Setting:
Sakura Taisen 1: Uneo Park |
Everything in Sakura Taisen is infused with a Taishou-Era flair. Text in the scene is written right to left, thankful for us Americans, as was the custom of the day. Even the game manuals are printed with their spines on the right since left-spined books wouldn’t be around for a while. In some of the games even numbers are written in kanji instead of the modern day Arabic numerals. This Taishou aesthetic permeates the design, typography, music, and dialogue.
What Sakura Taisen is slightly based on... |
The Koubu |
Structure:
As mentioned above, Sakura Taisen games unfold like an anime series in an episodic format, with each being divided in between 8 or 11 episodes depending on the game and a three act structure in the fourth game but that’s for another time. An episode typically starts with some day-to-day situation in the theater, presented in a cutscene style that could be familiar to any of you who have played a JRPG or even a dating sim. These scenes use Sakura Taisen’s trademark LIPS or Live-Interaction-Picture-System which is described below. The daytime scenes are generally a way to get to know the theater cast as a group, the way they behave professionally and as friends.
ST1: Eyecatch |
At night, in ST 1, 2, and 4, the player is given some time to roam around and find more LIPS scenes for specific character, each whom tend to hang out in certain areas around the theater. These evening rounds are limited in time, shown as a literal clock which moves after every event which each takes five minutes, so you only get to see a couple out of all the possible scenes on a given night, enhancing replay value. The night scenes are usually one-on-one, and give you a chance to see the more personal side of each character; these scenes are when secrets are confided and promises are made.
Battle in Uneo Park |
In the first two games, battles occur in a straightforward tactical robot combat simulation system. Basically it’s
your standard grid system strategy game with the addition that at times you are also expected to have meaningful exchanges with your squad members on the battlefield. Sakura Taisen 3, which I am playing through now, throughout the old system in favor of a brand new one forged specifically for the series with its own acronym, ARMS. The two battle systems are described in detail below.
After the battle is a concluding victory scene which includes the absolutely necessary, and always hilarious, victory pose. All of the characters played some part in the battle gather together and call out in unison, shouri no po-zu… kime!, or victory pose… go! The resulting group photo (no idea where the photographer is…) serves as a final image for the episode, and reinforces just how character-focused these games are. And it’s awesome!
your standard grid system strategy game with the addition that at times you are also expected to have meaningful exchanges with your squad members on the battlefield. Sakura Taisen 3, which I am playing through now, throughout the old system in favor of a brand new one forged specifically for the series with its own acronym, ARMS. The two battle systems are described in detail below.
Victory Pose! |
Following the victory pose is the preview of the next episode. Anime standard, it shows little bits of what is going to happen next and invites you to tune in to the next episode. This pattern repeats, chapter after chapter, game after game. Gradually getting to know the characters around you in the character focused chapters, from all of these different angles, and coming to care about them over the course of the nearly 30 hours it takes to complete one of these many games. This is the core of the Sakura Taisen series’ appeal.
Social Plugs:
Sakura Taisen 3 Let's Play: http://www.youtube.com/playlist?list=PLzL9-cVKzkcXNdMRs-tGbZjRS_ksYsN8h&feature=mh_lolz
Gaming Channel: http://www.youtube.com/user/KataGnS?feature=mhee
Twitter: https://twitter.com/DirectorFischer
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3:21 PM |
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