Otogirisou

Otogirisou

released on Mar 07, 1992

Otogirisou

released on Mar 07, 1992

One summer evening, a young man and a woman were driving down a winding mountain road. You take the role of the young man. The young woman is named Nami. The two of you attend the same college. While driving back home from an out-of-town date, you got into an accident. The car's brakes suddenly stopped working, leaving the car totaled and the two of you clueless about where to go, until you spotted the mailbox of a nearby home. Together, you trudged through the woods, struck by the rain and trembling from the lightning. Nami was looking more and more displeased. Emerging from the woods, you found an old western-style mansion gated off with high walls.


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basically just a SNES port of a goosebumps book.

far too early in VN history to have any sort of QOL features like text speed adjustment or auto-advance, so it's agonizingly sluggish. doesn't seem that bad at first since it's a bit faster than speaking speed, but the dialogue and narration are pretty rambly and repetitive, so the inability to skim hurts it greatly. very shlocky and very slow overall, some good music tracks and manages to do some cool things with mood-setting but it inevitably shoots itself in the foot once it leaves the tension and shows you the thing you're supposed to be scared of and it's like a scooby doo villain.

only really worth a look if you're interested in the history of the VN medium as a whole. in that respect it's neat to see where most of it all stemmed from! but on its own merits its just not very good at what its trying to do lol

el prota de este juego es como los tios de los creepypastas de cartuchos malditos pero llevando el "pero no le di importancia" al extremo

never played an snes vn before and this game kinda blew me away with the atmosphere theyre able to create with such old technology... the sound design in this game in particular is phenomenal. that said its pretty cheesy n silly, i dont think it takes itself too too seriously.

the way this game uses choices is pretty interesting. a lot of times it isnt your standard do x or do y kind of choice, but allows you to decide the way the main character actually feels or is affected by things. it feels less like an opportunity to self insert as the mc and more like youre working together with the author to steer the story in the direction you think is most interesting.. there are a TON of them also

Not sure how I feel about this. The slow burn lead up to the reveal is superb, while the rest doesn't do much for me. This would have definitely creeped me out in '92 and it still kinda manages to; some older games are just like that without even trying, but this one is trying. I can see its influence on a lot of stuff, even though this is not really my genre (but I see it in Radical Dreamers which I only played bc Chrono Trigger Gaiden). Not sure what to rate it but it's worth checking out.

Some camp, melodrama and self-indulgent projection - it sure is a 1992 visual novel for teenagers. Afaik it's not the first of its kind, I think I played a few on Master System (and that's before considering how text adventure and point & click fit into this conversation), but the restraint of its visual elements respects the 'novel' aspect very well, setting the least intrusive flavor possible so the reader imagine the rest from context clues. That alone makes this a titanic progenitor in the genre, whereas I feel many prior games are glorified cutscenes and limit the breadth of their story to what they can tangibly render in the game environment. Very interesting. Thank you C_F for sharing and streaming this with the gang.

" It's a poltergeist " - I said, with a shudder
" What's a poltergeist? "
" A geist that polters "