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Famicom Detective Club

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An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story , driven by exploration and/or puzzle-solving . The genre 's focus on story allows it to draw heavily from other narrative -based media, such as literature and film , encompassing a wide variety of genres. Most adventure games ( text and graphic ) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork , King's Quest , Monkey Island , Syberia , and Myst .

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122-525: Famicom Detective Club is an adventure game duology developed and published by Nintendo for the Family Computer Disk System . The first entry, The Missing Heir , was released in 1988, followed by a prequel released the next year titled The Girl Who Stands Behind . In both games, the player takes on the role of a young man solving murder mysteries in the Japanese countryside. The duology

244-642: A minigame from another video-game genre, which adventure-game purists do not always appreciate. Hybrid action-adventure games blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace. This definition is hard to apply, however, with some debate among designers about which games classify as action games and which involve enough non-physical challenges to be considered action-adventures. Adventure games are also distinct from role-playing video-games that involve action, team-building , and points management. Adventure games lack

366-469: A quest , or is required to unravel a mystery or situation about which little is known. These types of mysterious stories allow designers to get around what Ernest W. Adams calls the "Problem of Amnesia", where the player controls the protagonist but must start the game without their knowledge and experience. Story-events typically unfold as the player completes new challenges or puzzles, but in order to make such storytelling less mechanical, new elements in

488-612: A "respected designer" felt it was impossible to design new and more difficult adventure puzzles as fans demanded, because Scott Adams had already created them all in his early games. Another factor that led to the decline of the adventure game market was the advent of first-person shooters , such as Doom and Half-Life . These games, taking further advantage of computer advancement, were able to offer strong, story-driven games within an action setting. This slump in popularity led many publishers and developers to see adventure games as financially unfeasible in comparison. Notably, Sierra

610-531: A 20.90 out of 25 score. Yuge ' s Ayu Uzuki regarded The Missing Heir as a "masterpiece" of adventure games, praising the Seishi Yokomizo -like world building. Uzuki also noted that the atmosphere in The Girl Who Stands Behind was different to the previous game but commended its familiar school setting for being scary. Reviewing in 2016, Den Faminico Gamer called The Girl Who Stands Behind

732-757: A cartridge with both games, an artbook, soundtrack CDs, and other collectibles. The Switch remakes feature voice acting, unlike the originals. All voice tracks are in Japanese, with subtitles available in English. The protagonist is voiced by Megumi Ogata , and Yuko Minaguchi reprises her role as Ayumi Tachibana after voicing her in BS Tantei Club: Yuki ni Kieta Kako on the Satellaview in 1997. Famicom Detective Club fans made efforts to preserve game data related to BS Detective Club: Yuki ni Kieta Kako, especially since it has yet to be translated outside of Japanese. This

854-401: A character." Jenni Lada of Siliconera wrote that the story of The Girl Who Stands Behind was "genuinely dramatic and thrilling," and found its suggestion of supernatural elements to be intriguing. The gameplay was largely criticized, with numerous reviewers opining that its 1980s-era design had not aged well, and that its trial-and-error nature was frustrating and repetitive. Lada regarded

976-448: A combined 20,949 physical copies in Japan. The presentation and updated visuals were highly praised by critics. CJ Andriessen of Destructoid called the games' artwork "outstanding" and "rich with details," while Graham Russell of Siliconera and Chris Scullion of Video Games Chronicle similarly described it as feeling like interactive anime. Hope Bellingham of GamesRadar compared

1098-404: A cursor over the scene which the player can direct to an item or area to interact with. At certain points in the story, the player is asked to answer questions, and must scroll through letters to write out an answer. The player may save their progress to return to the game later when the option is listed in the command menu. The story begins with a man, Amachi, discovering the fallen protagonist on

1220-459: A deflated inner tube on a cactus to create a slingshot, which requires a player to realize that an inner tube is stretchy. They may need to carry items in their inventory for a long duration before they prove useful, and thus it is normal for adventure games to test a player's memory where a challenge can only be overcome by recalling a piece of information from earlier in the game. There is seldom any time pressure for these puzzles, focusing more on

1342-469: A fashion in the title realMyst . Other puzzle adventure games are casual adventure games made up of a series of puzzles used to explore and progress the story, exemplified by The Witness , Ghost Trick: Phantom Detective , and the Professor Layton series of games. Narrative adventure games are those that allow for branching narratives, with choices made by the player influencing events throughout

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1464-527: A girl named Ayumi Tachibana and a boy named Hitomi Kawaii. It soon emerges that Yoko was deep into an investigation of "The Tale of the Girl Who Stands Behind," a rumor involving a ghost of a blood-soaked girl that stands behind a student, and the trio set out to discover the truth behind this rumor. The Past that Disappeared in the Snow Ayumi writes a letter to her friend Reiko, reminiscing about

1586-409: A graphics window with interactive clickable hotspots and occasional animations, drop-down menus for the player to select actions from, and a text window with a text parser and a log describing the results of the player's actions. Planet Mephius , released in 1983, had a keyboard-driven point-and click interface (see § Early point-and-click adventures (1983–1995) below), but Enchanted Scepters

1708-423: A list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of

1830-544: A lot more beautiful moments" in comparison to The Girl Who Stands Behind . The character Ayumi Tachibana starred in BS Tantei Club: Yuki ni Kieta Kako , an adventure game released by Nintendo in 1997 for the Satellaview , a satellite modem peripheral for the Super Famicom. It was broadcast in three chapters; the first from February 9–15, the second from February 16–22, and the last from February 23–March 1. The player takes

