Tumgik
j-minte08 · 3 years
Text
Tumblr media
I am very sad to learn that Naka has retired from SE.
Please spread the word about my past article, Why do I award BalanWonderworld as a masterpiece?
What this game needs is not to spread love, but to spread understanding of the game system.
There are too many people who don't understand how this game works or what its purpose is. Even some fans are like that.
3 notes · View notes
j-minte08 · 3 years
Text
Why do I award BalanWonderworld as a masterpiece?
Tumblr media
Introduction
⚠️I'm using a translator, so I apologize if any parts are difficult to read.
In this article, I will write about why I award Balan Wonderworld as a masterpiece, with answers to criticisms.
When I played the demo version, I thought this game was SO BAD. But I believed Yuji Naka and bought the full version. (Before I knew it, I had bought four of them...) I'm not raving blindly about it.
At first, I was hopelessly disappointed because nothing had changed from the demo version. However, in chapters 2 and 3, I was impressed by the three-dimensionality and beauty of the stages, and in chapter 4, I realized the comfort of gaining freedom through the acquisition of costumes.
By the time I was completely finished, I was convinced that this game was a great piece of work.
This is an article that I wrote after spending nearly 100 hours on this game.
I hope you will read it.
Main part
First of all, this game is not a game with flashy action as its primary objective. (Flashy battle action is possible in some scenes.)
【Puzzle】 【RPG】 【Exploration】
It is structured around these three main components.
The game also features a "Balance AI" that senses the player's movements and makes changes to the difficulty and world. There is also a presentation of my own work, so please take a look!
Please read with the above in mind.
■ One button action is stressful.
▶︎ As mentioned earlier, this game is not intended for flashy action. At its root, it is an RPG and does not require multiple buttons. The reason it's a simple operation is because it doesn't need to be.
There is only one button, but instead the player is given the freedom to select up to three actions of their choice. The way to play Balan is to find your own strategy within these constraints.
Some people point out that you can't jump, but only a few outfits limit jumping. Most of them are attack-oriented outfits. It's up to you to decide whether you want more attack power or more movement power.
If you're still not convinced, this game just isn't to your liking.(If that's you, I recommend the Wii version of Rodea.)
Tumblr media
NiGHTS and Sonic are also action games with simple controls, but the concept is different from Baran, as explained below.
From the very beginning, NiGHTS and Sonic are one-button games that allow for exhilarating action. The action feels good and allows for improvement through trial and error.
However, Balan begins in a state of helplessness. One of his goals is to use his wits and eventually gain the power to run freely around the three-dimensional stage.
Freedom from discomfort. This catharsis is the best part of Balan.
It is also linked to the story's theme of opening closed minds.
■ The structure of the puzzle is sketchy.
▶︎ There is an intention behind this. By making the puzzle structure more flexible, the player is given more choices.
Therefore, each player will have a completely different solution to obtaining a single statue.
Also, each time you play the game, you will find new strategies, making it a game that can be played repeatedly.
This is the reason why Yuji Naka was so confident about this game.
Personally, I think that this action with a puzzle concept has a similar point of view to card games and rock-paper-scissors.
The Mega Man series is a typical example of a game that requires you to observe the situation and your opponent's movements to find the right technique and move. In fact, there is a famous episode where it was derived from rock-paper-scissors. This is also a game where you can enjoy improving through trial and error, but I think the structure of the rules is similar to that of Balan.
Tumblr media
■ It's a pain to stock up on costumes.
▶︎ There is no need to overstock costumes. The minimum number of costumes needed to clear the course will naturally be available. Dependence on certain costumes can make the game monotonous. Also, the BalanceAI can sense your movements and take countermeasures.
As the difficulty level increases, you will have a hard time because the costumes will not come back.
The game is made more interesting by the style of play that allows you to use all the costumes to their fullest extent and bring out the true value of each one.
If you run out, explore the stage while collecting costumes. It may lead to new discoveries.
Even if you don't have a specific costume, there are many situations you can get through by applying other costumes.
