#and some of the texts have a lot of kanji i am unfamiliar with
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everyone please pray or manifest for me that i get one of the easy texts for my exam pleaseeeee
#its an oral exam where you have to read out and translate a piece of text from the curriculum (in japanese)#and some of the texts have a lot of kanji i am unfamiliar with#and while they said that the reading out loud doesnt count and is only to make sure we know how the kanji have to be read#its still kinda embarrassing if i have to stop up every other word bc idk the kanji#but the text i was revising today was so easy compared bc its written from the perspective of a 12 year old#so theres not that many hard words#while some of the other ones describe very unfamiliar phenomena etc#like theres one thats about some sea creature who lives in a hole in the ocean....#idk all those words pleaseeeee#also one thing about japanese is that theres so many onomatopoetica#like as adverbs.... its just onomatopoetica and i dont remember any of themmmmmm#but anyways after the translation part theres a conversation part which would be fine but i havent spoken japanese in 5 months so im#probably super rusty#while i think my reading skills have improved a lot and i learned a lot of new kanji this semester#i have not spoken a coherrent sentence since january lmao#but i actually dont care THAT much about this exam#bc when its the last exam for my entire bachelors degree#i just get extreme exam anxiety and the anxiety only gets worse when i have to come up with stuff in the moment#its fine if i can just stick to a script but i usually fall on the questions they ask
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Chunsoft and Sound Novels
I remember when visual novels weren't quite known as well as they are today. By no means are visual novels a mainstream genre of video games--in fact you won’t be hard pressed to find some “expert” try to argue with you over how they are not games at all--but their notoriety is far more than that of even just ten years prior. For the longest time visual novels were seen as just an anime fandom “thing” that mainstream gamers paid no mind to. Very few titles were discussed outside those that had animes be it a TV series or an erotic OVA, and even some of the earliest visual novels localized into English were done so by anime and manga translation companies and not actual video game publishers.
If I had to pinpoint a time in my own memory where the genre started to get noticed more it would be when the Nintendo DS took off. With the DS there was an increase amount of western releases for visual novels thanks in large part to its touch screen interface working well with adventure style games. This wasn't just noticed by Japanese developers either as a fair share of American and European made adventure style games were developed for the console as well. It seems everybody was anxious to utilize the system’s unique features when the DS started soaring in popularity. The point ‘n click and visual novel genres really had a home on the DS, and because of that a lot of people outside of just the anime community got a taste of these kinds of games with beginner friendly titles such as Ace Attorney, Trauma Center, and Hotel Dusk.
However, despite the Nintendo DS (and later to a lesser extent the PSP and PS Vita) giving gamers a finely curated and easily digestible dose of the genre I’d say the sad thing is the push was pretty small and died out quickly. Instead what seems to be the biggest reason why most video game outlets nowadays talk about visual novels are because of the parody dating sims that started to grow in popularity. Hey, do you want to date some monster? Is your girlfriend a llama? Maybe all you need in your life is to date a pigeon. Don’t try to hide it, we all know you secretly wish you could go out with a YouTuber. Not into dorky millennials, well no problem, we got a game for you--that is if dating other people’s dads is a you thing. Yes, this is the era of the wacky, silly dating sims taking over in the English market. It wasn't always like this however, and yes Japan has had a long history of doujin dating sim parodies themselves, but lately it feels like all people know are the parodies that make good YouTube videos to react to instead of what a large amount of the games in the genre can offer.
Don’t get me wrong however, I’m by no means saying parodies do not have a place nor should they stay out of the limelight, and I definitely love that this fad has ushered in a wave of indie made English titles--but simply put this wave lacks so much variety and has been stretched so thin by this point. For every one creative title that pushes boundaries and gets new people interested in visual novels there are ten bland titles spilled all over Steam that feel like they were made by people with barley a grasp on what a visual novel can be outside of either parody dating or “boobies are pretty awesome”. Some of these bland games are even really well made and have a lot of care and attention added to their interfaces and artwork, but when push comes to shove, they are still just a basic joke stretched to its thinnest level. Visual novels don’t have to be that however, and while most mainstream gaming outlets may still be joking about how great it is to date your kitchen appliances, you don’t have to (unless you want to, in which case I recommend dating the toaster for he is the bravest of all kitchen dwellers).
