in the distance when a strike of lighting hits a tree crushing their car. As rain falls, Nami and the protagonist follow a trail of flowers following the light they saw earlier and stumble upon a Western-style country mansion. | |||
The two enter the house in various ways, such as ramming into the door or breaking a window, and find themselves in a room that is completely silent with only a murky aquarium and suit of armor worth investigating. They call out to see if anyone was there, but there was no response. After hearing noises upstairs, they discover a room which is dimly lit. The door closes behind them and they suddenly see an old mummified woman in a wheelchair. The power goes out and after hearing the sound of creaking wheelchair, the power returns and the room is revealed to be empty. They exit to investigate, finding a suit of armor downstairs that has gone missing. | |||
On reinvestigating the room they were in, they discover a diary with the last entry being six years ago written in blood. They continue exploring the mansion further, find unexplained phenomena such as a disconnected phone ringing and a door that is nailed shut and a kitchen where food is prepared. After hearing a woman scream outside, they explore outside and find a greenhouse where otogirisou flowers are cultivated. When they return to the mansion, they find the name "Nami" written in red on the door. | |||
On returning the mansion, the two seek a washroom as Nami had gotten her clothes soiled outside, and decided to each take turns taking a shower. Finding the shower too hot, the protagonist enters the basement to lower the temperature on the water heater. After the protagonist showers after Nami, she finds that Nami has vanished. Outside the washroom, Nami appears in a dress but vanishes instantly. On looking for her further, the protagonist find the real Nami in a room with two dolls. The dolls make Nami realize she lived in the mansion with her mother and her sister Naomi. | |||
Depending on choices made during the story and how many times the player has gone through the game, various concluding narratives are revealed ranging from Nami relationship with the family members who remain in the mansion to the characters being hunted by a fish monster. The narratives generally lead to the water heater in the basement exploding, leading to the protagonist and Nami leaving the mansion together as it collapses in flames. | |||
==Production== | |||
] announced the development of ''Otogirisou'' in April 1991.{{sfn|世界三大三代川|2014}} The game was developed at the same time as '']'' (1992).{{sfn|Parish|2018}} The game's director ] had previously been involved with the development of the first three '']'' games, and recalled that he was dating a girl at the time who did not play video games. When 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.{{sfn|Parish|2018}} This led to Nakamura thinking he should make a game that he described as "for people who haven't played games before."{{sfn|Parish|2018}} He thought of older ]s but even felt those were a bit complicated.{{sfn|Parish|2018}} Programmer Manabu Yamana said prior to the idea of the sound novel, the team attempted a game that would contain elements of ''Dragon Quest'', '']'' (1989), and '']'' (1989) which he said "didn't work at all."{{sfn|McFerran|2024}} | |||
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 '']'' (1989), saying: "there weren’t any real horror games. But right around the time I was thinking of making ''Otogirisō'', ] created ''Sweet Home''. The thing that was really interesting about ''Sweet Home'' 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."{{sfn|Parish|2018}} Shukei Nagasaka, a screenwriter, novelist and television writer, wrote the original story and script for ''Otogirisō''. It was his idea to have players be able to move between narratives during development.{{sfn|TAITAI|2013}} Nakamura then began developing a game that would be simplified 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 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."{{sfn|Parish|2018}} As the price of the game was about 8,800 ] which was roughly the price of ten books, the game was made to include multiple narratives.{{sfn|Gantayat|2006}} Nakamura said the stories in ''Otogirisō'' ended up getting larger than they had initially imagined, making it difficult to test to make sure the narrative flowed appropriately and that sound effects went off at the correct time in the story.{{sfn|MSX・FAN|1994|p=23|ref=MSX-FAN}} | |||
Initially, the game was developed as text on top of a paper texture graphic.{{sfn|Gantayat|2006}} When the game was first shown at the ] ], it still contained its paper texture and occasional animations. The response at the trade show from distributors and magazine companies were that it would be hard to sell without more graphics, leading to about 20 graphics made for the backgrounds in the game.{{sfn|世界三大三代川|2014}} | |||
==Release== | |||
] (pictured).]] | |||