1952-622: A mainstream adult audience. Myst held the record for computer game sales for seven years—it sold over six million copies on all platforms, a feat not surpassed until the release of The Sims in 2000. In addition, Myst is considered to be the "killer app" that drove mainstream adoption of CD-ROM drives, as the game was one of the first to be distributed solely on CD-ROM, forgoing the option of floppy disks. Myst ' s successful use of mixed-media led to its own sequels, and other puzzle-based adventure games, using mixed-media such as The 7th Guest . With many companies attempting to capitalize on

2074-480: A means of achieving funding. The 2000s saw the growth of digital distribution and the arrival of smartphones and tablet computers , with touch-screen interfaces well-suited to point-and-click adventure games. The introduction of larger and more powerful touch screen devices like the iPad allowed for more detailed graphics, more precise controls, and a better sense of immersion and interactivity compared to personal computer or console versions. In gaming hardware,

2196-670: A memo feature allowing players to review information on characters in the story. In November 2000, Nintendo Online Magazine reported that The Girl Who Stands Behind was the seventh most popular Super Famicom game out of 163 available for the Nintendo Power service. Fans released a translation patch for this version in 2004. The original Disk System duology was re-released for the Game Boy Advance in August 2004 in emulated form. They were released as two separate game carts among ten total in

2318-520: A new audience to adventure games. Yoshio Sakamoto Yoshio Sakamoto ( Japanese : 坂本 賀勇 , Hepburn : Sakamoto Yoshio ) (born July 23, 1959) is a Japanese video game designer , director , and producer . He has worked at Nintendo since 1982. He has directed several games in the Metroid series. He is one of the most prominent members of Nintendo's former Research and Development 1 division, along with Gunpei Yokoi and Toru Osawa. Sakamoto

2440-454: A novel "verb-object" interface, showing all possible commands the player could use to interact with the game along with the player's inventory, which became a staple of LucasArts' own adventure games and in the genre overall. Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade, as they were able to offer narratives and storytelling that could not readily be told by

2562-498: A number of hybrid graphical adventure games, borrowing from two or more of the above classifications. The Zero Escape series wraps several escape-the-room puzzles within the context of a visual novel. The Adventures of Sherlock Holmes series has the player use point-and-click type interfaces to locate clues, and minigame -type mechanics to manipulate those clues to find more relevant information. While most adventure games typically do not include any time-based interactivity by

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2684-442: A pioneer in school ghost stories ahead of works like the novel and film series Gakkō no Kaidan . Playing a fan translation of the Super Famicom remake, VentureBeat was impressed and highlighted the anime-style graphics, color schemes, and eerie soundtrack. The Famicom Detective Club remakes received "mixed or average" reviews on Switch, according to review aggregator site Metacritic . As of June 2021, both games have sold

2806-508: A publisher right now and pitch an adventure game, they'd laugh in my face." Though most commercial adventure game publication had stopped in the United States by the early 2000s, the genre was still alive in Europe. Games such as The Longest Journey by Funcom as well as Amerzone and Syberia , both conceived by Benoît Sokal and developed by Microïds , with rich classical elements of

2928-452: A response from the game character. These conversations are often designed as a tree structure , with players deciding between each branch of dialog to pursue. However, there are always a finite number of branches to pursue, and some adventure games devolve into selecting each option one-by-one. Conversing with characters can reveal clues about how to solve puzzles, including hints about what that character wants before they will cooperate with

3050-482: A scene, to which players responded by moving a joystick and pressing a button, and each choice prompted the game to play a new scene. The video may be augmented by additional computer graphics; Under a Killing Moon used a combination of full-motion video and 3D graphics . Because these games are limited by what has been pre-rendered or recorded, player interactivity is limited in these titles, and wrong choices or decisions may lead quickly to an ending scene. There are

3172-418: A separating point. Its development was considered a break-through in technology, utilizing the first fixed-camera perspective in a 3D game, and now recognized as the first 3D survival horror game, going on to influence games such as Fatal Frame , Resident Evil , and Silent Hill , with its influence seen within other titles such as Clock Tower and Rule of Rose . Myst , released in 1993 by Cyan Worlds ,

3294-400: A variety of input types, from text parsers to touch screen interfaces. Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to

3416-479: A whole subgenre informally entitled "Russian quest" emerged following the success of Red Comrades Save the Galaxy (1998) and its sequels: those games often featured characters from Russian jokes , lowbrow humor , poor production values and "all the worst things brought by the national gaming industry". Israel had next to a non-existent video gaming industry, nevertheless Piposh (1999) became extremely popular, to

3538-551: Is a key member in the development of the Metroid series . Sakamoto grew up with Nintendo toys, which he felt were inventive. The company hired him in 1982, when he graduated from art college. His first projects at Nintendo were the design of pixel art for the Game & Watch handheld Donkey Kong , and the arcade game Donkey Kong Jr. He turned to the Nintendo Entertainment System afterward, for which he designed

3660-537: Is a strange saying in the village that the dead will return to life to kill anyone who attempts to steal the treasure of the Ayashiro family. As the protagonist investigates the mysterious death of Kiku Ayashiro, he discovers the terrifying connection between this saying and the serial killings which take place. Three years before the events of The Missing Heir , The protagonist, a 15-year-old boy, escapes his orphanage to look for his parents. Two police officers chase after