A lot of this misunderstanding can be tied into the nebulous relationship between visual novel and dating sim, two “genres” that many people debate are separate things entirely yet due to the overlapping nature of the two they are often confused for each other. There’s a great article by Brian Crimmins online that actually goes into heavy detail about how visual novels came to be as a genre and how over time both visual novels and dating sims affected and evolved each other. It’s a wonderful read that I really recommend it for anyone curious about games such as these, but either way, whether or not you think visual novels and dating sims are the same thing or should be counted as separate but similar genres of games; it certainly doesn't seem to stop most western gaming outlets reporting solely on gag dating sims as visual novels and taking away a majority of people’s attention from so much more that these games can offer.
I take back all my complaints
I somewhat lost focus and started rambling today, so let’s move on now and finally discuss what I wanted to talk about--that being, despite there being well known visual novel developers to the tight knit community that follows games such as these--examples including but not limited to: Mages, Type Moon, or Nitroplus--my favorite developer often seems forgotten in the conversation. What company is that you ask? Well, it’s Chunsoft. So today I want to talk about why Chunsoft really should be talked about more in the western fandom and all their contributions to the genre.
Chunsoft is one of the many long standing Japanese developers that have been around for every major home console since the Famicom. Nowadays they are known as Spike Chunsoft after their merger with Spike Co. in April of 2012. For the sake of this blog post however I am mostly going to refer to them as Chunsoft still given everything I really want to talk about predates the merger. Chunsoft’s involvement with Japanese style adventure games and visual novels more or less are tied to the very beginning of the genre. There isn't quite a de facto known “first” visual novel per se, but most fans put the starting line at around 1982 or ‘83 depending on which game they may be talking about and which source they want to use for the release date (remember release dates were not entirely clear back in these early days).
One of the earliest contenders for this honor is Yuji Horii’s adventure game The Portopia Serial Murder Case (Portopia Renzoku Satsujin Jiken), a game that was based around Horii’s interest in western style adventure titles, much like Horii’s later known legendary game Dragon Quest was based around his fascination with Wizzardy and Ultima and how to replicate those games in an easier to understand interface for his home nation. It’s here we can see “visual novel” wasn't even a blip on the radar yet, and there was no definitive understanding of what genres for games really were at the time. Portopia proved to be a major hit during its release however and lives on even to this day as a fondly remembered game (and also a Japanese internet meme). Chunsoft handled the porting of the title to the Famicom and this was the beginning of a long business relationship between Chunsoft president Koichi Nakamura and Enix’s own Yuji Horii as in the years to follow Chunsoft would develop the first five entries in the hit Dragon Quest franchise for Enix.
With the birth of the Super Famicom things began to change between both Enix and Chunsoft. Having developed games primarily for the publisher Enix Chunsoft felt they should move into their own publishing, and soon got certification from Nintendo to do so. After slaving away on four Dragon Quest titles on the Famicom, and also working on the fifth title for the Super Famicom, most of the employees at Chunsoft were burned out so they decided their first self published title should be a simple game. Koichi Nakamura wanted to help make gaming more accessible at the time and took both the team’s exhaustion and his desire for a more casual audience into consideration when they moved forward.
The title Nakamura needed to make had to be simple; a game that anyone could be able to figure out to navigate--even those intimidated by a controller, but despite that also needed to take advantage of the more powerful hardware of the Super Famicom by using Kanji scripts which again would make the experience easier on casual players who had trouble getting into video games because game consoles prior could only display text entirely in Hiragana or Katakana making the reading experience poor and hard to enjoy for Japanese players (see Japanese writing systems for more details). To all these ends the team at Chunsoft decided to create a game entirely around reading to tackle this Hiragana issue and show off the hardware (or at least the hardware’s Kanji capabilities) while also being something anyone of any gaming skill level could enjoy. The game would mostly be text for the player to navigate through and present choices at key moments in the story to advance, cutting out any complicated aspects from western adventure style games that might intimidate the unfamiliar such as solving puzzles or finding hidden items. This is how Otogirisō was born.
Otogirisō (Japanese for St John Wort) was Chunsoft’s very first sound novel, a nomenclature which has since confused the hell out of everyone. But what exactly is a sound novel you may ask? Well, people get kind of convoluted about it. Looking at the definition currently found on Giant Bomb a sound novel can be defined by its heavy reliance on sound effects and music to create a game's atmosphere. Usually sound novels will use minimalist visuals and choose to emphasize the text over the artwork presented on screen--most commonly covering the entire screen in said text instead of keeping text only contained in a dialogue box. Something among these lines is the definition usually seen online when you look into it. It’s not entirely wrong either, but it’s also missing something to it. The term sound novel is a creation of Chunsoft themselves, and something they own a copyright on, this is also often brought up when you search sound novel, but at the time of its creation sound novel was meant to be something really easily understood and not this tangled mess of “a certain kind of visual novel”.