''Otogirisō'' was released for the ] on March 7, 1992.{{sfn|Haynes|1994|p=17}}{{sfn|McFerran|2024}} It became the first game published by Chunsoft themselves, having relied on companies such as ] previously.{{sfn|Gantayat|2006}} The game was described as selling "quite high" in Japan by Rik Haynes of '']'', Nakamura said the game initially shifted about 120,000 units. Nakamura joked later that at the time, he wished that it would sell more.{{sfn|世界三大三代川|2014}}{{sfn|Haynes|1994|p=17}} The game eventually shipped over 300,000 units.{{sfn|世界三大三代川|2014}}{{sfn|Haynes|1994|p=17}}{{sfn|Ogi|2006}} The game was released digitally in Japan through Nintendo's ] for the ] on 28 August 2007, and on the ] on 30 July 2014.{{sfn|Nintendo of Japan|ref=WiiVC}}{{sfn|Nintendo of Japan|2014|ref=WiiUVC}} On 6 March 2024, an unofficial English translation of ''Otogirisō'' was released by Translated.games.{{sfn|McFerran|2024}} | |||
On 23 July 1998, Chunsoft announced that along with the games '']'' (1994) and '']'' (1998), ''Otogirisō'' would be ] as part of the {{nihongo foot|''Saundonoberu eboryūshon''|サウンドノベル・エボリューション||lead=no|{{lit}} Sound Novel Evolution|group=lower-alpha}} series.{{sfn|Sandaiko|2014}}{{sfn|Chunsoft|2000|ref=ChunSoftOldNews}} This version of the game was titled {{nihongo foot|''Otogirisō soseihen''|弟切草 蘇生篇||lead=no|{{lit}} Otogirisou Resurrection|group=lower-alpha}}.{{sfn|Chunsoft|ref=PS-Chunsoft}}{{sfn|Chunsoft|2000|ref=ChunSoftOldNews}} This version of the game features new sound effects, graphics, and the ability to change the games perspective from the protagonist to that of Nami.{{sfn|Chunsoft|1999|ref=Famitsu-Chunsoft}}{{sfn|PON|Koji|1999|p=141}} Chunsoft said the release would be postponed in October and re-announced in February 1999 that the game would be released on 25 March.{{sfn|Chunsoft|ref=PS-Chunsoft}}{{sfn|Chunsoft|2000|ref=ChunSoftOldNews}} | |||
Nakamura said in interview from 2006 that the PlayStation version of the game sold around 100,000 copies.{{sfn|Ogi|2006}} The ''Otogirisō soseihen'' version of the game was made available digitally on the PlayStation Store in Japan in September 2011.{{sfn|Sony Computer Entertainment|ref=SonyNetwork}} | |||
==Reception== | ==Reception== | ||
{{Video game reviews | |||
On release, '']'' magazine scored the PlayStation version of the game a 30 out of 40.<ref>''プレイステーション - サウンドノベル・エボリューション1弟切草 蘇生篇''. Weekly Famitsu. No.915 Pt.2. Pg.19. 30 June 2006.</ref> | |||
|PS = true | |||
|SNES = true | |||
| rev1 = '']'' | |||
| rev1_PS = {{plainlist|*80/100 | |||
* 85/100{{sfn|PON|Koji|1999|p=141}}}} | |||
| rev2 = '']'' | |||
| rev2_SNES = {{plainlist|*6/10 | |||
* 6/10 | |||
* 7/10 | |||
* 6/10{{sfn|Famibo|Mizuno|Morishita|Chuji|1992|p=36}}}} | |||
| rev2_PS = {{plainlist|*8/10 | |||
* 7/10 | |||
* 8/10 | |||
* 7/10{{efn|Each of the four reviewers in ''Famitsu'' ] the game on a ten point scale}}{{sfn|Chunsoft|1999|ref=Famitsu-Chunsoft}}}}}} | |||
For the original Super Famicom release, the four reviewers in '']'' said that ''Otogirisō'' will be very divisive and found it difficult to evaluate. Two of the authors found that there may have been too many different stories in the release and two recommending for fans of films and the horror genre.{{sfn|Famibo|Mizuno|Morishita|Chuji|1992|p=36}} One reviewer included as one of the best releases of the week with the requirement that the player enjoys ]s.{{sfn|Famibo|Mizuno|Morishita|Chuji|1992|p=36}} Yutaka Noguchi of ''Weekly Famitsu'' later commented on the game, found the game had simple graphics calling it an "unusually restrained production".{{sfn|Noguchi|1992|p=36}} Noguchi complimented the ability to form a protagonist that ranged from timid to being comic relief and found that having more selectable narrative moves based on how many times you've cleared the game as an innovative system.{{sfn|Noguchi|1992|p=36}} While finding the release closer to a novel than a video game, he praised ''Otogirisō'', saying that no mater how it is received, the release takes a step forward in game design and that alone took courage.{{sfn|Noguchi|1992|p=36}} In January 1993, ''GAME Pia'' magazine included ''Otogirisō'' in their list of the best games of 1992.{{sfn|Saito|1993|p=163}} | |||
In an article on Japanese games in '']'', 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."{{sfn|Nintendo Power|1994|p=61|ref=np-oij}} Jeremy Parish of '']'' discussed the game in 2018, stating that it "could perhaps be written off as little more than a digital version of the old '']'' 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."{{sfn|Parish|2018}} | |||
The four reviewers in the Japanese video game magazine '']'' found that the PlayStation version of the game new graphics made the game scarier and enjoyed being able to play the game from Nami's perspective.{{sfn|Chunsoft|1999|ref=Famitsu-Chunsoft}} The two reviewers in '']'' magazine also complimented the new graphics and the ability to view the game from Nami's perspective. Bag Koji said it was his choice of the top game in the Sound Novel Evolution trilogy.{{sfn|PON|Koji|1999|p=141}} | |||
==Legacy== | |||
Towards the final quarter of 1992 ''Otogirisō'' began appeear in other forms of media. This included its music from the game being recorded by the Tokyo Memorial Orchestra and released on ] by ] and a ] adaptation which was broadcast on Japanese satellite radio on 5 December.{{sfn|Maya|Kyou|1992|p=249}}{{sfn|Weekly Famitsu|1992|p=11|ref=WF-Radio}} | |||
