If ever
there were a developer I never expected to spotlight here, it would have to be
Kiyoshi Sakai...mostly because I didn't know the name of the developer I had
such admiration for until...about a month ago, when I was doing research on a
game I dearly love. Why am I spotlighting
Sakai? Two words.
Umihara Kawase.
Kiyoshi Sakai has practically no pictures online, but Umihara Kawase is his child and his face in the gaming community. So, ladies and gentleman, meet Umihara. |
Umihara
Kawase is a small series of games based around young Umihara. And yes, this was another Japanese only game
introduced to me by the fantastic Justin Carmical, who showcased it in his
second You Can Play This video. I could
go on and on about that, but we're here to talk about Kiyoshi Sakai.
Sakai is the very
definition of a niche/independent publisher.
Hardly well known, works typically in informal wear such as slacks or in
apartments, and is rather shy in demeanor and very seldom makes
appearances. What I can say about Sakai, though, is that he
is a damn fine programmer. Sakai himself is quoted as
saying, "I’m good at making complex game systems. I designed the game myself, and I did it in a
way where I could use my ability to come up with a complex game system. I built
the game design around that skill."
Translation? Sakai is able to program a system that is
remarkably complex in it's execution, but very easy to use. That being said, most of Sakai's games have an incredibly high skill
ceiling, making experts on youtube seem akin to gaming gods.
Unlike most
of my previous spotlights, Sakai
has actually been around for a long time.
He got interested in game design due to his father buying a PC for work
and he fiddled around with it, learning to program from there. Sakai
wanted to create something with his knowledge and this led to his career in
game design. He got started in the early
90s and his first commercial title as published in 1994, when the first Umihara
Kawase game was released by NHK for the Super Famicom. The game sold modestly well, but NHK faded
into the background while Sakai's
child, Umihara Kawase, lived on and had several sequels and ports. Sakai
himself is only credited as working on five games. Four Umihara Kawase titles and the original
Ape Escape. Umihara is Sakai's legacy, as he created one game for
the Super Famicom, one for the Playstation, one for the Nintendo DS, and his
latest title for the Nintendo 3DS. The PSP
port of Umihara Kawase was made by an outside
team.
Now, I love
Umihara Kawase, but it is damned hard...and I have Sakai to thank for that. The game features a cute girl named Umihara
in a strange otherworld in habited by fish who walk on land and strange larger
than life items, like vegetables or bicycles.
Her only defense is her ability to jump, run, climb and use her elastic
fishing pole, which she can use to reel in fish, or latch onto objects. This is where Sakai comes in. While he designed all the game mechanics on
his own, what is jaw dropping is the physics engine. See, Umihara can use her fishing pole to
swing from ceilings or walls to try and get to new places. Some of these swings are insanely hard,
requiring momentum, precise angles, and a combination of the jumping and
climbing mechanics on par with rom hacks, swinging from ceiling to ceiling with
nothing but an ocean or a bed of spikes underneath. For 1994, this physics system was amazing and
has never been replicated except by, ironically, Sakai himself. Like Bionic Commando, it features swinging
from roofs and walls, however there is so much more finesse at play with
Umihara, that I'd say the only comparable physics engine is actually in Portal,
which uses momentum in a similar way.
Takes some out of the box thinking to make the physics engine work for you in this game. It takes skill. |
What is
perhaps more shocking is that Sakai
hasn't worked on more games. In fact,
his Umihara games have been made by different studios each time, with the only
real constants being himself and the series illustrator Toshinobu Kondo. So, I want to give Sakai a bit of a spotlight for this amazing
game system. It is a testament to his
talent as a developer that, for the Super Famicom, he created a physics engine
on par with, if not better than, most modern ones. Sakai
doesn't really see any problem with a lack of recognition for himself or his
series, though. In fact, the most recent
game in the series, Sayonara Umihara Kawase, seems to be closing the door on
the series, and he's satisfied with how far it has come. It would seem that Sakai saw game design and programming as a
challenge and something that he enjoyed doing just for the hell of it, rather
than getting rich off a franchise. By
his own admission, he built a prototype on his own and showed it to a friend
who was working with NHK and asked if they could work together to make a video
game out of it. Despite this somewhat
laid back appearance, Sakai
has led the charge with all the Umihara games, being the visionary who has kept
the series going.
If I had to
give a complaint about Sakai,
it's his lack of story focus and at times his informal demeanor. In truth, Sakai himself admits that Umihara Kawase came
to be because of a happy accident. The
games feature almost no story, despite Toshinobu Kondo's illustrations of
Umihara and the world around her seemingly begging for a Miyazaki-esque fairy
tale to provide context to the weird world of giant fish, oceans, and
rivers. It features some unusual imagery
that does actually make players wonder...like in the original game, bicycles,
vegetables, and certain other things that in Japan might be related to
childhood or how in the sequel there are hints at a more grown up perspective,
with pencils and school supplies dotting the landscape. All the while, the background focuses on
rivers and oceans, hinting at recreation and the imagery of another life that
might be an obstacle for Umihara's enjoyment.
Even Umihara having fishing as a hobby was just because Sakai thought it would be cool for her to do
that in order to make his mechanics work.
He didn't set out to make a fishing game at all. Ostensibly there is no story and even the
game's title, Sakai
admits to creating just on a lark.
Umihara Kawase refers to the choice cuts of meat on fish, Ocean Stomach,
River Back. Kondo's illustrations beg
for more context to this world...
Umihara
Kawase has never seen an English release, but in 2014, English speakers are
going to get their first taste of it through Yumi's Odd Odyssey on the
3DS. Honestly, I'm super excited, but I
also hope it's not the end. The game
seems to have a story of sorts attached to it and it will be our first taste of
some translated Umihara goodness. For
many, it will also be their introduction to the hardcore, but oddly satisfying
mechanics that has become Sakai's
hallmark. I would like for more people
to know about Umihara Kawase and Kiyoshi Sakai, because they're just fantastic,
all over.
Kiyoshi Sakai has little
information floating around the web about him, lacking even a proper wikipedia
page, but there was an interview with him on USgamer and he is credited on
Giant Bomb. Umihara has little
information about it, but to see it's madness and it's beauty, this youtube channel is the best way to go. And
please, support Umihara Kawase by buying Yumi's Odd Odyssey on the 3DS. It's a digital download from the eshop and is
well worth the price. Give it a look!
Sayonara Umihara Kawase on the 3DS, known in the States as Yumi's Odd Odyssey. Check it out to witness Sakai's mastery in action. |
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