This degree of freedom is what makes Balan so interesting. The strategy is left to your imagination.
■ The stage is curved. Isn't this a useless design?
▶︎ The curvature of the map allows you to see every corner of the stage. You may be confused because there is no other game that tries to do something like this. However, this is an ideal map for exploration games.
The basics of this gimmick are used as of chapter 1. Chapter 7, which has particularly large differences in elevation, makes good use of this gimmick.
■ The difficulty level is too low.
▶︎ Basics → Application → Review (Boss battle)
This game is designed to follow the above flow thoroughly. As a result, the difficulty level in the early stages is kept low, but the endgame is quite difficult. I almost lost my mind in chapter 12.
The bosses are easy to defeat. However, it is difficult to conquer all three strategy patterns.
Also, if you keep defeating enemies quickly without taking damage, the difficulty level will increase.Stronger and faster enemies will appear in large numbers.I found the difficulty level increased at chapter 3.
Tumblr media
In other words, the difficulty of the game depends on how good you are.
■ I want to have a HP separate from my costume.
▶︎ This system prompts the player to use a different costume in case of failure.
Depending on the situation, you can either sacrifice valuable costumes, or use inconvenient but well-stocked costumes... The game throws a variety of choices at the player. This gameplay becomes more apparent as the difficulty level increases.
If you separate the HP from the costume, this tense gameplay will be lost.
The system of choosing outfits based on what will happen next fosters the ability to think and survive on one's own. It will also help the child's ego independence.
■ I need more explanations and hints. It's designed in an unfriendly way.
▶︎ It's not a game that requires you to do anything difficult, so if you think about it, you should be able to understand it to some extent. All you have to do is immerse yourself in collecting statues by any route you can think of.
Some people criticize Balan for being old-fashioned, but they are missing the point.
Games are essentially content that teaches you to think and act for yourself. This is a posting of what games should be, and a refreshing return to the basics.
However, I don't mean to criticize modern games. The immersive feeling of being in a movie, and the friendly design of the UI that shows you where you are going so you don't get lost. I think it's a beautiful evolution for today's hectic world where it's hard to find time to be alone.
However, to be honest, it is abnormal to say that only works that follow the latest trends are evaluated, and it is difficult to say that there is creativity in such works. Evolving technology and the presence or absence of originality have completely different meanings.
I would like to say that games like Balan, which have their own rules and think for themselves, are what we need today.
■ I don't understand the story. I want subtitles.
▶︎ With both video and dubbing, the amount of information is extremely high. By not using real words, all the people in the world have the exact same experience. Very romantic, don't you think?
It's not to dismiss the unspoken parts as non-existent, but to let your imagination run wild and have fun with it.
Since ancient times, there has been an aesthetic in Asia that finds meaning in blank spaces.
If you want a more substantial story, I recommend the novel version, which probably has what you want. It is available for Kindle.
At the end
Balan Wonderworld is a game designed to grow with the player the more time they spend playing.
Despite its gorgeous visuals, the reality of the story is deep and Yuji Naka's philosophy shines through, making it a masterpiece that can be called a compilation of his work.
At first, you may find some scenes difficult or the system annoying. However, they all have a meaning and will make sense as you continue to play.
Balan is built on a very complete system.
EVERY MOMENT IS AN ADVENTURE... This tagline is true.
But the fact is that Balan is a very peaky game. But that's also true for Sonic and NiGHTS.
If you have enjoyed Yuji Naka's past works, you will surely understand the quality of Balan. I recommend that you take the time to face this game first without any preconceived notions.
Tumblr media
Now that I've spoken highly of Balan, I'd like to offer some criticism of the official advertising.
I think the main reason for this failure was the poor choice of stages included in the demo version, which made it difficult to convey the fun of expanding the degree of freedom by acquiring costumes, the sense of freedom, and the fun of being able to create a number of unique strategies.
As for the official SNS, rather than introducing the costumes and the storyline by themselves, the official should have done a better job of showing how they are all connected to make this game interesting.
