Quantcast
Review: Flower, Sun and Rain - Destructoid
DestructoidJapanatorTomopopFlixist
New? Take a tour   |   Suggestions   |   Themes:   Aah   Ohh   Foe

games originals community video shop xbox360 ps3 wii u pc 3ds psvita iphone android

Review: Flower, Sun and Rain

Matthew Razak
2:00 PM on 09.03.2009
Review: Flower, Sun and Rain photo


So we're a little late with this review of Flower, Sun and Rain, but cut us some slack, interpreting and attempting to understand a Suda51 game takes some time (plus some patience). Since we're a bit late, and it's damn near impossible to find the game despite the fact that it only came out about a month and a half ago we (and by we I mean I) have decided to offer up a critique and not a review.

What is the difference? Mostly semantics, but let's roll with it anyway. A critique delves further into a game than a review does. A review is put out in order to express the quality of the game, a critique is made in order to discuss the game. In that light it's probably best for any of Suda51's games, and possibly especially Flower, Sun and Rain, to be critiqued instead of reviewed for quite often they're more about themes, art, gaming and life than anything else and completely eschew gameplay and story in order to "say something." With this being said hit the jump to not find out if Flower, Sun and Rain is worth your hard earned money and instead learn all about the real meaning behind it. I will also warn you that there are some spoilers plot wise.

Flower, Sun and Rain (Nintendo DS)
Developer: Grasshopper Manufacture, h.a.n.d. (DS Version)
Publisher: Marvelous Entertainment, Rising Star Games, Xseed Games
Released: June 16, 2009
MSRP: $29.99

I can tell you right now, without having to make you scroll down to the bottom middle of the critique, that Flower, Sun and Rain is a 3. As a "game" it sucks in almost every aspect you can consider in the traditional sense of reviewing a game. It's also an Editor's Choice. Despite this not being a review of the game I'm going to tell you why it's so bad so that I may then go on to more easily explain why it is worthwhile. Where to start...

Background info is always a good place to start and is neither negative nor positive, but only informative. Flower, Sun and Rain is a DS port of a 2001 Playstation 2 game and was Grasshopper Manufacture's second outing. The port features new touch screen controls and a "Lost and Found System" which gives the player some extra puzzles to solve each day. At its base Flower, Sun and Rain is a point-and-click adventure game of sorts. Players take control of Sumio Mondo, a searcher, who has been called to LosPass Island by the owner of Hotel Flower, Sun and Rain, Edo Malicaster, in order to solve the mystery of a group of terrorists who are going to blow a plane up. Well, actually they do blow the plane up -- multiple times.

Things get a little weird as they are wont to do when Suda51 is around. I don't want to give too much away as figuring out the plot might be one of the only things that keeps you trucking through the game if you aren't into the themes discussed later, but it turns out that LosPass (Lost Past without the "t") Island is stuck in a time warp and Mondo must relive the same day over and over until he solves the mystery. Unfortunately for him every day a new problem with a guest or resident of the hotel arises and he must "search" for the answer for them before moving on. The cast of characters Sumio must help range from a buxom babe in a black bikini to a professional wrestler trying to get his edge back to an old man doing calisthenics in a tutu, to a metaphysical little brat who keeps breaking the fourth wall by pointing out the many loopholes and inconsistencies within the game. Players also get to control a female character, Toriko Kusabi, in between Sumio's days as she chases her pink alligator. More on that later.

Right now you're probably raising your hand with questions about time travel, but it's best to ignore them and try not to be too confused by it. This is because the greatest crime of confusion the game commits is not time travel, but the fact that some of the characters are from the previous Suda51 game called The Silver Case, which no one outside of Japan has had the chance to play. Despite this they show up and pretend like you should understand who they are and where they come from. While many of Grasshopper Manufacture's games include references to past characters Flower, Sun and Rain depends on you knowing them to understand some of its story. Of course the game is so full of double-speak and confusing dialog that one probably wouldn't realize this was an issue anyway, unless it was pondered on for about a month and a half. Thankfully, the plot of the actual game has far less to do with telling a story and far more to do with expressing ideas. More on that later, however.

As for the gameplay, it is seriously lacking. Sumio is a searcher by trade (people hire him to search for things) and thus has a tool he uses to search. This tool is a metallic briefcase/computer named Catherine that Sumio uses to jack into items/people in order to search for their inner truths. This is accomplished first by plugging the correct plug into the item (a task that is accomplished by randomly plugging in the nine different plug ends via the touch screen) once the option becomes available and then entering a combination of numbers, like a password. In an adventure game of this ilk one would find the clue by searching around the world and unlocking clues via items or conversation. In Flower, Sun and Rain all the answers -- every single one -- are given to you in the form of a island brochure at the beginning of the game. 