3782-403: Is also a popular tool known for adventures such as MOTAS and the escape the room genre entries. Following the demise of the adventure genre in the early 2000s, a number of events have occurred that have led to a revitalization of the adventure game genre as commercially viable: the introduction of new computing and gaming hardware and software delivery formats, and the use of crowdfunding as

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3904-414: Is considered one of the genre's more influential titles. Myst included pre-rendered 3D graphics, video, and audio. Myst was an atypical game for the time, with no clear goals, little personal or object interaction, and a greater emphasis on exploration, and on scientific and mechanical puzzles. Part of the game's success was because it did not appear to be aimed at an adolescent male audience, but instead

4026-425: Is controversial, and many developers now either avoid it or take extra steps to foreshadow death. Some early adventure games trapped the players in unwinnable situations without ending the game. Infocom 's text adventure The Hitchhiker's Guide to the Galaxy has been criticized for a scenario where failing to pick up a pile of junk mail at the beginning of the game prevented the player, much later, from completing

4148-426: Is due to accessing the audio files that were broadcast through Satellaview with the game. Nintendo rarely acknowledges any games that were mostly published through Satellaview. The Famicom Detective Club duology received positive reception from Japanese critics. Public reception was also positive; readers of Famimaga voted in a poll to give The Missing Heir a 19.30 out of 25 score and The Girl Who Stands Behind

4270-450: Is expected to be known and used by the player to overcome the challenges. This sets the puzzles apart from Logic puzzles where all the information needed to solve said problem is presented within the context of the situation, such as combination locks or other machinery that the player must learn to manipulate, though lateral thinking and conceptual reasoning puzzles may include the use of logical thinking. Some puzzles are criticized for

4392-831: Is reactive to the player. Most Telltale Games titles, such as The Walking Dead , are narrative games. Other examples include Sega AM2 's Shenmue series, Konami 's Shadow of Memories , Quantic Dream 's Fahrenheit , Heavy Rain and Beyond: Two Souls , Dontnod Entertainment 's Life Is Strange series, Supermassive Games ' Until Dawn , and Night in the Woods . Walking simulators, or environmental narrative games, are narrative games that generally eschew any type of gameplay outside of movement and environmental interaction that allow players to experience their story through exploration and discovery. Walking simulators feature few or even no puzzles at all, and win/lose conditions may not exist. The simulators allow players to roam around

4514-563: The Famicom Detective Club games. Reviewers recommended playing the games together, but were divided on which title they preferred. Some considered The Girl Who Stands Behind to be superior to The Missing Heir , with Denzer citing gameplay enhancements and higher-quality visuals, while Andriessen described it as being a more "streamlined" and "action-oriented" experience. Conversely, King felt The Missing Heir had more interactive gameplay elements, and Gray wrote that its artwork "has

4636-584: The Family Computer Disk System across four disks. The Missing Heir was released across two disks on April 27 and June 14, 1988. The Girl Who Stands Behind was also released across two disks on May 23 and June 30, 1989. The Girl Who Stands Behind was remade for the Super Famicom and released through the Nintendo Power flash cartridge service in April 1998. The remake features new graphics and sound, and adds

4758-634: The Stanford Artificial Intelligence Laboratory at Stanford at the time, to modify and expand the game, eventually becoming Colossal Cave Adventure . Colossal Cave Adventure set concepts and gameplay approaches that became staples of text adventures and interactive fiction. Following its release on ARPANET, numerous variations of Colossal Cave Adventure appeared throughout the late 1970s and early 1980s, with some of these later versions being re-christened Colossal Adventure or Colossal Caves . These variations were enabled by

4880-674: The Wii Virtual Console , the Wii U eShop , and the Nintendo 3DS eShop. The Disk System version of The Girl Who Stands Behind was released on the Wii and 3DS, but not the Wii U. The Super Famicom remake was released on all three platforms. Both Famicom Detective Club games were remade for the Nintendo Switch . The remakes were developed by Mages with supervision from Nintendo staff who developed

5002-402: The 1970s text computer game Colossal Cave Adventure , often referred to simply as Adventure , which pioneered a style of gameplay which many developers imitated and which became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre , which is defined by the subject it addresses: the activity of adventure. Essential elements of

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5124-476: The Famicom's sound system to its fullest extent in The Girl Who Stands Behind , and that Sakamoto had instructed him to make the final scene as scary as possible. To accomplish this, Yamamoto set the volume of the regular music to be about half of what normal games used, and then increased the volume to its maximum level for the final scene, so as to startle players. Famicom Detective Club was originally released for

5246-797: The Rapture , and What Remains of Edith Finch . A visual novel ( ビジュアルノベル , bijuaru noberu ) is a hybrid of text and graphical adventure games, typically featuring text-based story and interactivity aided by static or sprite -based visuals. They resemble mixed-media novels or tableau vivant stage plays. Most visual novels typically feature dialogue trees , branching storylines , and multiple endings . The format has its primary origins in Japanese and other Asian video game markets, typically for personal computers and more recently on handheld consoles or mobile devices. The format did not gain much traction in Western markets, but started gaining more success since

5368-519: The Wumpus (1973), but lacked a narrative element, a feature essential for adventure games. Colossal Cave Adventure (1976), written by William Crowther and Don Woods , is widely considered to be the first game in the adventure genre, and a significant influence on the genre's early development, as well as influencing core games in other genres such as Adventure (1980) for the action-adventure video game and Rogue (1980) for roguelikes . Crowther