That's how it looked from my personal point of view, but I believe that the current situation is the result of continuous failures in the area of advertising.
I'm so disappointed that this masterpiece is being buried, and I hope that the officials will have the guts to turn its reputation upside down even now.
Hopefully, this game will get the recognition it deserves. I love Balan Wonderworld.
Tumblr media
72 notes · View notes
j-minte08 · 3 years
Text
Some of the contents have been brushed up and updated.
内容の一部を修正・追記し更新しました。
ENGver
日本語版
21 notes · View notes
j-minte08 · 3 years
Text
【やり込みに応じて変化を遂げる傑作 バランワンダーワールド】 批判に対する個人的な回答まとめ
Tumblr media
このブログではバランによくある批判に対する個人的な回答を、私がこのゲームを傑作と賞する理由を交えて書いていきます。
正直なところ私は体験版をプレイした時、評価が地の底まで落ちてました。
が、私は中裕司氏の自信と、彼を高く評価していたバラン役・鈴村健一氏の想いを信じ、製品版を予約購入。(いつの間にか4本買ってた…) なので決して盲目的にこのゲームを評価しているわけではありません。
最初は体験版と何も変化がなく絶望しながら歩いていたのですが、2章と3章でステージの立体感と美しさに感動し、4章では衣装の入手によって自由を得る心地良さにじわじわと気付いて行きました。
クリアする頃にはこのゲームはまごう事なき傑作だと確信を得ていたのを覚えています。
このブログはそんな私が100時間近くこのゲームと真剣に向き合い書いたものになります。
言いたい事を言い切りたい自己満足のために書いたようなブログですが、もしお時間許すのであれば是非最後まで読んで頂きたく思います。
本題
まずこのゲームは派手なアクションを第一の目的としたゲームではありません。探索に重きを置いた謎解きゲーです。(場面によっては激しいバトルアクションも可能ですが今回は割愛)どんなゲームかは私の自作プレゼンをご参照ください。
【パズル】 【RPG】 【探索】
バランは主にこの3つを軸に構成されています。カードゲームの要領にも近いかもしれませんが根本はおそ��くRPG。
またプレイヤーの動きを察知して難易度とワールドに変化をもたらす「バランスAI」がこのゲームには備わっています。(バランスAIの記事のリンクを貼っておきます。)
以上のことを踏まえてお読み下さい。
■ワンボタンアクションに不自由を感じてストレス。
▶︎ 前述の通り、このゲームは派手な爽快アクションを第一目的としていません。限界までシンプルな操作方法に落とし込まれているのは、必要がないからです。
ワンボタンの代わりに、プレイヤーは好きなアクションを3つまで選択する自由が与えられています。この制約の中で知恵を絞り独自の攻略法を見つけるのがバランの遊び方です。
またジャンプが出来ないことを指摘する意見がありますが、ジャンプが制限される衣装はごく一部で、その殆どが攻撃に特化した衣装です。攻撃力を取るか移動力を取るかは貴方の判断次第です。
難易度が上がり敵が強くなるとこれが半分ギャンブルの様な緊張感を生みます。
それでも納得出来ないならこのゲームは貴方の好みに合わなかっただけです。そんな貴方にはWii版「天空の機士ロデア」がおすすめ。(中氏手掛ける爽快フ��イトアクション)
Tumblr media
▲本来6章の衣装で入手出来るスタチューだが、自分なりに考えて4章までの衣装で攻略した時のSS
ナイツやソニックもシンプルな操作のアクションゲームですが、バランとはコンセプトが全く異なることを以下に説明しておきます。
ナイツやソニックは最初からワンボタンで爽快なアクションが可能なゲームで、トライアンドエラーによる上達を感じられます。
しかしバランは、ジャンプ以外に何も出来ない全くの無力な状態から始まります。知恵を使い最終的には立体的なステージを自由に駆け回れる力を手に入れる事が1つのゴールとなっています。
不自由からの解放。このカタルシスこそがバランの醍醐味と言えるでしょう。
閉ざした心を開くという物語のテーマともリンクしています。
■謎解きの作りがゆるくない?