A film adaption of the game titled '']'' was released in Japan on 27 January 2001.{{sfn|Galbraith IV|2008|p=417}}{{sfn|Timpone|2002|p=60}} It was released in both an English dub and subtitled edition by Asylum Home Entertainment in March 2004.{{sfn|Galbraith IV|2008|p=417}} | |||
Yuhsuke Koyama in the book ''History of the Japanese Video Game Industry'' (2023) wrote that while many ] were released in the late 1980s in Japan, the number of titles has rapidly decreased following 1989 with only a few mystery-themed games or games featuring characters from ] and ] being released. The popularity of the genre would return in Japan with the release of ''Otogirisou'' and the later ] (PC) games that were influenced by it.{{sfn|Koyama|2023|p=58}} While games described as novel-styled games had existed on PCs in Japan since ''DOME'' (1988), Koyama said that ''Otogirisō'' and Chunsoft's '']'' (1994) were the two works that had a direct influence on contemporary novel-styled games.{{sfn|Koyama|2023|p=146}} This included the format of placing text over illustrated backgrounds rather than confining it to a box dedicated for dialogue. Academic Ko On Chan said that this style used in ''Otogirisō'' and ''Banshee's Last Cry'' allowed for more text on screen which intensified the experience of reading through sound effects and illustrations.{{sfn|Chan|2023|p=122}} This style would become the model for similar games to follow, such as ]'s '']'' (1996) and '']'' (1996).{{sfn|Chan|2023|p=122}}{{sfn|Koyama|2023|p=146}} ], a game developer who worked on Chunsoft's '']'' (2008), said that ''Otogirisō'' would create a new structure for adventure games called the "loop structure". This style did not have the linear narrative structure seen in games like '']'' (1983) or '']'' (1988), and would instead have the plot repeat the same period of time over and over. This form would be seen later similar games.{{sfn|TAITAI|2013}} | |||
A new game based around ''Otogirisou'' was announced in October 2016 titled '']''. The game's scenario was written by Kitayama Takekuni, author of '']'' (2013–2020) and features the character ] from ]'s '']'' series. The game was released in November 2016 for ]-based home computers.{{sfn|ジャイアント黒田|2016}} | |||
==See also== | ==See also== | ||
*] | |||
*] | |||
*] | *] | ||
==Notes== | |||
{{notelist}} | |||
{{clear}} | |||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
===Sources=== | |||
{{refbegin|30em|indent=yes}} | |||
* {{cite book|title=弟切草: 取扱説明書|publisher=]|language=Japanese|year=1992|ref=manual|trans-title=Otogirisou: Hypericum Perforatum: Instruction Manual}} | |||
* {{cite video game |title=Otogirisō |developer=Chunsoft |publisher=Chunsoft |date=March 7, 1992 |platform=Super Famicom |language=Japanese |quote=脚本 - 長坂 秀佳 - 麻野 一哉 - 山崎 修 - 都築 孝史|ref={{sfnref|Chunsoft|1992a}}}} | |||
* {{cite video game |title=Otogirisō |developer=Chunsoft |publisher=Chunsoft |date=March 7, 1992 |platform=Super Famicom |language=Japanese |quote=作曲 - 三俣 千代子|ref={{sfnref|Chunsoft|1992b}}}} | |||
* {{cite video game |title=Otogirisō |developer=Chunsoft |publisher=Chunsoft |date=March 7, 1992 |platform=Super Famicom |language=Japanese |quote=制作・監督 中村 光一|ref={{sfnref|Chunsoft|1992c}}}} | |||
* {{cite web|url=http://www.chunsoft.co.jp/game/otogirisou_ps/info.html|archive-url=https://web.archive.org/web/20001212082000/http://www.chunsoft.co.jp/game/otogirisou_ps/info.html|title=弟切草 蘇生篇|language=Japanese|publisher=Chunsoft|access-date=November 26, 2024|archive-date=December 12, 2000|ref=PS-Chunsoft|trans-title=Otogirisō - Resurrection}} | |||
* {{cite web|url=http://www.chunsoft.co.jp/game/otogirisou_ps/review_famitsu.html|archive-url=https://web.archive.org/web/20001212105100/http://www.chunsoft.co.jp/game/otogirisou_ps/review_famitsu.html|title=週間ファミ通 99/4/2号|language=Japanese|work=Chunsoft|access-date=November 26, 2024|archive-date=December 12, 2000|date=April 2, 1999|ref=Famitsu-Chunsoft|trans-title=Weekly Famitsu 99/4/2 Issue}} | |||
* {{cite web|url=http://www.chunsoft.co.jp/news/index_prev.html|archive-url=https://web.archive.org/web/20000302111217/http://www.chunsoft.co.jp/news/index_prev.html|title=過去の履歴|language=Japanese|publisher=Chunsoft|access-date=November 29, 2024|archive-date=March 2, 2000|year=2000|ref=ChunSoftOldNews|trans-title=Previous History}} | |||
* {{cite web|url=https://www.nintendo.co.jp/wii/vc/vc_og/|work=]|title=Virtual Console|language=Japanese|access-date=November 27, 2024|archive-url=https://web.archive.org/web/20080214233158/https://www.nintendo.co.jp/wii/vc/vc_og/|archive-date=February 14, 2008|ref=WiiVC}} | |||
* {{cite web|title=弟切草|language=Japanese|url=https://www.nintendo.co.jp/titles/20010000005427|access-date=November 27, 2024|archive-date=November 26, 2017|archive-url=https://web.archive.org/web/20171126023144/https://www.nintendo.co.jp/titles/20010000005427|publisher=Nintendo of Japan|ref=WiiUVC|year=2014|trans-title=Otogirisō}} | |||
* {{cite magazine|magazine={{ill|MSX・FAN|ja}}|title=ゲーム職人|language=Japanese|date=August 1994|publisher=]|ref=MSX-FAN|trans-title=Game Designer}} | |||
* {{cite magazine|magazine=]|title=Only in Japan: Games That Never Made it to America|volume=56|date=January 1994|ref=np-oij|publisher=]|ISSN=1041-9551}} | |||