This means that one could literally solve every "puzzle" in the game by looking in this book, doing some math problems or lateral thinking and then doing nothing else. It's not that easy though, but not in the good gameplay way, in the annoying "have to do tasks" way. In many instances players can't jack into their target until they have gotten a clue as to where the code is hidden in the notebook. Even for the blatantly obvious puzzles tasks must be completed, and these tasks mostly consist of running from one point to another and talking to someone, and by mostly I mean all of them consist of this. In fact the game takes a sadistic pleasure in making the player participate in routine and uninteresting gameplay. More on that later, however. 

You'll also recognize a crap ton of similarities between No More Heroes and Killer 7, and not just the overarching themes of all of Suda51's games, but actual concrete things that he seems to like to use in all his games. The voices of characters, pixelated overlays and jarring sound effects all make an appearnce in Flower, Sun and Rain showing that Suda51 clearly had an artisitc vision from the get go. The protagonists are often the same as well, especially Travis Touchdown and Sumio Mondo, and the games themselves fallow much the same pattern of repeating actions over and over (for instance, Travis and Sumio both repeat the same morning routine every day). This speaks to many levels of overarching themes that are expressed all of Suda51's work. More on that later, however.

To tie up the rest of the game it should also be mentioned that the player gets to take control of a few other characters during the game (spoiler!), especially after Sumio dies. Also, the graphics are PS2 quality and even then on the down side and the music waffles from amazing to annoying, but every tune in it is an ambient arrangement (thanks for the verbiage Wikipedia) of classical compositions. In short, which is what this part was supposed to be, the game has crappy gameplay, a confusing story, bland graphics, odd music and controls that are so far from special you'd be unhappy to see them even if they were a suprise gift that arrived a week after your birthday.

This game is a flat out 3, you should really play it.

Overall Score: 3 -- Poor (3s went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely.)

 

I refuse to believe that Suda51 is an idiot or a bad game designer. This is mostly because he makes the same "mistakes" in every game and those mistakes usually revolve around poor game design and almost always help to express his ideas. So why does a man who clearly understands what good gameplay and game design are create games that often prominently feature poor choices in both departments. It's because he's not simply making a game, but also making commentary, and mostly in a very reflexive way on the medium he is working in. For lack of a better way to describe it, Suda51 isn't making a game, he's making art. About now is when Jim starts making fun of me, right?

I could go on for hours about the meaning behind Suda51's games (ahem), but this is about Flower, Sun and Rain so we'll stick with that. So what does Flower, Sun and Rain really mean? It's about videogames, the characters in them, how we as players interact with our games and what "choice" in gaming really means. The true, and overarching meaning behind the game is to bring the player closer to the idea of what a game is and in doing so, confront many ideas in gaming that are often taken for granted like choice, life, obligation and why we play games. There's also some other really interesting ideas brought up. Let's discuss.

In any videogame you're presented with tasks and problems. By performing tasks you solve the problems. The game will send you out on a task and once that task is complete the game advances because the player can now solve the problem that was related to that task. We can call this routine tasking. Most, if not all, games try to hide tasking behind plot and creativity and gameplay because if a player realizes they're tasking it completely destroys the illusion of choice. However, in Flower, Sun and Rain tasking is stripped bare and gaming is called out on its little charade. 

The game does this in a few different ways, the first being the character of Sumio Mondo, who, like Travis Touchdown or the "seven" from Killer 7 (possibly because they are actually different shells of the same character), represents the player themselves, not simply in a avatar-esque role as most game's characters represent the player, but acting as a metaphor for all gamers. In fact, the entire LosPass Island and all its inhabitants can be seen as a metaphor about what a videogame is and how we interact with it. Dissecting this metaphor completely needs to start with Sumio. He is a Searcher; his function in life is to search for the answer to things. Sumio completes all his searching through his computer Catherine. Sumio has a special connection with Catherine, and when he does wind up losing her he is almost helpless and in fact dies, much like any gamer would if they wound up losing their ability to interact with a game's world. Basically, Catherine is a representation of the console itself and thus is the only way that Sumio can truly affect the game world, just as the console is the only way we can affect the game world. In making Sumio so dependent and so attached to Catherine, Suda51 is creating a character that is as dependent on an electronic device to interact with his world as we are. It might seem odd within the context of the game for a man to be so attached to a metallic computer that looks like a suitcase, but extrapolating that idea out to the world of gaming makes Sumio seem completely sane when we consider how attached to our gaming systems we become and how absolutely necessary they are for us to interact with the worlds we want to place ourselves in.