▶︎ これには意図があります。ステージを敢えて崩したパズル構成にすることで攻略に柔軟性が生まれ、プレイヤーにはより多くの選択肢から好きな攻略法を選べる様になります。
そのため同じスタチューを入手するにしても、プレイヤーによって全く異なった解法が生まれます。人のプレイを見ると皆さん自分と全く違う解を編み出していて本当に驚かされます。
これはプレイする度新しい攻略法が見つかり繰り返し遊べるゲームに仕上がっていることを意味します。
ここが中裕司氏がこのゲームに自信を持った理由の1つです。
個人的にはこのパズルの概念を持ったアクションにはカードゲームやジャンケンに近い要領があると考えています。状況や相手の動きを観察し、それに適した技や動きが求められる作品というとロックマンシリーズなどがその代表でしょうか。実際にジャンケンから派生して生まれたエピソードは有名です。
こちらはトライアンドエラーによる上達を楽しむゲームではありますが、ルールの構造はバランと似ている部分があると思います。
Tumblr media
▲上画像は5章だが、正規のルートを無視して2章の衣装だけで地形を攻略したり。
■衣装をストックするのが面倒だ。
▶︎ 衣装を過剰にストックする必要はありません。クリアに最低限必要な衣装は自然と揃っていきます。
特定の衣装への依存はゲームを単調にしますし、AIは貴方の動きを察知し対策を取ってきます。難易度が上がれば衣装が復活しにくくなるため、苦戦を強いられるでしょう。
全ての衣装を満遍なく使い、それぞれの真価を引き出すプレイスタイルがこのゲームをより面白くします。
どうしても不足した時は衣装を集めのと並行してステージを探索しましょう。新たな発見に繋がるかもしれません。
特定の衣装がなくても、他の衣装を応用する事で切り抜けられる場面は多くあります。この自由度の高さこそがバランの良さ。
攻略方法は貴方の想像力に委ねられているのです。
■一部のステージが湾曲していて酔う。何のための仕様?
▶︎ すまない!3D酔いに関しては中ゲーとはそういうものだと諦めて下さい。湾曲により、ステージの隅々まで見渡せる構造になっています。似た様な試みのゲームが他にない為最初こそ戸惑いますがこれは探索ゲームにおける理想のマップと言えます。
1章の時点でこのギミックの基本は利用されており、特にステージ内の高低差が大きい7章はこのギミックを非常に上手く活用しています。
■ 難易度が低すぎる。手応えが欲しい。
▶︎ 基本を見せる→応用問題→おさらい(ボス戦)
このゲームは上記の流れを徹底して作られています。
そのため序盤の難易度は抑えられていますが、終盤はかなり難しくなっています。初見12章はみんなのトラウマ。
ボスは倒すだけなら確かに簡単です。しかし3つの攻略パターン全てを制覇するとなると難しいといった絶妙なバランスとなっています。
加えてダメージを受けずに素早く敵を倒し続けるとバランスAIによって難易度が上がる仕組みになっており、より強くより早い敵が大量に出現する様になります。(私は3章の時点で赤スタンプ判定になりました)
Tumblr media
▲強化雑魚に全部衣装ひっぺがされた時。強すぎ。
つまりゲームの難易度は貴方の腕前で上下するのです。手応えが欲しくば己が強くなるのみ。
■衣装とは別にHPゲージが欲しい。
▶︎ このシステムは衣装をロストした際に、プ���イヤーが別の衣装を使う様に促します。
場面によっては貴重な衣装を犠牲にするか、不便だがストックの多い衣装を利用するか…このゲームは様々な選択肢をプレイヤーに投げかけてきます。難易度が上がるとこのゲーム性は顕著に現れます。
HPと衣装を分けてしまうと、この緊張感のあるゲーム性が失われます。
次に起きることを想定して衣装を選択するシステムは、「自分で考え生き残る力」を育みます。ターゲット層である子供の自我の独立にも役立つのではないでしょうか。