5490-530: The action-oriented gameplay concepts. The foremost title in this genre was Adventure , a graphic home console game developed based on the text-based Colossal Cave Adventure , while the first The Legend of Zelda brought the action-adventure concept to a broader audience. The origins of text adventure games are difficult to trace as records of computing around the 1970s were not as well documented. Text-based games had existed prior to 1976 that featured elements of exploring maps or solving puzzles, such as Hunt

5612-674: The best effect. Text-and-graphics adventure games (also called illustrated or graphical text adventures) combine interactive fiction-style text descriptions with graphic illustrations of locations. These games sometimes use a text parser, as in the Magnetic Scrolls games; a point-and-click interface, such as the MacVenture games; or a combination of both (e.g., Tass Times in Tonetown ; Enchanted Scepters and other World Builder games). Point-and-click adventure games are those where

5734-471: The company during this time. Sierra developer Lori Ann Cole stated in 2003 her belief that the high cost of development hurt adventure games: "They are just too art intensive, and art is expensive to produce and to show. Some of the best of the Adventure Games were criticized they were just too short. Action-adventure or adventure role-playing games can get away with re-using a lot of the art, and stretching

5856-503: The company's co-founder Roberta Williams and programmed with the help of her husband Ken , the game featured static vector graphics atop a simple command line interface, building on the text adventure model. Roberta was directly inspired by Colossal Cave Adventure as well as the text adventure games that followed from it. Sierra continued to produce similar games under the title Hi-Res Adventure . Vector graphics gave way to bitmap graphics which also enabled simple animations to show

5978-408: The current mayor, was also murdered, forcing Ayumi to discover the truth behind the feud, a local legend, and another pair of deaths 18 years prior. The duology was written by Yoshio Sakamoto . The games were his first experience with scenario writing, and he considers it a turning point in his career. Sakamoto would later become more well known for his work on the Metroid series. Development of

6100-519: The dating sim Nakayama Miho no Tokimeki High School (1987), which had a troubled development due to the involvement of Miho Nakayama and using the Disk Fax network. Sakamoto made sure to avoid those frustrations when developing Famicom Detective Club . Before development began in earnest, Sakamoto handwrote the scenario in book form and shared it with the staff. The scenario was originally titled Corpse Village (屍の村, Shikabane no Mura ), but Sakamoto

6222-406: The early hits of Electronic Arts . As computers gained the ability to use pointing devices and point-and-click interfaces, graphical adventure games moved away from including the text interface and simply provided appropriate commands the player could interact with on-screen. The first known game with such an interface was Enchanted Scepters (1984) from Silicon Beach Software , which combined

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6344-400: The experience. Comedy is a common theme, and games often script comedic responses when players attempt actions or combinations that are "ridiculous or impossible". Since adventure games are driven by storytelling, character development usually follows literary conventions of personal and emotional growth, rather than new powers or abilities that affect gameplay. The player often embarks upon

6466-406: The first sound films , games that featured such voice-overs were called "Talkies" by all the major adventure game companies, including LucasArts, and Sierra . Use of the term continues to this day, for example by GOG.com on its page about Revolution Software 's Broken Sword: The Sleeping Dragon . Mark J.P. Wolf, professor at CUW , in his Encyclopedia of Video Games : In some genres,

6588-445: The first half of the 90s. Non-commercial text adventure games have been developed for many years within the genre of interactive fiction . Games are also being developed using the older term 'text adventure' with Adventuron, alongside some published titles for older 8-bit and 16-bit machines. The first known graphical adventure game was Mystery House (1980), by Sierra On-Line , then at the time known as On-Line Systems. Designed by

6710-401: The first- or third-person perspective. Currently, a large number of adventure games are available as a combination of different genres with adventure elements. For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s due to

6832-494: The form of visual novels , which make up nearly 70% of PC games released in Japan. Asian countries have also found markets for adventure games for portable and mobile gaming devices. Japanese adventure-games tend to be distinct, having a slower pace and revolving more around dialogue, whereas Western adventure-games typically emphasize more interactive worlds and complex puzzle solving, owing to them each having unique development histories. The term "adventure game" originated from

6954-648: The franchise sold by 2006, enjoying great commercial and critical success while the genre was otherwise viewed as in decline. Similar to the fate of interactive fiction, conventional graphical adventure games have continued to thrive in the amateur scene. This has been most prolific with the tool Adventure Game Studio (AGS). Some notable AGS games include those by Ben Croshaw (namely the Chzo Mythos ), Ben Jordan: Paranormal Investigator , Time Gentlemen, Please! , Soviet Unterzoegersdorf , Metal Dead , and AGD Interactive 's Sierra adventure remakes. Adobe Flash

7076-567: The game environment and discover objects like books, audio logs, or other clues that develop the story, and may be augmented with dialogue with non-playable characters and cutscenes. These games allow for exploration of the game's world without any time limits or other forced constraints, an option usually not offered in more action-oriented games. The term "walking simulator" had sometimes been used pejoratively as such games feature almost no traditional gameplay elements and only involved walking around. The term has become more accepted as games within

7198-414: The game play." Traditional adventure games became difficult to propose as new commercial titles. Gilbert wrote in 2005, "From first-hand experience, I can tell you that if you even utter the words 'adventure game' in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague." In 2012 Schafer said "If I were to go to