* {{cite web|url=https://www.jp.playstation.com/software/title/jp0365npjj00602_00000000000000000.html|archive-url=https://web.archive.org/web/20110925042511/https://www.jp.playstation.com/software/title/jp0365npjj00602_00000000000000000.html|title=弟切草 蘇生篇|language=Japanese|access-date=November 27, 2024|archive-date=September 25, 2011|publisher=]|ref=SonyNetwork|trans-title=Otogirisō Resurrection}} | |||
* {{cite magazine|magazine=]|title=Broadcast|date=December 15, 1992|publisher=]|language=Japanese|issue=210|ref=WF-Radio}} | |||
* {{cite book|title=The Intersection of Animation, Video Games, and Music: Making Movement Sing|editor-last1=Scoggin|editor-first1=Lisa|editor-last2=Plank|editor-first2=Dana|year=2023|ISBN=9781000871067|publisher=]|last=Chan|first=Ko On|chapter=From Fantasy to Trauma: Sound and Sex in School Days}} | |||
* {{cite journal|publisher=]| title=The Sound of Visual Novels|last=Crawford |first=Rebecca |volume=13|issue=2|date=Spring 2021|ISSN=2152-6648|journal=]}} | |||
* {{cite magazine|magazine=Weekly Famitsu|title=New Games Cross Review |last1=Famibo|first1=Tofuya|last2=Mizuno|first2=|last3=Morishita|first3=Mariko|last4=Chuji|first4=Giorgio|date=March 13, 1992|publisher=ASCII Corporation|language=Japanese|issue=169}} | |||
* {{cite book|last=Galbraith IV|first=Stuart|title=The Toho Studios Story: A History and Complete Filmography|url=https://books.google.com/books?id=f7o8pq6G_dYC|access-date=October 29, 2013|year=2008|publisher=]|location=|isbn=978-1461673743|author-link=Stuart Galbraith IV}} | |||
* {{cite web|url=https://www.ign.com/articles/2006/07/10/gaming-life-in-japan-85|title=Gaming Life in Japan|date=July 10, 2006|last=Gantayat|first=Anoop|work=]|archive-url=https://web.archive.org/web/20210624203322/https://www.ign.com/articles/2006/07/10/gaming-life-in-japan-85|archive-date=June 24, 2021|access-date=November 27, 2024}} | |||
* {{cite magazine|magazine=]|title=Fantasy Quest|last=Haynes|first=Rik|date=January 1994|issue=15|ISSN=0966-6192|publisher=]}} | |||
* {{cite book|title=History of the Japanese Video Game Industry|year=2023|ISBN=978-981-99-1341-1|publisher=]|last=Koyama|first=Yuhsuke}} | |||
* {{cite magazine|magazine={{ill|Micom BASIC Magazine|ja|マイコンBASICマガジン}}|title=Game Music|author1=Maya|author2=Kyou|language=ja|date=December 1992}} | |||
* {{cite web|url=https://www.timeextension.com/news/2024/03/32-years-on-spike-chunsofts-first-game-has-been-translated-into-english|title=32 Years On, Spike Chunsoft's First Game Has Been Translated Into English|last=McFerran|first=Damien|date=March 6, 2024|access-date=November 26, 2024|work=Time Extension|publisher=]|archive-url=https://web.archive.org/web/20240306123533/https://www.timeextension.com/news/2024/03/32-years-on-spike-chunsofts-first-game-has-been-translated-into-english|archive-date=March 6, 2024}} | |||
* {{cite magazine|magazine=Weekly Famitsu|title=Software Impression ソフ トウ ェ ア イ ンプ レッ ショソ |last=Noguchi|first=Yutaka|p=36|date=May 1, 1992|publisher=ASCII Corporation|language=Japanese|trans-title=Software Impression Software Impressions}} | |||
* {{cite web |title=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 |url=https://nlab.itmedia.co.jp/games/articles/0607/26/news062_2.html |access-date=November 26, 2024 |work=ねとらぼ |publisher= | |||
{{ill|ITmedia|ja|ITmedia|no|ITmedia}} |date=July 26, 2006 | language=Japanese |first=Yutaka |last=Ogi |archive-url=https://web.archive.org/web/20191229225407/https://nlab.itmedia.co.jp/games/articles/0607/26/news062_2.html |archive-date=December 29, 2019|trans-title=A Look Back at the Genre that Caused a Stir in the Industry: The Sound Novel}} | |||
* {{cite web|url=https://www.polygon.com/features/2018/12/17/18138523/spike-chunsoft-428-shibuya-scramble-making-of|work=]|title=Making a Game in the World's Busiest Crosswalk: The Story Behind ''428''|access-date=January 31, 2021|date=December 17, 2018|first=Jeremy|last=Parish|archive-url=https://web.archive.org/web/20181217204330/https://www.polygon.com/features/2018/12/17/18138523/spike-chunsoft-428-shibuya-scramble-making-of|archive-date=December 17, 2018}} | |||
* {{cite magazine|magazine=]|title=サウンドノベル・エボリューション1 - 弟切草 蘇生篇|publisher=]|language=Japanese|author1=PON|last2=Koji|first2=Bag|volume=101|date=March 26, 1999|trans-title=Sound Novel Evolution 1 - Otogirisō Resurrection}} | |||
* {{cite magazine|magazine=GAMEぴあ|publisher={{ill|Pia Corporation|ja|ぴあ|hu|Pia Corporation}} | |||
|language=Japanese|title=1992 Best Game Catalog|first=Yoshiko|last=Saito|volume=3|date=January 1, 1993}} | |||
* {{cite web|url=https://www.famitsu.com/news/201406/09054675.html|archive-url=https://web.archive.org/web/20140610074705/https://www.famitsu.com/news/201406/09054675.html|title=『街』への想いから昨今のインディーゲームまで――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【後編】|date=June 9, 2014|access-date=November 28, 2024|archive-date=June 10, 2014|work=Famtisu|first=Sekai Sandai|last=Sandaiko|language=Japanese|trans-title=From Thoughts on "Machi" to Recent Indie Games - A Long Interview with Koichi Nakamura on Chunsoft's 30th Anniversary }} | |||
