The game starts with a battle inside a train. In the aftermath, the beaten thugs stay on the floor until the train stops. Once off, another fight begins. After that, you proceed to the next screen and another fight begins. This one has no end, just a fade to black and a title drop. No catharsis on any punch or on any victory. After that, another message. A year has gone by. The same gang feud is still going on and getting worse.

After this skip, the first thing you see is Ringo's professor telling him that the last days of high school are coming up, and it’s time to decide where to head on with your life. In here, the already decontextualized beat’em up setting gains a new dimension when noticing that the violence is not just non-cathartic, but a background. Some gangs fight each other, some others want to fight you, you can run away from any of them and if you get beat up there is no fail state, just another action in the world and waking at home after some rest.

This may be a disheartening view of the world just because, but when examining your own actions, it becomes evident that there is no other way, or not easily so. You have no financial support and will starve for most of the time, at the very least on the first days. Your only income source is to pick money from beaten thugs, by your own hand or not, and it’s easy to assume that most of the teenagers around are in a very similar place.

The means for covering basic necessities is just a small part, since Ringo’s life is explored in all its aspects, since he wakes until he goes to sleep. Here it is interesting to see his approach to hobbies or interests like literature, studies, or even exercise, be it through fights or through training with some masters. In any case, the result of taking interest in those topics will be some numbers going up. Simple abstraction or not, intentional or not, despite whether Ringo is interested in what he is doing or not, what remains is a cold number, an objective. This could be compared with how modern Persona games free time actions help you build stats making every decision a strategic decision, at least partially, but here the answer is more vague, or directly non-existent, there is no benefit to what to do or not to do because there are no good or bad outcomes. The usual short length on most events, just a few lines of dialogue, help to convey both the fugacity and sudden impact of the small moments and their relative insignificance on the bigger picture when searching for a change.

The game takes influence from Yakuza and Shenmue, and while it’s easy to see where it comes from, there is a major difference. There is no immediate catharsis on the infinite time for side activities like in Yakuza and no real objective to struggle for like in Shenmue. If anything, it looks more like what San Andreas would be if there were no missions, just going around the neighborhood as the days go by. But the days will eventually end. To me, the most similar game to Ringo Ishikawa is Boku no Natsuyasumi.

Of course, with a very different tone, there is a similar sense in getting up every day and going around from one screen to another looking for things to do in the city. Also, at least in my case, a certain routine started to appear, making each day like a small poetry exercise. I liked to go to some places at some time, to repeat some activities, to create my own daily plan in both games. In both, the intention is to get the better of every day. In Boku no Natsuyasumi, the conclusion was that even the days when nothing happened were as good as any other. In Ringo Ishikawa, even when something happens, the sense is that of still being lost, and then marching another day trying to find something.

Here is a lot to praise about how the map and the scenarios are constructed. Even though the tall infinite buildings can be seen in the background of many screens, the feeling when running around is that the place is too small and that there is a kind of life that cannot be escaped whatever you do.

If Kunio-kun and the eighties manga school gangster aesthetic suggest some sense of freedom through the sheer strength of youth, Ringo Ishikawa uses the template to illustrate the opposite, the end of the fantasy and the realization of how hard it is for a teenager to escape from where they are, or if it is even possible.

I went to school every day because I knew my friends were there.

https://www.youtube.com/watch?v=MTeK48Z2HuA

Reviewed on Mar 19, 2023


2 Comments


1 year ago

Always interested to see how people experience this game, because the almost total lack of explanations means it's very easy to come away with a radically different playthrough from the guy next to you. Did almost two complete playthroughs before I figured out how to do pull-ups on the playground, and this is after seeing gifs indicating that it was possible

Very much agree with the idea of days feeling "lost" - there's a pervading sense of listlessness throughout the game, and most activities don't feel like they get you closer to any goal aside from personal fulfillment. I suspect part of this comes from the very simplified view you get of most locations in the game. Items and places don't have that intensely detailed micro-level Shenmue texture, what matters is that the fast food place serves fast food and the bookstore sells books. Ringo doesn't care about these places beyond that, and it aligns your priorities with his. You do the interesting shit: you hang with his friends

1 year ago

It's a bit strange because it's both nothing going around and everything. Just seeing how some gangs guarded some places, how some NPCs that cannot be interacted in any way (as far as I know) followed some routines gives it a weird contemplative feeling that is both disheartening and comforting in its stillness.

I think a great consequence of not explaining anything and giving you little to no guidance is that a very powerful view on how to approach "open world" games (and the world itself to some extent) is reached very soon. Just be there.