Now that we see that Sumio is indeed connected to us through the way he interacts with the world we can take a look at the actions he does take within the world. Again, Sumio is a searcher. In fact he is so compelled to search that despite the fact that he knows a plane will blow up if he doesn't stop getting sidetracked by people's requests (every day ends with the plane's explosion after he has completed a sidequest) he still helps every person he comes across, even if it is blatantly obvious he could just walk around them (something the game gives much joy in showing off). Such is the fate of every playable gaming character and thus every player. Their and our goal is to "search" for the "answer" or to put it in more generalized terms "proceed" to the "end," whatever that "end" might be. In this way, at the most basic level, Sumio is a representation of us as gamers. Most often we progress through games without questioning the motives of what we're doing or without challenging the fact that we're literally tasking over and over again.

So what do we do when we game? Well, we basically repeat the same action under different circumstances, much like Sumio does every day when he wakes up. In fact as gamers we replay levels constantly, much like Sumio replays each day. Every day he wakes up and repeats the same actions, but with slight variances: find problem, solve problem, plane blows up. He doesn't realize he is living the same day over and over again until very late in the game when he is confronted with the fact that he is one of sixteen "clones" or memories of a character from The Silver Case -- a pleasant metaphor for the numerous amount of lives gaming characters often get and another way that Sumio represents the gamer as it is the player who played as the previous character in The Silver Case. Eventually it is revealed that every time a day ended a new Sumio came into being or in another way, every time the player failed at the game's goal he got another chance. It is even explained that the final Sumio is indeed a special one because he is destined to go on to another life, much as the gamer will at the end of the game. As gamers we play as different characters all the time and this is the game's representation of that. On a philosophical level it is a very interesting point to make that every time we play a game we are the same person, but the character has changed. Are we playing with he same character after we die or has a new representation of our self arisen? Are we simply "cloning" ourselves into different bodies over and over? The game's preoccupation with time and memory also raises the question of what happens to those characters we stop being when we stop being them. If we forget them do they still exist as characters since so much of what they do is under out control and through our input?

I don't have the answer for those questions here so let's move back towards the ways in which Sumio works as a metaphor for the player and gamers in general, and thus allows the game to function as a commentary on how and why we game. Sumio's perception is never anything outside of what the player sees. He is in fact tripped every morning by a character hiding under the bed, but since the player never sees this fact until near the end (the screen always fading to black after Sumio falls) Sumio doesn't realize it either. His world, the world of the game, fades to black as well. Throughout the game the player never knows why Sumio falls over every time he gets out of bed in the morning despite the fact that the reason is something that would be blatantly obvious if there was any choice to see it. Our view is completely controlled by what the game shows us and since Sumio is us he knows just as much. This is one of the many ways that the game confronts and dismisses the idea of true choice in gaming. Players, outside of discovering a glitch, are only shown what they are meant to see. We may have control within walls that have been constructed, but they are still walls. By keeping Sumio as in the dark as the player is even to very obvious things Suda51 is beginning to point out the falacy of true choice in gaming. 

Which brings us to the main gist of the metaphor for the game. Sumio has no control over what he is doing, everything is laid out before him. He is given the solution to all of the puzzles at the beginning of the game in the form of the guide book handed to him by the hotel owner, Edo. In fact it is the hotel owner who directs and motivates Sumio in every direction, acting as a blatant motivator for almost every action he takes. Thus it can be seen that Sumio is not simply a character in a game, but a metaphor for us, the gamer, as we enter games believing we are making our own fate but are actually nothing without the motivation to move forward by the NPCs and enemies in the game. Sumio is gaming stripped bare and LosPass Island is simply a place where tasking occurs and tasking is not something we choose to do. We task, much like Sumio, simply because the challenge was laid before us. Then, once done with that task, we task again. Flower, Sun and Rain confronts what a videogame is by presenting a game's parts without any gloss over it. It's confronting gamers about why we game and what pushes us forward to complete what are essentially virtual goals.

 

For instance, at one point in the game the player (and thus Sumio) is tasked to run back and forth a great distance between two characters in order to send messages from one to another. Except the responses to each other make no sense and Sumio simply gets angrier and angrier as he has to run back and forth over and over. In any review this would be clearly sited as bad game design, but it isn't that simple. The insanely annoying bit of gameplay, which is metaphysically referred to by Sumio himself as annoying, is there not simply to test the players ability to run really far (a task already tested by that point in the game), but instead to express and confront in a very clear way that tasking is occurring. Sumio gets annoyed with the running, but he keeps on pushing on because he is a searcher and his purpose is to find the answer. On the other side of this is the player him/herself who finds themselves pushing on because they have been told to do so by the game. Eventually, if you're thinking deeper than just beating the game, this forces the player to connect with Sumio and thus simultaneously consider why he is pushing forward and hopefully once that line of thought is reached question why you push forward in any game. 