* {{cite web|url=https://www.4gamer.net/games/074/G007427/20131108107/|work=]|title=イシイジロウ氏ら第一線で活躍するクリエイターがアドベンチャーゲームを語り尽くす!――「弟切草」「かまいたちの夜」から始まった僕らのアドベンチャーゲーム開発史(前編)|editor=TAITAI|archive-url=https://web.archive.org/web/20131111233759/http://www.4gamer.net:80/games/074/G007427/20131108107|archive-date=November 11, 2013|access-date=November 28, 2024|language=Japanese|date=November 9, 2013|trans-title=Leading creators including Mr. Shiro Ishii Discuss Adventure Games! ― Our History of Adventure Game Development, Which Started with "Otogirisō" and "Banshee's Last Cry"}} | |||
* {{cite magazine|magazine=]|title=Fantasia: Enter the Fest|last=Timpone|first=Anthony|page=60|date=April 2002|issue=211|issn=0164-2111|author-link=Tony Timpone}} | |||
* {{cite web|author=ジャイアント黒田|title=『弟切草』ファンだからこそできた『霧切草』。『ダンガンロンパ霧切』も手掛ける、ミステリ作家・北山猛邦氏インタビュー|language=Japanese|work=]|access-date=November 26, 2024|date=November 19, 2016|archive-url=https://web.archive.org/web/20161122012044/https://www.famitsu.com/news/201611/19121006.html|archive-date=November 22, 2016|url=https://www.famitsu.com/news/201611/19121006.html|trans-title="Kirigirisō" was made possible because I am a fan of "Otogirisō". Interview with mystery writer Takekuni Kitayama, who also wrote "Danganronpa: Kirigiri"}} | |||
* {{cite web|url=https://www.famitsu.com/news/201406/08054671.html|title=すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】|language=Japanese|work=Famitsu|author=世界三大三代川|date=June 8, 2014|access-date=November 28, 2024|archive-date=November 19, 2024|archive-url=https://web.archive.org/web/20241119034718/https://www.famitsu.com/news/201406/08054671.html|trans-title=It All Started with "Door Door" - A Long Interview with Koichi Nakamura on Chunsoft's 30th Anniversary }} | |||
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Latest revision as of 15:33, 17 January 2025
1992 video game 1992 video gameOtogirisō | |
---|---|
Super Famicom cover art | |
Developer(s) | Chunsoft |
Publisher(s) | Chunsoft |
Director(s) | Koichi Nakamura |
Producer(s) | Koichi Nakamura |
Writer(s) |
|
Composer(s) | Chiyoko Mitsumata |
Platform(s) | |
Release | Super Famicom
|
Genre(s) | Visual novel |
Mode(s) | Single player |
Otogirisō is a 1992 visual novel video game developed and published by Chunsoft for the Super Famicom. It follows the protagonist and their girlfriend Nami lost down a forest road. After having to make an emergency stop, they find themselves in a Western-styled country house and let themselves in. While looking for the occupants of the home, they stumble upon a room with a mummified person who quickly vanishes when the lights go out. As they further explore the mansion and find further unexplained phenomenon, Nami discovers she has a history with the house and its previous occupants. The game involves the player making various choices through menu options to direct the narrative of the story. Completing a narrative in Otogirisō allows the player to reach new menu branches and new narrative conclusions.
The games director Koichi Nakamura developed the game after the success Chunsoft had with their Dragon Quest series of games. On attempting to attract an audience of non-video game players, they began on making a more simplified game where the player only choose various narrative branches through basic menu options to progress the story. Chunsoft promoted the game as a "Sound Novel". On its release for the Super Famicom, reviewers in Weekly Famitsu found the game difficult to review, but recommended it for adventure game fans. In January 1993, GAME Pia magazine included Otogirisō in their list of the best games of 1992. The game sold around 300,000 copies.
The game received various adaptions including a radio drama in 1992, a film adaptation in 2001, a new version of the game titled Otogirisō soseihen in 1999 for the PlayStation, and a new game based on the original titled Kirigirisō in 2016. Along with Chunsoft's next "Sound Novel" game, Banshee's Last Cry (1994), Otogirisō had a direct influence on contemporary visual novel games due to their unique format of placing text over illustrated backgrounds rather than confining it to dedicated text boxes. This style would become the model for similar games such as Leaf's Shizuku (1996) and Kizuato (1996).
Gameplay
Otogirisō is a sound novel. Academic Rebecca Crawford described the sound novel as a term used for visual novels, particularly when discussing Chunsoft's 20th century games. It features background graphics as animated illustrations of the narrative as well as background music and sound effects such as doors creaking open, footsteps and screams. Unlike regular novels, Otogirisō has its players advance by reading the in-game text and then can influence how the story will proceed by choosing from a list of options that are presented to them at key points in the narrative.
The game keeps track of how many times they've progressed to a narrative ending in the game, and how many choices they have made. Outside of choosing menu options to progress the story, the player can also move backwards and forwards through parts of the story they have already read. After reaching an ending of a narrative, the player can restart the game and unlock more options to choose from during the narrative, leading to new storylines and endings.