7320-458: The game, Schafer and his team at Double Fine made this puzzle's solution more obvious. More recent adventure games try to avoid pixel hunts by highlighting the item, or by snapping the player's cursor to the item. Many puzzles in these games involve gathering and using items from their inventory. Players must apply lateral thinking techniques where they apply real-world extrinsic knowledge about objects in unexpected ways. For example, by putting

7442-420: The game, so the player usually knows that only objects that can be picked up are important. Because it can be difficult for a player to know if they missed an important item , they will often scour every scene for items. For games that utilize a point and click interface, players will sometimes engage in a systematic search known as a "pixel hunt", trying to locate the small area on the graphic representation of

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7564-418: The game. Adventure games contain a variety of puzzles , including decoding messages, finding and using items , opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story. Conceptual Reasoning and Lateral Thinking Puzzles form the majority of the gameplay, where extrinsic knowledge gained in real life

7686-425: The game. The adventure games developed by LucasArts purposely avoided creating a dead-end situation for the player due to the negative reactions to such situations, despite this, some fans of the genre enjoy dead ends and player death situations, resulting in divergent philosophies in adventure games and how to handle player risk-reward. Text adventures convey the game's story through passages of text, revealed to

7808-472: The game. While these choices do not usually alter the overall direction and major plot elements of the game's story, they help personalize the story to the player's desire through the ability to choose these determinants – exceptions include Detroit: Become Human , where players' choices can bring to multiple completely different endings and characters' death. These games favor narrative storytelling over traditional gameplay, with gameplay present to help immerse

7930-560: The gameplay as being "an acquired taste," and felt that players would need a great deal of patience to enjoy it. However, critics appreciated the additions of a text log and a notebook to organize case information, which were seen as improvements over the original versions. The gameplay was frequently compared to that of other adventure games, such as the Ace Attorney and Monkey Island series, and critics including Scullion, Gray, and King felt that fans of those titles would also likely enjoy

8052-525: The games Wrecking Crew , Balloon Fight and Gumshoe . Sakamoto also was the lead scenario writer and creator of Famicom Detective Club with its first two entries, some of the most influential visual novels in Japan in the 80s. Sakamoto created characters for Metroid (under the alias 'Shikamoto'), and was a game designer on Kid Icarus . He also directed Super Metroid , Metroid Fusion , Metroid: Zero Mission , Metroid: Other M , and

8174-442: The games began when Gunpei Yokoi asked Sakamoto to develop a game titled Famicom Shōnen Tanteidan (Famicom Youth Detective Group) with another company. The game would ultimately become Famicom Detective Club. Only being given the title as a foundation, Sakamoto pulled inspiration from The Portopia Serial Murder Case (1983) to create a text-based adventure game with a tight story. Early in development, Sakamoto briefly worked on

8296-417: The games' background art and character designs to the 2016 anime film Your Name , and Kate Gray of Nintendo Life wrote that "its modern animation style achieves a lot with a little." TJ Denzer of Shacknews wrote that the games' presentation was "quite faithful and also thoroughly evolutionary" compared to the 1988 originals. The music was also well-received, with critics praising the new soundtrack and

8418-490: The genre gained critical praise in the 2010s; other names have been proposed, like "environmental narrative games" or "interactive narratives", which emphasizes the importance of the narration and the fact the plot is told by interaction with ambient elements. Examples of walking simulators include Gone Home , Dear Esther , Firewatch , The Vanishing of Ethan Carter , Proteus , Jazzpunk , The Stanley Parable , Thirty Flights of Loving , Everybody's Gone to

8540-406: The genre include storytelling, exploration, and puzzle-solving. Marek Bronstring, former head of content at Sega , has characterised adventure games as puzzles embedded in a narrative framework; such games may involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of

8662-497: The genre still garnered high critical acclaims. Even in these cases, developers often had to distance themselves from the genre in some way. The Longest Journey was instead termed a "modern adventure" for publishing and marketing. Series marketed to female gamers, however, like the Nancy Drew Mystery Adventure Series prospered with over two dozen entries put out over the decade and 2.1 million copies of games in

8784-465: The gradual adoption of three-dimensional graphics in adventure games, the critically acclaimed Grim Fandango , Lucasarts' first 3D adventure. Alone in the Dark , released in 1992, and which is now referred to as a "survival horror" game, was originally considered among other graphic adventure games by critics of the time, and significantly influenced the development of then new genre, being looked at now as

8906-489: The ground near a cliff. The protagonist discovers that he has lost his memory, and after recuperating, he revisits the cliff and meets a young girl named Ayumi Tachibana. He learns from Ayumi that he is an assistant detective investigating the death of Kiku Ayashiro, and heads over to the nearby Ayashiro estate located in Myoujin village. The Ayashiro family owns a huge plot of land passed down from generation to generation, but there

9028-487: The handheld Nintendo DS and subsequent units included a touch-screen, and the Nintendo Wii console with its Wii Remote allowed players to control a cursor through motion control . These new platforms helped decrease the cost of bringing an adventure game to market, providing an avenue to re-release older, less graphically advanced games like The Secret of Monkey Island , King's Quest and Space Quest and attracting

9150-440: The increase in microcomputing that allowed programmers to work on home computers rather than mainframe systems. The genre gained commercial success with titles designed for home computers. Scott Adams launched Adventure International to publish text adventures including an adaptation of Colossal Cave Adventure , while a number of MIT students formed Infocom to bring their game Zork from mainframe to home computers and