If Sumio is a representation of us as gamers, then his eventual death and revival in the game does raise some interesting points as well. Sumio's death isn't about the player though, it's about the entire metaphor of LosPass Island. If Sumio is the gamer then LosPass Island is gaming. Sumio's death and eventual revival is at the hands of Sandance Shot, who it later turns out is one of the 16 clones of the character from The Silver Case. To reestablish what was explained before, each "clone" is actually one of the lives that the player used during each day and each clone is now considered a resident of the island. This also makes Sandance Shot a representation of the many lives gamers live. Why would a player ever be an antagonist though (even when you're the bad guy in a game, you consider yourself in the right in some way, which is yet another interesting philosophical discussion). Well, it isn't as clear cut as that.

See it eventually turns out that LosPass Island was actually an artificial island created by some rich people to breed special hyenas and also make clones like Sumio is. The hyenas had silver eyes that when placed in the socket of a person would give that person immortality and some other awesome powers like time control. Sandance Shot and another character named Tokio Morishima (also from The Silver Case) have these eyes. Turns out that the hotel manager wanted to blow up the island so people can't make hyenas anymore and that the "natives" of the island like Sumio will no longer exist because immortality and multiple lives are a bad thing. Sandance on the other hand has been putting the bomb on the plane every day in order to make sure the island doesn't blow up. If we take the island as a metaphor for gaming in general this means that Sandance was actually on our side the entire time, attempting to give us, the player, the lives we expect from gaming while Edo, an NPC, saw immortality and multiple lives (something all players have in games) as an evil, which would make sense if you described the power a player has outside of the contexts of a game.

At the end of the game, which you can see above, Sandance Shot loses his silver eye and the island does blow up. How is this OK for the player though? Doesn't that mean our immortality has been removed and our ability to move on to another game reneged? Not according to Sandance's final speech, which explains that this Sumio we are playing with is the one that was fated to move forward and pass the story on. Once again tying the game back into the idea that we as gamers don't have a choice in where a character is going or who we end the game with. It was of curse fated from the beginning that this Sumio would be the one to complete the game, that this "life" of the player would be the one that did it just as it is in any game. Once we reach that "life" we can move on to the next game as Flower, Sun and Rain finally lets us do once we reach the "fated" moment.

In the end the island does eventually blow up as Sumio flies off. That game, it's lives and the player's immortality in this context wiped away. We as players are once again a blank slate, able to literally jump back into any Sumio Mondo we so desire during any day thanks to the now open day request menu. Sumio (the player) can move on to somewhere else, though it's clear that Suda51 wants that somewhere else to be his next game given the cliffhanger ending.

There is one more major subject that needs to be broached before concluding and that is Toriko Kusabi, a highschool aged girl, who the player takes control of in between each day. If Sumio is the player then who is she and why does the player get to take control of her? First off it has to be understood that gameplay with Toriko consists of walking somewhere and talking to someone. Her part of the game are more of an interactive cutscene of sorts. Her parts also are one step behind Sumio. Wherever he goes in a day she goes after him while chasing her pink alligator. She then interacts with whatever character Sumio just helped out with his searching skills (the player's tasking).

It is also revealed later that Toriko believes that Sumio is the island's and the people of LosPass's savior. Because of this she is the one who strikes a deal with Sandance Shot to bring Sumio back to life after Sandance shoots him, which is a form of Suicide for Mondo. In fact, throughout the entire game Sumio has been knocking himself off by not stopping the plane from exploding, and Toriko follows his death and leads into his rebirth. Because of this, and her belief that he is the savior of the natives of LosPass (who represent gamers in general since Sumio is one of them) it seems that Toriko is a representation of the players want to live through a game and complete it. The bargain she strikes with Sandance to bring Sumio back to life is that if Sumio can find Sandance (thus stopping the bomb) then she wins, if not he wins. In other words, if the player can beat the game than their desire to complete all the tasks wins and if he can't then the life of the player within the game world and all the memories their play has built stop there. It is important to understand that Toriko doesn't care if the island is destroyed or not, but if Sumio can move on and thus complete the memories and leave the island himself. Only in that way can the natives of LosPass (the many lives of gamers) move on to more lives. 

