Posts Tagged 'Steam'

Blue Rose Steam Release Date – April 23rd 2015

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The Blue Rose steam version finally has a release date!

Barring no issues, Blue Rose will finally release on Steam on April 23rd 2015. That is, in less than a week!

The steam release will contain an updated script, a few corrected event CGs, as well as achievements and trading cards. Those who have already bought the game directly through the White Cat website will receive keys following release for activation on Steam itself.

The game on White Cat’s own website will of course also be updated to reflect the changes and improvements in the steam version, though there will be no achievements or trading cards.

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Blue Rose is Greenlit!!

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Thanks to everyone’s support, Blue Rose is now greenlit and ready to join the rising number of visual novels on Steam! Give eachother a good pat on the back, and throw some confetti around!

Of course being greenlit is not the end – it only mean that the game is now allowed to be posted in their store, but the final release is not quite ready yet. I want Blue Rose to be presented the best way it can be when it arrives on the store. Most of the things I want to do with it have been mentioned before both here and on twitter, but here is what you can expect from the Blue Rose Steam release:

  • Improved script – I got myself a very promising editor, and am confident that the upcoming script patch will greatly improve the text of the game, getting rid of the typos that are still there and generally give it an extra polish.
  • Trading Cards – I am planning to add trading cards, especially as this is something that some people seem to have looked forward to.
  • Achievements – of course!
  • Soundtrack DLC

I really want to provide steam keys to people who have supported the game until now by buying it, and will look into the possibility of doing so! News on this front will follow after the release.

So when will it happen?

I can’t promise any specific date as of yet, mostly because of the script improvements. It has taken some time to find a reliable editor, and it might still take a couple of months at worst. Blue Rose’s 1 year anniversary is coming up next month though, so I am hoping to be able to do something close to that time, if all goes well!

Perceived Quality

It’s time to go on a bit of a tangent!

So this should be the year where we get to see the original Higurashi digital novel released on Steam! There is still no date, but apparently the game is going through a re-translation before its final release to the mainstream masses.

I’m currently going through the second half of Higurashi myself, and a little shine on the script probably wouldn’t hurt, putting aside the faults that were probably in the original to begin with.

This is great (even if old) news to the vn crowd though. Lately, especially with the Greenlight program, visual novels have seen a small surge in places like Steam and the general gaming media. From the start with Analogue to japanese titles like World End Economica.

And that’s not all. Recently a wave of crowd-funded visual novels have appeared on Kickstarter, most of them very successful. And many of them very ambitious, such as the returned SunRider and Exogenesis, two of my favourites at the moment.

For me at least, it raises an interesting question though. Looking at the last two projects, and then back at Higurashi, there is a steep difference between the two when counting first impressions and glossy surfaces.

"I just want to be a real girl!"

“I just want to be a real girl!”

This is going to be a hard sell to people who don’t already know of the novel or the popular anime based on it. (There are un-official patches on the internet that replaces the original art with the art from the polished console ports, but because of copyright issues I wonder if these will be able to make it to the Steam Workshop?)

Looking past the visual impression, Higurashi also lacks another thing that visual novels have become known for – interaction. There are no choices or branching storylines in this novel. Past each chapter the game likes to tease you with “good or bad endings” and “difficulty” depending on what you as a reader has deducted on your own so far, but that is all. It is simply a linear textbook with added sound and pictures. (For those wondering, without patches the game also has no voice acting. It’s a true barebones doujin game).

For those who know and love Higurashi however, this doesn’t stop them. After all, to my knowledge it didn’t take much for this title to be greenlit in the first place. There are plenty of people who already got this from MangaGamer (me included), and more that want to make their first buy on Steam. For these people the shoddy art and simple UI doesn’t deter from what the game is really about. Some are willing to look past it, and for others this simple style is part of the story’s charm.

How much leeway does this give other non-japanese indie games? Will people be just as willing to look past the simplicities of the surface of similar games that are not from Japan, and find similar hidden gems?

It’s a difficult subject. With the increased focus on this part of the market, both “good” and even more “bad” are flooding through, and no one has the time or patience to look through it all. Without Higurashi’s reputation, something of similar looks and simplicity will probably find it difficult to find proper footing in the market. But the question of what people find “acceptable” in terms of art and presentation still intrigues me every time titles like these manage to make it through, when they have competition like this.

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What are your thoughts on the subject?

(And speaking of Steam Greenlight, have you voted for Blue Rose yet?)


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