9272-403: The interactive medium and may eschew complex puzzles associated with typical adventure games. Readers or players of IF may still need to determine how to interact appropriately with the narrative to progress and thus create a new type of challenge. Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have

9394-668: The key from the desk". Notable examples of advanced text adventures include most games developed by Infocom , including Zork and The Hitchhiker's Guide to the Galaxy . With the onset of graphic adventures, the text adventure fell to the wayside, though the medium remains popular as a means of writing interactive fiction (IF) particularly with the introduction of the Inform natural language platform for writing IF. Interactive fiction can still provide puzzle-based challenges like adventure games, but many modern IF works also explore alternative methods of narrative storytelling techniques unique to

9516-501: The last time they saw each other when they were visiting their home village, Ojitani. Ayumi was visiting to spend time with her mother, Toshie, who was staying with her own parents while ill to receive treatment and recuperate. During the visit, Toshie discovered the body of the former mayor, Gozo Kusano, in his home and became a suspect in the murder. A long-standing feud between the Tachibana and Kusano families came to light, and Gozo's son,

9638-421: The late 2000s. Some adventure games have been presented as interactive movies; these are games where most of the graphics are either fully pre-rendered or use full motion video from live actors on a set, stored on a media that allows fast random access such as laserdisc or CD-ROM . The arcade versions of Dragon's Lair and Space Ace are canonical examples of such works. The game's software presented

9760-400: The location on screen that the developers defined, which may not be obvious or only consist of a few on-screen pixels. A notable example comes from the original Full Throttle by LucasArts , where one puzzle requires instructing the character to kick a wall at a small spot, which Tim Schafer , the game's lead designer, had admitted years later was a brute force measure; in the remastering of

9882-443: The narrative are considered examples of good design. Combat and action challenges are limited or absent in adventure games; this distinguishes them from action games . In the book Andrew Rollings and Ernest Adams on Game Design , the authors state that: "this [reduced emphasis on combat] doesn't mean that there is no conflict in adventure games ... only that combat is not the primary activity." Some adventure games will include

10004-601: The numeric rules or relationships seen in role-playing games (RPGs), and seldom have an internal economy. These games lack any skill-system, combat, or "an opponent to be defeated through strategy and tactics". However, some hybrid games do exist and are referred to as either Adventure games or Roleplaying games by the respective communities. Finally, adventure games are classified separately from puzzle video games . While puzzle video games revolve entirely around solving puzzles, adventure games revolve more around exploration and story, with puzzles typically scattered throughout

10126-474: The obscurity of their solutions, for example, the combination of a clothes line , clamp , and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey , which exists outside of the game's narrative and serves only as an obstacle to the player. Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing

10248-457: The option to listen to the original Famicom and Super Famicom music. The writing and characters were positively received. Denzer praised the games as "telling good, smart mystery narratives," and Bellingham wrote that they were "compelling" and "kept you guessing from start to finish." Andrew King of GameSpot called the games' cast of characters "memorable" and "striking," and Andriessen specifically called Ayumi Tachibana "an absolute delight of

10370-430: The originals. The games feature new graphics, music, and the addition of voiced dialogue. Originally planned for a 2020 release, they were delayed to 2021. The remakes were released on May 14, 2021; English localizations were released on the same date worldwide, marking their first release outside Japan. The games were sold individually and as a bundle at a reduced price. A collector's edition was released in Japan, featuring

10492-478: The packaging artwork for The Missing Heir to be similar to the posters of Toho 's Seishi Yokomizo films. However, Osawa and Sakamoto were dissatisfied with the final art, which was commissioned from a company outside Nintendo. As a result, for The Girl Who Stands Behind , Osawa personally created a sketch and layout based on shōjo manga for the packaging artwork, which was completed by a professional artist. Composer Kenji Yamamoto recalled that he had aimed to use

10614-426: The player in response to typed instructions. Early text adventures, Colossal Cave Adventure or Scott Adams' games, used a simple verb - noun parser to interpret these instructions, allowing the player to interact with objects at a basic level, for example by typing "get key". Later text adventures, and modern interactive fiction, use natural language processing to enable more complex player commands like "take

10736-458: The player into the game's story: gameplay may include working through conversation trees, solving puzzles, or the use of quick time events to aid in action sequences to keep the player involved in the story. Though narrative games are similar to interactive movies and visual novels in that they present pre-scripted scenes, the advancement of computing power can render pre-scripted scenes in real-time, thus providing for more depth of gameplay that

10858-502: The player to figure out how to escape a room using the limited resources within it and through the solving of logic puzzles. Other variants include games that require the player to manipulate a complex object to achieve a certain end in the fashion of a puzzle box . These games are often delivered in Adobe Flash format and are also popular on mobile devices. The genre is notable for inspiring real-world escape room challenges. Examples of

10980-450: The player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available. The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include

11102-403: The player with a secondary goal, and serve as an indicator of progression. While high scores are now less common, external reward systems, such as Xbox Live 's Achievements, perform a similar role. The primary failure condition in adventure games, inherited from more action-oriented games, is player death. Without the clearly identified enemies of other genres, its inclusion in adventure games