■もっと説明やヒントが欲しい。設計が不親切だ。
▶︎ 難しいことを求められるゲームではないので考えて進めればある程度は理解出来るはずです。思いつく限りのルートでスタチューを集める事に没頭するのみです。
他にバランを古臭いと批判する声がありますが、それは的外れな意見です。
ゲームとは本来、自分で考え動くことを学ぶコンテンツです。受け身ではなく自分から動く姿勢を求められるバランはゲームの本来あるべき姿の掲示であり、爽やかな原点回帰と言うべきでしょう。
ただ私は現代のゲームを批判するつもりはありません。映画の中に入り込んだかの様な没入感、行先を示してくれるUIによって迷う事のない親切な設計…慌ただしく1人の時間を作ることが難しい現代に適応した美しい進化だと思います。(デト◯イトは良いゲーム)
しかし流行をなぞった作品だけが評価されるというのも正直言って異常な話ですし、そこにクリエイティビティがあるとも言い難い。進化した技術と独創性の有無は全く意味が違います。
だからこそバランの様に独自のルールを持ち、自分で考えるゲームこそが現代に必要な存在なのだと私は言いたい。
■ストーリーが理解出来ない。字幕がほしい。
▶︎ 映像も吹き替えもあり、情報量は非常に多いはずです。(それを言ったらナイツはもっと言葉がない。)
そして実在する言葉を使わないことにより、世界中全ての人が全く同じ体験をしています。私はこれを非常にロマンチックだと思いました。真のグローバルとはこのことか!
語られていない部分を無いものと見なすのではなく、想像を膨らませて楽しみましょう。
アジアには古来より空白に意味を見出す美学が存在しています。
より骨のある物語を望むのならば小説版をお勧めします。おそらく貴方の望むものがあるはずです。紙媒体・Kindleで購入可能です。
最後に
バランワンダーワールドは時間をかけてプレイする程、ゲームの方もプレイヤーに合わせた成長を遂げるデザインになっています。
華やかなビジュアルとは裏腹に、その実態は奥深く、中裕司氏の哲学が光る彼の集大成とも言える傑作でしょう。
最初こそ不自由さに虚無を感じたり煩わしく思う場面があるかと思います。しかしそれらには全て意味があり、プレイを続ける事で納得がいくと思います。実際に私がそうでした。
「どんな時間も無駄ではなかった」のキャッチコピーに偽りなしです。
ただ事実としてバランは非常にピーキーなスルメゲーです。しかしそれはソニックとナイツにも言える事で、中裕司氏の過去の作品を楽しんだ方ならバランの良さも必ず理解出来るはずです。
下手な先入観を持たず、まずは時間をかけてこのゲームに向き合うことをおすすめします。
Tumblr media
ここまでバランを高く評価してきましたが、公式の宣伝に対しての批評も述べたいと思います。
今回の失敗は体験版に収録したステージのチョイスが悪く、衣装の入手によって自由度が広がる楽しさに解放感・独自の攻略法をいくつも生み出せる面白さが伝わりにくい作りになっていた事が大きな原因だと思っています。
公式SNSに関しても衣装やストーリーを単体で紹介するよりも、それぞれがどう繋がっていてこのゲームは面白いのかを公式はもっと上手くアピールするべきだったなと。
私個人の視点からそう見えたという話ですが、宣伝の部分で失敗を積み重ね続けた結果がこの現状だと思っています。
この傑作が埋もれてしまうのが余りにも悔しくて、今からでも評価をひっくり返すガッツを公式には見せていただきたい所です。
最後に、願わくばこのゲームが正当に評価され人々に長く愛されます様に。
Tumblr media
※記事内画像は全てスクリーンショット
※以下参考資料及び自作プレゼン
13 notes · View notes
j-minte08 · 3 years
Text
Why do I award BalanWonderworld as a masterpiece?