When Chunsoft first created Otogirisō the brand sound novel was added to its box in order to help potential customers understand what kind of game it was. At the time it was just a way to let people unfamiliar with adventure style games (more commonly found in the west) to understand that this title will largely feature reading. In fact when Otogirisō was originally shown to the press in a 1991 Nintendo Space World show the game looked radically different from its finished project. Otogirisō was presented mostly as a book that the player would read, pretty much just like modern e-readers are now, with the exception that it included some sound effects and music. The press at the time was underwhelmed by this so Chunsoft took the game back to the drawing board and created unique visual backgrounds to give the game more flair and in doing so set a certain precedence for future visual novels to follow in.
An important factor to remember here is there was no clear cut way to define games such as these yet. The term visual novel had not yet been coined, and even gamers themselves were not very well aware of genres. As Nakamura admits in a Famitsu interview when asked about the creation of sound novels, “if you look back at the very beginning of video games, for me, the conception of “genre” didn’t exist. Take action games, for example: within that label you had shooting games [note: Shoot ‘em Ups], you had stuff like Pac Man and Dig Dug, and you had more puzzle-y games too. It was very diverse. On the same note, with adventure games, there were Ascii Magazine’s games like Ometesandou Adventure and Minamiseizan Adventure, which were pure text adventures… but you also had things like Mystery House, which had a few pictures, or war simulation games like Fleet Commander. I played all those, and while I recognized there were many different types of games, I never thought about it in terms of genres.” So basically, at the time sound novel was conceived it was just meant to be the most straightforward way to define this Japanese style of adventure gaming that Chunsoft was trying out on the Super Famicom.
But does it end there? Well no. That’s only the part of the answer. Otogirisō ended up being a modest sleeper hit upon its release and this lead to Chunsoft to making more sound novels, with their next title being a legendary game that has since eclipsed Otogirisō as the de facto sound novel; Kamaitachi no Yoru (Night of the Sickle Weasels). This game was a hit, there’s no easy way for me to describe just how big it really was back during its release--out of the pantheon of legendary Japanese games that people in the US and Europe know jack about Kamaitachi no Yoru is one of the highest. Kamaitachi no Yoru is a fantastic game and I talked about it ad nauseum a few years ago when I payed the localized version called Banshee’s Last Cry, check that out if you’d like to know more, and if you’re still somehow able to play it then you’re definitely in for a darn good time.
With the a string of successes in the visual novel marketplace after both Otogirisō and Kamaitachi no Yoru, Chunsoft kept churning out games over the years, many of which are highly respected by the fandom still such as Machi and 428: Shibuya Scramble. All these releases of theirs had a certain tone and atmosphere, not to mention a distinct presentation that didn’t change much over the years and because of that did not look like what visual novels typically look like now. There’s a certain charm and narrative style between all of Chunsoft’s sound novels that is a really strong defining link in their catalogue despite a lot of these games being stand alone--and because of that people come to expect certain things upon seeing the term sound novel. Many titles would eventually come out not made by Chunsoft that shared similarities to their brand--these games followed in the footsteps of Chunsoft’s tone, structure, style, and presentation--and people began to notice, the most famous of which being 07th Expansion’s Higurashi doujin series. This is where we begin to see that murky kind of convoluted aspect of sound novels, as they start to transcend a basic label put on a box almost three decades ago and turn into their own little sub genre or maybe better described as their own style of visual novel.
So what the heck is a sound novel then? The simplest answer is a sound novel is a dated term that Chunsoft used regularly and has since fallen out of use for visual novel; the more complicated answer is that sound novels are both a term used by Chunsoft for their brand of visual novels back before the term visual novel existed and also a certain style of visual novel that is mostly inspired by the early Chunsoft games’ presentation and ambiance.