11224-428: The player's ability to reason than on quick-thinking. Adventure games are single-player experiences that are largely story-driven. More than any other genre, adventure games depend upon their story and setting to create a compelling single-player experience. They are typically set in an immersive environment , often a fantasy world , and try to vary the setting from chapter to chapter to add novelty and interest to

11346-435: The player's commands into actions. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from

11468-546: The player, some do include time-based and action game mechanics. The Telltale Games licensed episodic adventure games , and some interactive movies, such as Dragon's Lair , include quick time events. Action-adventure games are a hybrid of action games with adventure games that often require to the player to react quickly to events as they occur on screen The action-adventure genre is broad, spanning many different subgenres, but typically these games utilize strong storytelling and puzzle-solving mechanics of adventure games among

11590-651: The player-character moving in response to typed commands. Here, Sierra's King's Quest (1984), though not the first game of its type, is recognized as a commercially successful graphical adventure game, enabling Sierra to expand on more titles. Other examples of early games include Sherwood Forest (1982), The Hobbit (1982), Yuji Horii 's The Portopia Serial Murder Case (1983), The Return of Heracles (which faithfully portrayed Greek mythology ) by Stuart Smith (1983), Dale Johnson 's Masquerade (1983), Antonio Antiochia's Transylvania (1982, re-released in 1984), and Adventure Construction Set (1985), one of

11712-418: The player. Other conversations will have far-reaching consequences, deciding to disclose a valuable secret that has been entrusted to the player. The primary goal in adventure games is the completion of the assigned quest. Early adventure games often had high scores and some, including Zork and some of its sequels, assigned the player a rank, a text description based on their score. High scores provide

11834-432: The point where 20 years later a reboot was released due to a grassroots fan movement. Whereas once adventure games were one of the most popular genres for computer games, by the mid-1990s the market share started to drastically decline. The forementioned saturation of Myst -like games on the market led to little innovation in the field and a drop in consumer confidence in the genre. Computer Gaming World reported that

11956-594: The popularity of first-person shooters , and it became difficult for developers to find publishers to support adventure-game ventures. Since then, a resurgence in the genre has occurred, spurred on by the success of independent video-game development , particularly from crowdfunding efforts, from the wide availability of digital distribution enabling episodic approaches, and from the proliferation of new gaming platforms, including portable consoles and mobile devices. Within Asian markets, adventure games continue to be popular in

12078-533: The protagonist until Shunsuke Utsugi, a private detective respected by the police, takes him in as an assistant. A few months later, Utsugi and the protagonist are called to investigate the murder of freshman schoolgirl Yoko Kojima. The protagonist begins gathering information from Ushimitsu High School to solve the Yoko case and connect it with the Genjiro Kaneda case along with the help of Yoko's two high school friends;

12200-656: The release of many adventure games from countries that had experienced dormant or fledgling video gaming industries up until that point. These games were generally inspired by their Western counterparts and a few years behind in terms of technological and graphical advancements. In particular the fall of the Soviet Union saw countries such as Poland and Czechoslovakia release a string of popular adventure games including Tajemnica Statuetki (1993) and The Secret of Monkey Island parody Tajemství Oslího ostrova (1994), while in Russia

12322-554: The rich assets afforded by the CD format could be integrated more intricately into the gameplay, for example, "talkie" revised editions of popular adventure games with digitized voices, like King's Quest V (1992) or Indiana Jones and the Fate of Atlantis (1993), in which the queries or other conversations selected by the player were fully acted out. The 1990s also saw the rise of Interactive movies , The Beast Within: A Gabriel Knight Mystery , and

12444-402: The right verb in games that use a text interface. Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space. Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in

12566-543: The role of Ayumi (voiced by Yūko Minaguchi ) investigating a murder to prove the innocence of her mother. Ayumi later appeared as a collectible trophy in Super Smash Bros. Melee (2001), and according to Super Smash Bros. series director Masahiro Sakurai , was at one point considered as a fighter for Melee . Adventure game Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate

12688-477: The same manner as Argento did." The Girl Who Stands Behind was inspired by Argento's method of connecting music and images in Deep Red (1975), Sakamoto's favorite movie. Additionally, The Missing Heir took some inspiration from Seishi Yokomizo 's novels such as Inugamike no Ichizoku and Akuma no Temari Uta , and the style of The Girl Who Stands Behind was inspired by shōjo manga . Writer Toru Osawa intended

12810-479: The series on the Super Famicom with a remake of The Girl Who Stands Behind and an episodic Satellaview broadcast featuring a new story, BS Tantei Club: Yuki ni Kieta Kako . In 2021, Nintendo released new remakes of The Missing Heir and The Girl Who Stands Behind for the Nintendo Switch , developed by Mages . The remakes were localized and released outside Japan, receiving ratings that reflect appropriateness for teen and above audiences only. A new entry in

12932-507: The series, Emio – The Smiling Man ,, developed by Mages and Nintendo EPD (with Yoshio Sakamoto returning as writer), released on August 29, 2024. In Famicom Detective Club , the player chooses commands from a menu such as Ask , Examine , Take , Show , and Go to interact with the environment and characters. Character dialogue is displayed in a message box at the bottom of the screen. Commands are only listed in situations when they can be used. Some commands like Examine or Take place

13054-424: The state of graphical hardware at the time. Graphical adventure games continued to improve with advances in graphic systems for home computers, providing more detailed and colorful scenes and characters. With the adoption of CD-ROM in the early 1990s, it became possible to include higher quality graphics, video, and audio in adventure games. This saw the addition of voice acting to adventure games. Similar to