So what is the point? That's a lot of deep thoughts without much reason for them and I barely scratched the surface here as a serious thesis could be composed on this game alone. If you're looking at it from a "game" point of view then you're absolutely right, there is no point to Flower, Sun and Rain other than to put you through your paces. However, art doesn't need to have a point it needs to have a meaning and make you think. If you approach Flower, Sun and Rain from a philosophical and artistic perspective than you have a piece of art that raises questions about player identity, control and fate in a medium that rarely ever looks inwardly at itself and asks what what it is doing means. 

It is also interesting to note that after playing Flower, Sun and Rain it has become clear that all of Grasshopper Manufacture and Suda51's games have a unifying theme that connects them. This is especially apparent in the company's game's protagonist, who, as noted above, almost always function as a metaphor for gamers (a nice nod to this is the fact that the DS version of Flower, Sun and Rain let's you play in a Travis Touchdown outfit). There stories might be completely different (with some repeat characters), but the artistic ideas and metaphors behind Suda51's games are constantly speaking to the deeper meanings behind gaming. However, I need to stop here as another wall of text below this one will actually obliterate the post. Possibly a great disccusion for after No More Heroes: Desperate Struggle lands.



THE VERDICT


3.0 /10
Poor: Something went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


This game came out that long ago? I had no idea, and I was looking forward to this. It just fell off my radar.
As a guy hwo usually just jumps the text to see the score, I AM CONFUSED
THIS IS NOT THE WEEKEND! BACK IN YOUR CAGE, RAZAK!

Also, I love this score. :-D
I read all of that and wow, that is immensely deep. I need to find this game, bad score or no.

Also, another Suda51 game, Contact, had a rather bizarre ending (or rather, post-credit sequence) that really honestly disturbed me. While you play the game, you almost always have the screen showing the Professor and Mochi in their lab at all times. They're always there, unless Mochi comes to help you, or in other special circumstances.

After the end, you're shown the empty lab, and Mochi sleeping on his little mat. He wakes up, scratches at the computer keyboard, and a message from the Professor plays. I won't go into that here, but after that, Mochi leaves through the door and the game continues to play the disjointed if sad melody and all you see is the now-empty lab.

I think it's because I always saw that lab inhabited that with it empty I was so shaken. It doesn't really make sense, though I suppose taking with that the Professor's final message there's a really deep meaning for it.

So yeah, I'm gonna look up this game too.
is that run in the beginning of the review a joke or typo?
If I still had a DS this would have been an instant buy for me. Excellent examination of Flower, Sun, and Rain!
Sacrificing any semblance of decent gameplay just to make an artistic statement is the most pretentious bullshit move. Suda51 is quite possibly the most overrated game designer in history.
@kingtobo
Dear avaterless enemy, as a superior avatar toting user I must point out that our opinions are the exact opposite of mine's and a lot of users of this site, in cases like this I'm afraid I need to show you what should be your next steps, following your dull comment:

1- Step into a place with a lot of fire, one that shows no sign of stopping
2- Stay in there until your very own heart gets roast flavored
3- ???
4- PROFIT!
"Flower, Sun and Run"--you might want to fix that. Also, just because Gamestop doesn't have it doesn't mean it's damn near impossible to find. Yes, I only read the first paragraph.
@Naim Master: You're right, my lack of an avatar makes me less than you. That and the fact that I won't play through a vague, obfuscated, piece of shit with almost nonexistant gameplay and somehow convince myself it's a stroke of genius to justify the complete waste of time that the previous hours were.
@kingtobo

Good job at being successfully trolled, you're not even a good troll to not grasp that.
Meh, didn't like this critique. Mostly because I find the notion of making the game unenjoyable just to look clever to be fucking retarded. Pardon my French.

"Which brings us to the main jist of the metaphor for the game. Sumio has no control over what he is doing, everything is laid out before him. He is given the solution to all of the puzzles at the beginning of the game in the form of the guide book handed to him by the hotel owner, Edo. In fact it is the hotel owner who directs and motivatres Sumio in every direction, acting as a blatant motivator for almost every action he takes. Thus it can be seen that Sumio is not simply a character in a game, but a metaphor for us, the gamer, as we enter games believing we are making our own fate but are actually nothing without the motivation to move forward by the NPCs and enemies in the game."

Next thing you know, people will say the overworld in NMH is SUPPOSED to be bad because it's a statement on videogames or something. Except people do already say that, and they're the same people who think poor game design is fine as long as the whole game is the game's creator(s) masturbating to photos of themselves.