Top Left to Right: Otogirisō - Chunsoft '92, Kamaitachi no Yoru - Chunsoft '94, and Machi - Chunsoft '98 Bottom Left to Right: Higurashi When They Cry - 07Expansion 2002, Tsukihime - Type Moon 2000, and GeGeGe no Kitaro Maboroshi Fuyu Kaikitan - Bandai '96
Over the years Chunsoft has expanded, changed, and moved beyond their sound novel brand. Despite this however, they have never really stopped putting out solid titles in the visual novel market, and it seems like each new generation of gaming is blessed with at least one visual novel of theirs. My personal favorite title out of all their work from this era would definitely have to be 999: Nine Hours, Nine Persons, Nine Doors on the Nintendo DS. It was because of this game in particular that my love of visual novels in general really started, and Kotaro Uchikoshi’s sharp writing--especially the incredible dialogue and thorough thought narration in protagonist's Junpei’s head still stands at the peak in my mind. Throw in beautiful sprite work based around art from legendary Capcom (and now freelance) artist Kinu Nishimura, and a fantastic soundtrack from the man himself, Shinji Hosoe and you got yourself a meeting of some fantastic minds. I've written about 999 in the past, and you can read about it here, but I still want to write more about it in the future, especially tackling the latest release it got in 2017’s Zero Escape: The Nonary Games.
Recent years have seen Spike Chunsoft make it big with their Dangan ronpa franchise, admittedly however the first Dangan ronpa title should be more attributed to Spike, as the game was released in 2010 two years before their merger. However the two companies together as one have since released three more Dangan ronpa games, and two (or is it three?) Dangan ronpa anime titles, and many, many rereleases and compilations. My own interest in the franchise isn't nearly as strong as everyone else’s seem to be but I did however absolutely adore the last game, Dangan ronpa V3, with how many times it managed to jump the shark, upping the game, and constant plot twist after more ludicrous plot twist. If there was ever a way to end something like Dangan ronpa it was what that game did, and oh boy did I get a kick out of that.
Finally moving past Dangan ronpa, 2019 will see Spike Chunsoft develop and publish Kotaro Uchikoshi’s newest game, AI: The Somnium Files, for the Nintendo Switch, PS4, and Steam which just got its newest trailer and release date announced earlier this week. I am very excited for it personally and love the intricate and complex alternate reality game type marketing the team has been using to build up to its release! This is some next level stuff, and has been tons of fun all on its own.
Then there’s of course one more game I simply cannot pass up mentioning, 428: Shibuya Scramble. Now I briefly spoke this title earlier mentioning later sound novels that have been highly acclaimed, and trust me 428 is definitely beloved; its perfect score in Japanese gaming magazine Famitsu really meant something back in 2008 on the Wii. But why mention this with recent Spike Chunsoft games? Well the answer is easy, 2018 saw the much beloved, super Japanese game finally get an American and European release! And much celebration was had! If anything in this whole blog post remotely sounded interesting to you I really implore you all to go check it out either on the PS4 or Steam, and see what a Chunsoft sound novel is all about. And for the impatient, I will be writing about it next on blog!
Despite Chunsoft changing over time and no longer using their sound novel brand, they have still put out many classic and fantastic games in the visual novel genre. Their later work may take a radically different presentation from their prior titles, but despite their moving away from that set style there are still other developers out there that keep up that mantle. Overall I think the effect Chunsoft has had on the genre is undeniable and anyone missing out on their catalogue of fantastic titles are really missing on some of the best titles visual novels have to offer. That’s why I really wanted to write this blog post about them and put into words my thoughts about this developer’s library that just seems so often overlooked by many others in the fandom, at least in my experience. I hope through all my grumbling, and “kids today” rant I was able to at least get somebody interested in trying out one of their games.
#428#428 Shibuya Scramble#999: Nine Hours Nine Persons Nine Doors#999: 9 Hours 9 Persons 9 Doors#999#Banshee's Last Cry#Chunsoft#Spike Chunsoft#Danganronpa#Higurashi When They Cry#Kamaitachi no Yoru#Koichi Nakamura#Kotaro Uchikoshi#Nintendo DS#Otogirisō#Otogirisou#Portopia#The Portopia Serial Murder Case#Portopia Renzoku Satsujin Jiken#sound novel#video games#visual novel#visual novels#VN#Zero Escape 999#Zero Escape
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Studying with Manga (my method, anyway)
I only just recently started using manga as a study tool because honestly, it’s intimidating to crack open a book and realize just how little you actually know. I wish someone had told me earlier that it doesn’t have to be a terrifying jumble of grammar and kanji I haven’t learned yet, because it’s been a great tool! So I wanted to write a little guide for people who aren’t sure where to start, hopefully this helps someone!