Plot
The protagonist drives down through a forest road with his girlfriend Nami. She asks about the flowers growing down the road, which the protagonist explains are hypericum, or the "otogirisou". Suddenly the brakes of the car stop working and after an oncoming car rushes by, the protagonist gets to the car to come to an emergency stop. Neither Nami or the protagonist are hurt as they leave the car. They see a flickering light in the distance when a strike of lighting hits a tree crushing their car. As rain falls, Nami and the protagonist follow a trail of flowers following the light they saw earlier and stumble upon a Western-style country mansion.
The two enter the house in various ways, such as ramming into the door or breaking a window, and find themselves in a room that is completely silent with only a murky aquarium and suit of armor worth investigating. They call out to see if anyone was there, but there was no response. After hearing noises upstairs, they discover a room which is dimly lit. The door closes behind them and they suddenly see an old mummified woman in a wheelchair. The power goes out and after hearing the sound of creaking wheelchair, the power returns and the room is revealed to be empty. They exit to investigate, finding a suit of armor downstairs that has gone missing.
On reinvestigating the room they were in, they discover a diary with the last entry being six years ago written in blood. They continue exploring the mansion further, find unexplained phenomena such as a disconnected phone ringing and a door that is nailed shut and a kitchen where food is prepared. After hearing a woman scream outside, they explore outside and find a greenhouse where otogirisou flowers are cultivated. When they return to the mansion, they find the name "Nami" written in red on the door.
On returning the mansion, the two seek a washroom as Nami had gotten her clothes soiled outside, and decided to each take turns taking a shower. Finding the shower too hot, the protagonist enters the basement to lower the temperature on the water heater. After the protagonist showers after Nami, she finds that Nami has vanished. Outside the washroom, Nami appears in a dress but vanishes instantly. On looking for her further, the protagonist find the real Nami in a room with two dolls. The dolls make Nami realize she lived in the mansion with her mother and her sister Naomi.
Depending on choices made during the story and how many times the player has gone through the game, various concluding narratives are revealed ranging from Nami relationship with the family members who remain in the mansion to the characters being hunted by a fish monster. The narratives generally lead to the water heater in the basement exploding, leading to the protagonist and Nami leaving the mansion together as it collapses in flames.
Production
Chunsoft announced the development of Otogirisou in April 1991. The game was developed at the same time as Dragon Quest V (1992). The game's director Koichi Nakamura had previously been involved with the development of the first three Dragon Quest games, and recalled that he was dating a girl at the time who did not play video games. When 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 text adventures but even felt those were a bit complicated. Programmer Manabu Yamana said prior to the idea of the sound novel, the team attempted a game that would contain elements of Dragon Quest, Sim City (1989), and Populous (1989) which he said "didn't work at all."
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 Sweet Home (1989), saying: "there weren’t any real horror games. But right around the time I was thinking of making Otogirisō, Capcom created Sweet Home. The thing that was really interesting about Sweet Home 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." Shukei Nagasaka, a screenwriter, novelist and television writer, wrote the original story and script for Otogirisō. It was his idea to have players be able to move between narratives during development. Nakamura then began developing a game that would be simplified 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 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." As the price of the game was about 8,800 Japanese yen which was roughly the price of ten books, the game was made to include multiple narratives. Nakamura said the stories in Otogirisō ended up getting larger than they had initially imagined, making it difficult to test to make sure the narrative flowed appropriately and that sound effects went off at the correct time in the story.
Initially, the game was developed as text on top of a paper texture graphic. When the game was first shown at the Nintendo Space World trade show, it still contained its paper texture and occasional animations. The response at the trade show from distributors and magazine companies were that it would be hard to sell without more graphics, leading to about 20 graphics made for the backgrounds in the game.
Release
Otogirisō was released for the Super Famicom on March 7, 1992. It became the first game published by Chunsoft themselves, having relied on companies such as Enix previously. The game was described as selling "quite high" in Japan by Rik Haynes of Super Play, Nakamura said the game initially shifted about 120,000 units. Nakamura joked later that at the time, he wished that it would sell more. The game eventually shipped over 300,000 units. The game was released digitally in Japan through Nintendo's Virtual Console for the Wii on 28 August 2007, and on the Wii U on 30 July 2014. On 6 March 2024, an unofficial English translation of Otogirisō was released by Translated.games.
On 23 July 1998, Chunsoft announced that along with the games Banshee's Last Cry (1994) and Machi (1998), Otogirisō would be remade as part of the Saundonoberu eboryūshon series. This version of the game was titled Otogirisō soseihen. This version of the game features new sound effects, graphics, and the ability to change the games perspective from the protagonist to that of Nami. Chunsoft said the release would be postponed in October and re-announced in February 1999 that the game would be released on 25 March. Nakamura said in interview from 2006 that the PlayStation version of the game sold around 100,000 copies. The Otogirisō soseihen version of the game was made available digitally on the PlayStation Store in Japan in September 2011.
Reception
ReceptionPublication | Score | |
---|---|---|
PS | SNES | |
Dengeki PlayStation |
| |
Weekly Famitsu |
|
|
For the original Super Famicom release, the four reviewers in Weekly Famitsu said that Otogirisō will be very divisive and found it difficult to evaluate. Two of the authors found that there may have been too many different stories in the release and two recommending for fans of films and the horror genre. One reviewer included as one of the best releases of the week with the requirement that the player enjoys adventure games. Yutaka Noguchi of Weekly Famitsu later commented on the game, found the game had simple graphics calling it an "unusually restrained production". Noguchi complimented the ability to form a protagonist that ranged from timid to being comic relief and found that having more selectable narrative moves based on how many times you've cleared the game as an innovative system. While finding the release closer to a novel than a video game, he praised Otogirisō, saying that no mater how it is received, the release takes a step forward in game design and that alone took courage. In January 1993, GAME Pia magazine included Otogirisō in their list of the best games of 1992.