I'll conclude with this: if Suda is REALLY intentionally making his games bad just to make some kind of statment, if he's intentionally attacking the notion of fun, then his games deserve the poor sales they've been getting. I don't mind games as art, but they have to feel genuine (SotC), not pretentious, because any artist who does that kinda shit in any medium is a waste of oxygen.
I love it when a game can get both a 3/10 and an editor's choice.
Best rating system ever.
I should mention that the videos come from the LP of this game, watch it here http://lparchive.org/LetsPlay/FSR/
I picked up this game while I was craving a really good adventure game. I made it to the end of the first day and never continued. It was just too Japanese.
@Phoenix Gamma
There are no authorial intentions, and even if there were, I would do it like Roland Barthes, and just say that I do not care about them, because I, the reader or player of the game, am the most important authority of my perception of this game.
"A review is put out in order to express the quality of the game, a critque is made in order to discuss the game."

That is the most inarticulate sentence anyone has ever written in the history of the Internet. Hooray!
Hooray!
It's reneged, not renigged.

And yeah.. that's the only reason I commented, but this was an enjoyable read.
I wonder if Suda51 is a fan of PYG, a Japanese psychedelic rock band from the 1970s. They were well known because their singer, Sawada Kenji, was the singer from the group sounds band The Spiders. They had a hit called 花・太陽・雨 (Flower Sun Rain) but of course that could just be a coincidence.
http://www.youtube.com/watch?v=OPREV8Em7PQ
Boris later covered the song on their 2008 album entitled Smile .
@Doomsday Forte
heck yes, Contact. I loved that ending. it actually made me feel guilty.
Man, I wish I could claim that Run was an immensely clever joke (because it would have been pretty funny) but no it was a typo and now it's fixed.
I believe the game was actually named after that song bookstore moon.
Because I'm a whore some guy told me to post something for him because he can't be bothered reading the thread, he says:

"Watch The Profound Desire of the Gods [1968] by Imamura Shohei, or at least read about it."

This is probably relevant to this review.
He also said:

"And also the history of Okinawa, the Shinto creation myth of Japan, the US occupation of Japan and maybe the Sanrizuka protest movement."
Oh and I meant "Can't be bothered to sign up" not "read the thread" brain fart there.
Great review, great game.

I personally would have given it a higher score. I don't find the gameplay to be un-fun whatsoever. To me, the game is a lot like Layton, only weirder and more fun.

Then again, I also liked No More Heroes over world, just as I liked the great sea in Wind Waker, and the vast, uninhabited terrain in Shadow of the Colossus.

Big, empty over world's are a nice escape from the real life city that I live in.
Suda51's "Eraserhead."
Suda51's "Eraserhead."
I tried playing this, but it was like having Suda51 fart in my ear.
Holy shit you just blew my mind. I love Suda. Thank you so much for this in-depth critique/review!
I keep hearing that games need to be fun in order to be successful games; if they're not fun, they're bad games. It sounds like FSR is successful at least where it wants/intends to be, so would the people who don't want to call it a game call it something else?

Good read, btw!
I played through the entire game looking for something to like - 3/10 sounds about right, the running around is such a fucking timesink, and the "puzzles" are completely not worth it. I totally didn't see a fourth-wall metaphor in FSR, but now that I've read this, I guess it makes sense. As much sense as Goichi Suda can make, anyway.

As some other commenters have said, I don't buy that the game's message or meaning justifies how bad it is. I did like Killer7 and Contact, and especially No More Heroes, so I'd say that this FSR remake really shows how far Suda has come as a director: that he's now more willing to make concessions to the gamer. A game with a message is pointless if no one enjoys it enough to get the message.
Phoenix Gamma said: "Next thing you know, people will say the overworld in NMH is SUPPOSED to be bad because it's a statement on videogames or something. Except people do already say that, and they're the same people who think poor game design is fine as long as the whole game is the game's creator(s) masturbating to photos of themselves."

Actually I did see the overworld in NMH as Suda 51 commenting on so-called "freedom" in gaming, especially sandbox games. Many critics hated Killer 7 because the gameplay was on rails, and I believe that Suda 51 intentionally left the overworld in NMH empty because most open world games, especially those in the GTA series, are often themselves empty or lacking in interactive content. The man clearly has a goal in mind when creating his games, and based on how great 90% of NMH was, I don't think leaving the overworld blank was unintentional. Therefore, there had to have been a reason for that. In his games, you can read symbolism into practically everything. Even coconut collecting.
I agree with Jim, back to your cage Razak!
Just because you wrote so much about it makes the game instantly amazing. TLDR, but there's also stuff like the "Killer7 Plot Analysis" over on GameFAQs(http://www.gamefaqs.com/console/gamecube/game/562551.html) that makes this little blurb seem like a Dr. Seuss book.
I need this game, dammit.
I got this game for a fiver this morning, and will probably read the second half of this after it comes in the mail. I want to see what this game is all about for myself before I go into the commentaries of it, and make my own mind whether it's worthwhile or crap. (inevitably will be the best game ever, given my track record with enjoying Suda!)