Tumblr media
Introduction
⚠️I'm using a translator, so I apologize if any parts are difficult to read.
In this article, I will write about why I award Balan Wonderworld as a masterpiece, with answers to criticisms.
When I played the demo version, I thought this game was SO BAD. But I believed Yuji Naka and bought the full version. (Before I knew it, I had bought four of them...) I'm not raving blindly about it.
At first, I was hopelessly disappointed because nothing had changed from the demo version. However, in chapters 2 and 3, I was impressed by the three-dimensionality and beauty of the stages, and in chapter 4, I realized the comfort of gaining freedom through the acquisition of costumes.
By the time I was completely finished, I was convinced that this game was a great piece of work.
This is an article that I wrote after spending nearly 100 hours on this game.
I hope you will read it.
Main part
First of all, this game is not a game with flashy action as its primary objective. (Flashy battle action is possible in some scenes.)
【Puzzle】 【RPG】 【Exploration】
It is structured around these three main components.
The game also features a "Balance AI" that senses the player's movements and makes changes to the difficulty and world. There is also a presentation of my own work, so please take a look!
Please read with the above in mind.
■ One button action is stressful.
▶︎ As mentioned earlier, this game is not intended for flashy action. At its root, it is an RPG and does not require multiple buttons. The reason it's a simple operation is because it doesn't need to be.
There is only one button, but instead the player is given the freedom to select up to three actions of their choice. The way to play Balan is to find your own strategy within these constraints.
Some people point out that you can't jump, but only a few outfits limit jumping. Most of them are attack-oriented outfits. It's up to you to decide whether you want more attack power or more movement power.
If you're still not convinced, this game just isn't to your liking.(If that's you, I recommend the Wii version of Rodea.)
Tumblr media
NiGHTS and Sonic are also action games with simple controls, but the concept is different from Baran, as explained below.
From the very beginning, NiGHTS and Sonic are one-button games that allow for exhilarating action. The action feels good and allows for improvement through trial and error.
However, Balan begins in a state of helplessness. One of his goals is to use his wits and eventually gain the power to run freely around the three-dimensional stage.
Freedom from discomfort. This catharsis is the best part of Balan.
It is also linked to the story's theme of opening closed minds.
■ The structure of the puzzle is sketchy.
▶︎ There is an intention behind this. By making the puzzle structure more flexible, the player is given more choices.
Therefore, each player will have a completely different solution to obtaining a single statue.
Also, each time you play the game, you will find new strategies, making it a game that can be played repeatedly.
This is the reason why Yuji Naka was so confident about this game.
Personally, I think that this action with a puzzle concept has a similar point of view to card games and rock-paper-scissors.
The Mega Man series is a typical example of a game that requires you to observe the situation and your opponent's movements to find the right technique and move. In fact, there is a famous episode where it was derived from rock-paper-scissors. This is also a game where you can enjoy improving through trial and error, but I think the structure of the rules is similar to that of Balan.
Tumblr media
■ It's a pain to stock up on costumes.
▶︎ There is no need to overstock costumes. The minimum number of costumes needed to clear the course will naturally be available. Dependence on certain costumes can make the game monotonous. Also, the BalanceAI can sense your movements and take countermeasures.
As the difficulty level increases, you will have a hard time because the costumes will not come back.
The game is made more interesting by the style of play that allows you to use all the costumes to their fullest extent and bring out the true value of each one.
If you run out, explore the stage while collecting costumes. It may lead to new discoveries.
Even if you don't have a specific costume, there are many situations you can get through by applying other costumes.
This degree of freedom is what makes Balan so interesting. The strategy is left to your imagination.
■ The stage is curved. Isn't this a useless design?
▶︎ The curvature of the map allows you to see every corner of the stage. You may be confused because there is no other game that tries to do something like this. However, this is an ideal map for exploration games.
The basics of this gimmick are used as of chapter 1. Chapter 7, which has particularly large differences in elevation, makes good use of this gimmick.