In an article on Japanese games in Nintendo Power, 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 Polygon discussed the game in 2018, stating that it "could perhaps be written off as little more than a digital version of the old Choose Your Own Adventure 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."
The four reviewers in the Japanese video game magazine Weekly Famitsu found that the PlayStation version of the game new graphics made the game scarier and enjoyed being able to play the game from Nami's perspective. The two reviewers in Dengeki PlayStation magazine also complimented the new graphics and the ability to view the game from Nami's perspective. Bag Koji said it was his choice of the top game in the Sound Novel Evolution trilogy.
Legacy
Towards the final quarter of 1992 Otogirisō began appeear in other forms of media. This included its music from the game being recorded by the Tokyo Memorial Orchestra and released on compact disc by Warner Music Japan and a radio drama adaptation which was broadcast on Japanese satellite radio on 5 December. A film adaption of the game titled St. John's Wort was released in Japan on 27 January 2001. It was released in both an English dub and subtitled edition by Asylum Home Entertainment in March 2004.
Yuhsuke Koyama in the book History of the Japanese Video Game Industry (2023) wrote that while many adventure games were released in the late 1980s in Japan, the number of titles has rapidly decreased following 1989 with only a few mystery-themed games or games featuring characters from manga and anime being released. The popularity of the genre would return in Japan with the release of Otogirisou and the later personal computer (PC) games that were influenced by it. While games described as novel-styled games had existed on PCs in Japan since DOME (1988), Koyama said that Otogirisō and Chunsoft's Banshee's Last Cry (1994) were the two works that had a direct influence on contemporary novel-styled games. This included the format of placing text over illustrated backgrounds rather than confining it to a box dedicated for dialogue. Academic Ko On Chan said that this style used in Otogirisō and Banshee's Last Cry allowed for more text on screen which intensified the experience of reading through sound effects and illustrations. This style would become the model for similar games to follow, such as Leaf's Shizuku (1996) and Kizuato (1996). Jiro Ishii, a game developer who worked on Chunsoft's 428: Shibuya Scramble (2008), said that Otogirisō would create a new structure for adventure games called the "loop structure". This style did not have the linear narrative structure seen in games like The Portopia Serial Murder Case (1983) or Snatcher (1988), and would instead have the plot repeat the same period of time over and over. This form would be seen later similar games.
A new game based around Otogirisou was announced in October 2016 titled Kirigirisō. The game's scenario was written by Kitayama Takekuni, author of Danganronpa: Kirigiri (2013–2020) and features the character Kyoko Kirigiri from Spike Chunsoft's Danganronpa series. The game was released in November 2016 for Windows-based home computers.
See also
Notes
- Japanese: 弟切草, lit. Hypericum erectum
- サウンドノベル・エボリューション, lit. Sound Novel Evolution
- 弟切草 蘇生篇, lit. Otogirisou Resurrection
- Each of the four reviewers in Famitsu scored the game on a ten point scale
References
- Chunsoft 1992c.
- Chunsoft 1992a.
- Chunsoft 1992b.
- ^ Chunsoft 1992, p. 2.
- ^ McFerran 2024.
- Crawford 2021, p. 169.
- Chunsoft 1992, p. 3.
- Chunsoft 1992, p. 6.
- Chunsoft 1992, p. 7.
- Chunsoft 1992, p. 10.
- ^ 世界三大三代川 2014.
- ^ Parish 2018.
- ^ TAITAI 2013.
- ^ Gantayat 2006.
- MSX・FAN 1994, p. 23.
- ^ Haynes 1994, p. 17.
- ^ Ogi 2006.
- Nintendo of Japan.
- Nintendo of Japan 2014.
- Sandaiko 2014.
- ^ Chunsoft 2000.
- ^ Chunsoft.
- ^ Chunsoft 1999.
- ^ PON & Koji 1999, p. 141.
- Sony Computer Entertainment.
- ^ Famibo et al. 1992, p. 36.
- ^ Noguchi 1992, p. 36.
- Saito 1993, p. 163.
- Nintendo Power 1994, p. 61.
- Maya & Kyou 1992, p. 249.
- Weekly Famitsu 1992, p. 11.
- ^ Galbraith IV 2008, p. 417.
- Timpone 2002, p. 60.
- Koyama 2023, p. 58.
- ^ Koyama 2023, p. 146.
- ^ Chan 2023, p. 122.
- ジャイアント黒田 2016.
Sources
- 弟切草: 取扱説明書 [Otogirisou: Hypericum Perforatum: Instruction Manual] (in Japanese). Chunsoft. 1992.
- Chunsoft (7 March 1992). Otogirisō (Super Famicom) (in Japanese). Chunsoft.
脚本 - 長坂 秀佳 - 麻野 一哉 - 山崎 修 - 都築 孝史
- Chunsoft (7 March 1992). Otogirisō (Super Famicom) (in Japanese). Chunsoft.
作曲 - 三俣 千代子
- Chunsoft (7 March 1992). Otogirisō (Super Famicom) (in Japanese). Chunsoft.
制作・監督 中村 光一
- "弟切草 蘇生篇" [Otogirisō - Resurrection] (in Japanese). Chunsoft. Archived from the original on 12 December 2000. Retrieved 26 November 2024.