I cant wait to see what all the fuss is about.
This review is so indie...
so is Suda 51 the gaming equivalent of film director Michael Haneke?

I don't know about this boys and girls, if I'm gonna spend the time and money on a game I want it to be something I'm actually going to enjoy

for the record I did like Killer 7, but it was because of the weirdness and story, the gameplay itself was pretty damn tedious
Very interesting stuff Matt. I'm interested in playing this, but I know I'd be let down if I expected a straight-forward game, in the traditional sense. If I can find a copy, I'll give it a try.
I second Holmes. I really enjoyed reading through the guidebook looking for clues that half the time didn't make any sense.

Nice article also. It's good to have a reviewer actually try to engage with the game for once.
that was an interesting read. I probably enjoyed this article more then the actual game though.
I haven't played this game in a while since I completed it shortly after European release, but I just want to add what little I know and can remember to the interpretation. And thanks to PenKaizen and AkumaLovesYou for posting those themes for me above, my mind was rushing with connections when I asked them to post on here for me but I left it a few days and a few drinks too late and have forgotten much. There are some 'spoliers' in my post but I think they would enhance the experience since FSR is more about themes and metaphor than any direct narrative.

... Firstly I would advise people to watch or read about the film The Profound Desire of the Gods [1968] by Imamura Shohei because this game borrows quite liberally from it, thematically and also directly in terms of characters and scenarios. The film deals with customs and Japanese identity, the customs of an island (the subtitle is 'Tales from a Southern Island'), and is obviously referring to Okinawa and a people whose culture contains aspects of the past which intersect with the 'modernisation' process that was occuring in post-war Japan. It's basically about progress vs. tradition and identity, which is where FSR takes many of its ideas from.

On a more direct comparison FSR borrows both Sumio and Toriko (even using the same name for Toriko) from [i]The Profound Desire...[i]. In the film an engineer is sent to the southern island to the island to start the modernisation process. There is also a young woman called Toriko by whom the engineer is seduced, and a giant phallus shaped rock in the rice paddy of a brother and sister who practice incest (incest being the creation myth of this island and of Japan) which the islanders explain as punishment for practicing incest.

Toriko later dies the the islanders claim her spirits inhabit this rock waiting for the engineer to return and unlock it. And in the end scene a steam railway has been built to show tourists around the island and on the train are the engineer and his wife, his wife points out the train seems to be chasing the ghost of Toriko (although the engineer cannot see this ghost). Anyone who has played through the game will notice the similarities, especially with the 'Sundance' section of the game where Sumio has to 'unlock' the equally phallus-shaped rock by running rings around it. Also in the opening chapter Sumio is unable to leave his room because of a spirit, I believe this spirit to be Toriko who briefly appears playable at the end of this chapter.

The second theme I want to deal with is the post-war occupation of Japan by the US, including the notorious occupation of Okinawa which was under US control until 1972 and is still home to a massive network of military bases. This also ties in with the overiding theme of identity, especially Japanese identity, as a place that has lost its past (hence 'Lospass') due to the US occupation and the covering over of various atrocities committed by the imperialist rulers of Japan during and before the war. A sort of forced collective amnesia at the same time combined with a war-guilt. This loss of identity is a very common theme in much post-war Japanese life and thought, with massive protest movements against the [i]anpo[i] security pact which assured US military bases (used in decimating Vietnam) at the time.

It is also prevalent in much manga, and when playing FSR I was reminded of MW by the legendary Osamu Tezuka which deals with a secret US plant on a small island off Okinawa... much like in FSR there is the plant on Eleki Island, although this plant manufactures clones. At the end of the game we see sixteen Sumio's in total, each carrying certain memories and experiences, an archetype if you will. For me the cyclical nature of the game, and its place in the loosely associated 'kill the past' games by Suda (Killer7, FSR, The Silver Case), reminds me of a phrase by Karl Marx: History repeats itself, first time as tragedy, second time as farce. The idea that these generations were doomed to repeat the same existance over and over with only slight variation until one of them finally broke the moebius loop and escaped that treadmill, but escaped using the memories and experience of the past to start a new generation.

... but then the conversation on the plane hints at a more dispiriting outcome, that the loop is about to start anew. Maybe my musings will be completely disproved if I ever get to play The Silver Case.

There are also other things I could talk about- the theme of paradise and utopia or the concept of fate via the reflexive design of the game that you have already dealt with but didn't quite flesh out enough as a metaphor. I also wonder if the game discusses the Japanese Red Army or the Yodo-Go Incident (a plane hijacking by the predecessor to the JRA), I recall the game mentioning something about the '11 children of the revolution', at least I think I do.