■ The difficulty level is too low.
▶︎ Basics → Application → Review (Boss battle)
This game is designed to follow the above flow thoroughly. As a result, the difficulty level in the early stages is kept low, but the endgame is quite difficult. I almost lost my mind in chapter 12.
The bosses are easy to defeat. However, it is difficult to conquer all three strategy patterns.
Also, if you keep defeating enemies quickly without taking damage, the difficulty level will increase.Stronger and faster enemies will appear in large numbers.I found the difficulty level increased at chapter 3.
Tumblr media
In other words, the difficulty of the game depends on how good you are.
■ I want to have a HP separate from my costume.
▶︎ This system prompts the player to use a different costume in case of failure.
Depending on the situation, you can either sacrifice valuable costumes, or use inconvenient but well-stocked costumes... The game throws a variety of choices at the player. This gameplay becomes more apparent as the difficulty level increases.
If you separate the HP from the costume, this tense gameplay will be lost.
The system of choosing outfits based on what will happen next fosters the ability to think and survive on one's own. It will also help the child's ego independence.
■ I need more explanations and hints. It's designed in an unfriendly way.
▶︎ It's not a game that requires you to do anything difficult, so if you think about it, you should be able to understand it to some extent. All you have to do is immerse yourself in collecting statues by any route you can think of.
Some people criticize Balan for being old-fashioned, but they are missing the point.
Games are essentially content that teaches you to think and act for yourself. This is a posting of what games should be, and a refreshing return to the basics.
However, I don't mean to criticize modern games. The immersive feeling of being in a movie, and the friendly design of the UI that shows you where you are going so you don't get lost. I think it's a beautiful evolution for today's hectic world where it's hard to find time to be alone.
However, to be honest, it is abnormal to say that only works that follow the latest trends are evaluated, and it is difficult to say that there is creativity in such works. Evolving technology and the presence or absence of originality have completely different meanings.
I would like to say that games like Balan, which have their own rules and think for themselves, are what we need today.
■ I don't understand the story. I want subtitles.
▶︎ With both video and dubbing, the amount of information is extremely high. By not using real words, all the people in the world have the exact same experience. Very romantic, don't you think?
It's not to dismiss the unspoken parts as non-existent, but to let your imagination run wild and have fun with it.
Since ancient times, there has been an aesthetic in Asia that finds meaning in blank spaces.
If you want a more substantial story, I recommend the novel version, which probably has what you want. It is available for Kindle.
At the end
Balan Wonderworld is a game designed to grow with the player the more time they spend playing.
Despite its gorgeous visuals, the reality of the story is deep and Yuji Naka's philosophy shines through, making it a masterpiece that can be called a compilation of his work.
At first, you may find some scenes difficult or the system annoying. However, they all have a meaning and will make sense as you continue to play.
Balan is built on a very complete system.
EVERY MOMENT IS AN ADVENTURE... This tagline is true.
But the fact is that Balan is a very peaky game. But that's also true for Sonic and NiGHTS.
If you have enjoyed Yuji Naka's past works, you will surely understand the quality of Balan. I recommend that you take the time to face this game first without any preconceived notions.
Tumblr media
Now that I've spoken highly of Balan, I'd like to offer some criticism of the official advertising.
I think the main reason for this failure was the poor choice of stages included in the demo version, which made it difficult to convey the fun of expanding the degree of freedom by acquiring costumes, the sense of freedom, and the fun of being able to create a number of unique strategies.
As for the official SNS, rather than introducing the costumes and the storyline by themselves, the official should have done a better job of showing how they are all connected to make this game interesting.
That's how it looked from my personal point of view, but I believe that the current situation is the result of continuous failures in the area of advertising.
I'm so disappointed that this masterpiece is being buried, and I hope that the officials will have the guts to turn its reputation upside down even now.
Hopefully, this game will get the recognition it deserves. I love Balan Wonderworld.
Tumblr media
72 notes · View notes