- "週間ファミ通 99/4/2号" [Weekly Famitsu 99/4/2 Issue]. Chunsoft (in Japanese). 2 April 1999. Archived from the original on 12 December 2000. Retrieved 26 November 2024.
- "過去の履歴" [Previous History] (in Japanese). Chunsoft. 2000. Archived from the original on 2 March 2000. Retrieved 29 November 2024.
- "Virtual Console". Nintendo of Japan (in Japanese). Archived from the original on 14 February 2008. Retrieved 27 November 2024.
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- "ゲーム職人" [Game Designer]. MSX・FAN [ja] (in Japanese). Tokuma Shoten Intermedia. August 1994.
- "Only in Japan: Games That Never Made it to America". Nintendo Power. Vol. 56. Nintendo of America. January 1994. ISSN 1041-9551.
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- "Broadcast". Weekly Famitsu (in Japanese). No. 210. ASCII Corporation. 15 December 1992.
- Chan, Ko On (2023). "From Fantasy to Trauma: Sound and Sex in School Days". In Scoggin, Lisa; Plank, Dana (eds.). The Intersection of Animation, Video Games, and Music: Making Movement Sing. Routledge. ISBN 9781000871067.
- Crawford, Rebecca (Spring 2021). "The Sound of Visual Novels". Mechademia: Second Arc. 13 (2). University of Minnesota Press. ISSN 2152-6648.
- Famibo, Tofuya; Mizuno; Morishita, Mariko; Chuji, Giorgio (13 March 1992). "New Games Cross Review". Weekly Famitsu (in Japanese). No. 169. ASCII Corporation.
- Galbraith IV, Stuart (2008). The Toho Studios Story: A History and Complete Filmography. Scarecrow Press. ISBN 978-1461673743. Retrieved 29 October 2013.
- Gantayat, Anoop (10 July 2006). "Gaming Life in Japan". IGN. Archived from the original on 24 June 2021. Retrieved 27 November 2024.
- Haynes, Rik (January 1994). "Fantasy Quest". Super Play. No. 15. Future Publishing. ISSN 0966-6192.
- Koyama, Yuhsuke (2023). History of the Japanese Video Game Industry. Springer Nature. ISBN 978-981-99-1341-1.
- Maya; Kyou (December 1992). "Game Music". Micom BASIC Magazine [ja] (in Japanese).
- McFerran, Damien (6 March 2024). "32 Years On, Spike Chunsoft's First Game Has Been Translated Into English". Time Extension. Gamer Network. Archived from the original on 6 March 2024. Retrieved 26 November 2024.
- Noguchi, Yutaka (1 May 1992). "Software Impression ソフ トウ ェ ア イ ンプ レッ ショソ" [Software Impression Software Impressions]. Weekly Famitsu (in Japanese). ASCII Corporation. p. 36.
- Ogi, Yutaka (26 July 2006). "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" [A Look Back at the Genre that Caused a Stir in the Industry: The Sound Novel]. ねとらぼ (in Japanese). ITmedia [ja; no]. Archived from the original on 29 December 2019. Retrieved 26 November 2024.
- Parish, Jeremy (17 December 2018). "Making a Game in the World's Busiest Crosswalk: The Story Behind 428". Polygon. Archived from the original on 17 December 2018. Retrieved 31 January 2021.
- PON; Koji, Bag (26 March 1999). "サウンドノベル・エボリューション1 - 弟切草 蘇生篇" [Sound Novel Evolution 1 - Otogirisō Resurrection]. Dengeki PlayStation (in Japanese). Vol. 101. ASCII Media Works.
- Saito, Yoshiko (1 January 1993). "1992 Best Game Catalog". GAMEぴあ (in Japanese). Vol. 3. Pia Corporation [ja; hu].
- Sandaiko, Sekai Sandai (9 June 2014). "『街』への想いから昨今のインディーゲームまで――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【後編】" [From Thoughts on "Machi" to Recent Indie Games - A Long Interview with Koichi Nakamura on Chunsoft's 30th Anniversary ]. Famtisu (in Japanese). Archived from the original on 10 June 2014. Retrieved 28 November 2024.
- TAITAI, ed. (9 November 2013). "イシイジロウ氏ら第一線で活躍するクリエイターがアドベンチャーゲームを語り尽くす!――「弟切草」「かまいたちの夜」から始まった僕らのアドベンチャーゲーム開発史(前編)" [Leading creators including Mr. Shiro Ishii Discuss Adventure Games! ― Our History of Adventure Game Development, Which Started with "Otogirisō" and "Banshee's Last Cry"]. 4Gamer.net (in Japanese). Archived from the original on 11 November 2013. Retrieved 28 November 2024.
- Timpone, Anthony (April 2002). "Fantasia: Enter the Fest". Fangoria. No. 211. p. 60. ISSN 0164-2111.
- ジャイアント黒田 (19 November 2016). "『弟切草』ファンだからこそできた『霧切草』。『ダンガンロンパ霧切』も手掛ける、ミステリ作家・北山猛邦氏インタビュー" ["Kirigirisō" was made possible because I am a fan of "Otogirisō". Interview with mystery writer Takekuni Kitayama, who also wrote "Danganronpa: Kirigiri"]. Famitsu (in Japanese). Archived from the original on 22 November 2016. Retrieved 26 November 2024.
- 世界三大三代川 (8 June 2014). "すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】" [It All Started with "Door Door" - A Long Interview with Koichi Nakamura on Chunsoft's 30th Anniversary ]. Famitsu (in Japanese). Archived from the original on 19 November 2024. Retrieved 28 November 2024.