Grow



I've been sort of collating my ideas about Persona 3 as well as older japanese adventure games such as Snatcher and Famicom Detective Club, with regard to the Grow series. By comparison I've noticed the necessity and inevitability of a turn or action is intrinsic to japanese game design. Playing something like Famicom Detective Club or Trace Memory might infuriate you, the common western user, when you realize that there are simply inevitable steps to follow, such as going to all the different places before the story progresses. And in some cases this is just lazy design. But I am beginning to see this idea of inevitability as a trend and if one can embrace it you have Phoenix Wright or Grow, something wholly worth it.

0 comments: