![]() ![]() ![]() In many ways, there has perhaps never been a richer time to explore relationships in games, both through systems and storytelling. I’d also be remiss not to mention the efforts of developers outside Japan in exploring how relationships can be systemically depicted, particularly in indie games as wildly diverse as Christine Love’s Analogue: A Hate Story, Nina Freeman’s Cibele and We Met in May, and Sukeban Games’ VA-11 Hall-A, among many, many others. This, it must be emphasized, after decades of such games being shut out of foreign markets because of overly restrictive regional platform holders and perceived consumer apathy. Meanwhile, on the narrative-focused end, more visual novels and even games from its genre forebears in Japan, sound novels and adventure games, are finding life in new languages overseas as they become more routinely localized. ![]() Even past Pokemon games have given you the chance to offer your caught critters affectionate scritches and pets. Yakuza routinely allows you to rub shoulders with women from Japan’s hostess club industry, drinking and chatting it up as you rack up an ever bigger tab. Fire Emblem lets you indulge in an intimate tea time with its wide ranging cast. Character relationships defined beyond plot proceedings and realized by progression mechanics of all sorts are now increasingly mainstream in some of the bestselling games each year. We’re closer to our video games than ever.
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