13176-403: The story may also be triggered by player movement. Adventure games have strong storylines with significant dialog, and sometimes make effective use of recorded dialog or narration from voice actors. This genre of game is known for representing dialog as a conversation tree . Players are able to engage a non-player character by choosing a line of pre-written dialog from a menu, which triggers

13298-431: The story. This sub-genre is most famously used by the now-defunct Telltale Games with their series such as Minecraft: Story Mode and their adaptation of The Walking Dead . Escape room games are a further specialization of point-and-click adventure games; these games are typically short and confined to a small space to explore, with almost no interaction with non-player characters. Most games of this type require

13420-493: The subgenre include MOTAS ( Mysteries of Time and Space ), The Crimson Room , and The Room . Puzzle adventure games are adventure games that put a strong emphasis on logic puzzles. They typically emphasize self-contained puzzle challenges with logic puzzle toys or games. Completing each puzzle opens more of the game's world to explore, additional puzzles to solve, and can expand on the game's story. There are often few to no non-playable characters in such games, and lack

13542-469: The success of Myst , a glut of similar games followed its release, which contributed towards the start of the decline of the adventure game market in 2000. Nevertheless, the American market research firm NPD FunWorld reported that adventure games were the best-selling genre of the 1990s, followed by strategy video games . Writer Mark H. Walker attributed this dominance in part to Myst . The 1990s also saw

13664-506: The text adventure genre and would also be used as an early form of copy protection . Other well-known text adventure companies included Level 9 Computing , Magnetic Scrolls and Melbourne House . When personal computers gained the ability to display graphics, the text adventure genre began to wane, and by 1990 there were few if any commercial releases, though in the UK publisher Zenobi released many games that could be purchased via mail order during

13786-406: The third wave of Famicom Mini series releases. Both games were among five from that group to reach Japan's top ten in sales for the week of release. The murder and smoking scenes in The Girl Who Stands Behind resulted in a CERO 15 (CERO C) content rating, making it the first Nintendo title to receive that rating after CERO's founding two years prior. The Missing Heir has been re-released on

13908-434: The type of inventory puzzles that typical point-and-click adventure games have. Puzzle adventure games were popularized by Myst and The 7th Guest . These both used mixed media consisting of pre-rendered images and movie clips, but since then, puzzle adventure games have taken advantage of modern game engines to present the games in full 3D settings, such as The Talos Principle . Myst itself has been recreated in such

14030-540: The various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line , including the King's Quest games, and nearly all of the LucasArts adventure games , are point-and-click-based games. Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with

14152-468: Was a commercial success. Infocom later released Deadline in 1982, which had a more complex text parser, and more NPCs acting independently of the player. Also innovative was its use of " feelies ", which were physical documents unique to the game itself which aided the player in solving the mystery, which also resulted in the higher cost of the game at the time of its release relative to other text adventures. These feelies would soon become standard within

14274-566: Was an employee at Bolt, Beranek and Newman , a Boston company involved with ARPANET routers , in the mid-1970s. As an avid caver and role-playing game enthusiast, he wrote a text adventure based on his own knowledge of the Mammoth Cave system in Kentucky . The program, which he named Adventure , was written on the company's PDP-10 and used 300 kilobytes of memory. The program was disseminated through ARPANET, which led to Woods, working at

14396-402: Was convinced to change it after showing the proposal to his boss. Sakamoto explained in a retrospective interview that for games with deep stories like adventure games, it is usually best to start development with the story as the root. He considers the games an homage to Italian horror filmmaker Dario Argento . Reflecting on his early days at Nintendo, Sakamoto said he "wanted to create things in

14518-640: Was sold to CUC International in 1998, and while still a separate studio, attempted to recreate an adventure game using 3D graphics, King's Quest: Mask of Eternity , as well as Gabriel Knight 3 , both of which fared poorly; the studio was subsequently closed in 1999. Similarly, LucasArts released Grim Fandango in 1998 to many positive reviews but poor sales; it released one more adventure game, Escape from Monkey Island in 2000, but subsequently stopped development of Sam & Max: Freelance Police and had no further plans for adventure games. Many of those developers for LucasArts, including Grossman and Schafer, left

14640-412: Was the first true point-and-click game in the sense that the cursor was controlled through the computer mouse. In 1985, ICOM Simulations released Déjà Vu , the first of its MacVenture series, which utilized a more complete point-and-click interface, including the ability to drag objects around on the current scene, and was a commercial success. LucasArts ' Maniac Mansion , released in 1987, used

14762-426: Was the first writing project for Yoshio Sakamoto , before he found greater success and recognition with Metroid . The games were inspired by Enix 's 1983 adventure game The Portopia Serial Murder Case , horror films by Italian director Dario Argento , and detective novels by Japanese writer Seishi Yokomizo . Both games were only released in Japan and received positive reception from critics. Nintendo revisited

14884-647: Was the producer for Metroid: Samus Returns and Metroid Dread . Sakamoto's design work is also found in Nintendo games including Balloon Kid (1990), Game & Watch Gallery (1997), Wario Land 4 (2001), and the WarioWare series. Sakamoto has stated that he wants to live up to public expectations of Nintendo to deliver products similarly unique to those of his youth, describing WarioWare, Inc. as an example. Regarding his professional relationship with Nintendo producer Shigeru Miyamoto , he believes his mission

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