Anyway this is a long post, I'll leave it here.
And yes that was one hell of an inarticulate post, but it was just train of thought. I shall one day do a coherent and comprehensive analysis of this game instead of doing it injustice on forums.
I really wish more critiques like this were done, either in tandem, or in place of reviews.
I reviewed this game as well and felt the exact same way. Shit needs to be known about, if not actually played.
I just wanted to jump on with the "games can't be just art" people. Basically, if the game's not worth playing, a critique (such as the one here) is far more meaningful than the game itself.

I'd also like to mention that I'm dense and without this critique I would never have understood all this. So score another point for "the critique is far more useful than the game".




Etrian Odyssey IV: Legends of the Titan demo hits Feb. 7

Atlus announced today that a demo for upcoming 3DS game Etrian Odyssey IV: Legends of the Titan will be released on the Nintendo eShop on February 7. The demo lets you get a taste of the first bit of the game, including the o...   more

Etrian Odyssey IV: Legends of the Titan demo hits Feb. 7 photo

Resident Evil Revelations confirmed for consoles, PC

Capcom's pretty great 3DS horror spin-off, Resident Evil Revelations, has been confirmed for consoles and computers, following rumors of a potential port job. Slated for release on May 21, Revelations will hit PS3, 360, Wii U...   more

Resident Evil Revelations confirmed for consoles, PC photo

Pikachu 3DS XL coming to Chile, US might be next

Nintendo has been very selfish, hoarding all those lovely special edition 3DS models in Japan and not even giving Americans a goddamn black XL. But every once in a while, Nintendo will surprise us with an act of kindness that...   more

Pikachu 3DS XL coming to Chile, US might be next photo

Nintendo may alter its office requirement for eShop devs

As someone who works from home, Nintendo's insistence that potential eShop game developers have dedicated office space has always rubbed me the wrong way. The quality of the individual title, not whether studios can pass anot...   more

Nintendo may alter its office requirement for eShop devs photo

Preview: Project X Zone is boob jiggling fan service

Apparently, nearly a decade ago, Namco and Capcom teamed up for the crossover, turn-based SRPG Namco x Capcom. Don’t ask me how they decided who would get first billing. A coin flip? A Japanese game show? Similarly, don...   more

Preview: Project X Zone is boob jiggling fan service  photo


Preview: Project X Zone is boob jiggling fan service  photo
Preview: Project X Zone is boob jiggling fan service  photo
Preview: Project X Zone is boob jiggling fan service  photo
Preview: Project X Zone is boob jiggling fan service  photo
Preview: Project X Zone is boob jiggling fan service  photo
Preview: Project X Zone is boob jiggling fan service  photo



Project X Zone getting localized, coming to North America

Project X Zone, the crazy crossover game featuring Namco Bandai, Capcom, and Sega characters all working together, is coming to North America! Namco will be bringing the role-playing fighting game hybrid to North American, Eu...   more

Project X Zone getting localized, coming to North America photo


Project X Zone getting localized, coming to North America photo
Project X Zone getting localized, coming to North America photo
Project X Zone getting localized, coming to North America photo
Project X Zone getting localized, coming to North America photo
Project X Zone getting localized, coming to North America photo
Project X Zone getting localized, coming to North America photo



Luigi's Mansion: Dark Moon has multiplayer?

Luigi's Mansion: Dark Moon (formerly known as Luigi's Mansion 2) is almost here. True to the game's ghostly allure, details around the game's corporal existence remain shrouded in contiguity. Is this thing even...   more

Luigi's Mansion: Dark Moon has multiplayer? photo

Capcom responds to Monster Hunter 4 Vita rumors

Monster Hunter 4 is no doubt going to be a massive win for the 3DS. The combination of traction Nintendo's handheld already has, along with the massive install base, and the incredible success of the Monster Hunter ...   more

Capcom responds to Monster Hunter 4 Vita rumors photo

Here's some BlayzBloo: Clone Phantasma footage

Some time ago, Jonathan Holmes reviewed BlayzBloo: Super Melee Brawlers Battle Royale. It was a pretty quaint release that was forgotten almost immediately. But now, it looks like a full sequel is upon us, ready to grace the...   more

Here's some BlayzBloo: Clone Phantasma footage photo

Interview: Disney Infinity's John Blackburn on toys

An hour after taking the stage to unveil Disney Infinity, "Disney's most ambitious video game initiative ever" (a press release states), I sat down with Avalanche Studios chief creative officer John Blackburn to discuss where...   more

Interview: Disney Infinity's John Blackburn on toys photo


Back to Top




Advertising on destructoid is available through Please contact them to learn more