Knowledge you’ll need: Ability to read hiragana & katakana, mid-beginner level grammar and vocab (if you find yourself struggling with every single speech bubble, maybe come back to this method later)
Some benefits to studying with manga:
★ You’ll get exposure to more casual and natural text than what you might find in a textbook
★ You’ll pick up a lot of genre-specific vocab
★ Illustrations make it easier to follow what’s going on based on context if you’re not quite sure about the text
★ It’s fun! And you absorb information better when you’re enjoying yourself :)
And some cons:
★ Speech might be more colloquial than you really want. Make sure you understand the context before you go repeating the dialogue
★ Said genre-specific vocab might not actually be useful, depending on the genre (I know SO MANY yu-gi-oh related words that I am NEVER going to need...)
★ Manga doesn’t care where you are in your textbook, so it’s on you to figure out the things you haven’t learned yet
Picking out a series
The main points to look for is that the language is relatively simple, the kanji has furigana attached and the genre is relevant to you (both because it won’t be very interesting otherwise, and because you’ll be picking up vocab as you go and it’s more useful if it’s vocab you can use in life). Yotsuba&!, Chi’s Sweet Home and Nichijou are some good examples. They can be purchased pretty easily on Amazon.co.jp for about $6 a volume. If you’re impatient it’s not particularly hard to find raw scans online, but please support the artist by buying the manga too :)
Let’s study!
I like to take it one chapter at a time and read each chapter 3-4 times, focusing on different things each time
First read: simply read through the chapter straight through- take your time to understand what you can and make notes of the pages where there’s something you’re unfamiliar with as you come across them, but don’t get hung up on them.
Second read: Go back to the trouble pages and look up any vocab and kanji you don’t know. Write them down along with their translation (if you do flashcards, add them to your deck for later review too!)
Third read: Go through one more time with your newfound vocab knowledge and see how much you can get this time. Look up any grammar you’re struggling with as you go along. Also, take any sentences you understand but had trouble with and add them to your flashcards as well (why & how you should study full sentences via flashcards)
Fourth read: if you have access to the English version of the manga, go through and compare your understanding to the official translation, see if you were wildly off anywhere and figure out why.
Go through each chapter like this and by the end of one volume you should have a ton of kanji and vocab to study, as well as a better understanding of how certain phrases are used and possibly some new grammar points! Neat! And hopefully you had a good time doing it, too :) this is a great way to make studying feel like less of a slog and break yourself out of you textbook comfort zone.
#studying japanese#study tips#langblr#studyblr#japanese langblr#manga#studying with manga#please feel free to reblog with your own tips or manga recs!
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My progress of Japanese and Spanish learning/Carlos Pueblo
It has been several weeks for me to go back to Japanese and Spanish beginner
classes at the community center. I like to report my progress. I appreciate the
opportunity to have one hour a week for both language plus I do have some
study time after classes. I study my old textbooks and review the sentence
patterns which have been applied to the conversation. I believe that I can catch
up with the teachers’ curriculum very easily. It is very interesting that Japanese
language has some verb conjugation and present, pass, and future tenses and
Spanish posts very much challenge to see the regular or irregular verbs change.
I don’t see that in the Mandarin Chinese language which is relied on the adverbs
heavily like time of the current, future, and past.
Nagamoto Sensei asks us to practice some basic sentence such as self- introduction,
family, and daily life routine. We have covered a lot, as much as we can go and with
no restriction of questioning. Japanese language has been influenced by the ancient
Kanji, Chinese characters, very much. I can see the vocabulary just pronunciation in
Difference, of course, there are some Kanji developed after generation which are not
in use in the modern Chinese character. I can say that there is indeed an advantage
for me to learn Japanese other than the westerners who must get involve Kanji
eventually.
I have checked out several children Spanish books to read. I still feel very challenge
to understand such level of Spanish. I try to make an excuse for that it has taken so
much time for me to break through. When I see the new verb, I can guess the root
form and go to the dictionary yet some of the tails of verb are unfamiliar to me and
I have to go back to my grammars text. Spanish has three or more sentences to express
the whole meaning of sentence like in English.
Overall, I am knowable to pop up two or three sentences to start a conversation in
both languages yet I am still unable to watch movies. I may be better off in reading.
One of these days, I hope that I can do a better job like the Mandarin Chinese and
English to express freely.
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