Developed by Home Bear Studios
Published by Another Indie / Hound Picked Games
Released in 2018
The point-and-click genre has enjoyed a renaissance recently. The huge Kickstarter successes of ‘Thimbleweed Park’, ‘Broken Age’ and ‘Broken Sword 5’ clearly illustrates just how many people are keen to revisit a genre that they adored in the eighties and nineties. While platforms like the Adventure Game Studio has allowed for the creation of this Style of game on Steam and Android systems, until the Switch they never felt at home in consoles. However, perhaps due to the system’s touch screen interface many point-and-click titles have found a home on Nintendo’s hybrid device. Big names such as ‘Grim Fandango’ and the ‘Syberia’ trilogy can be found in the eShop but lesser known indie hits like ‘The Darkside Detective’, ‘The Lions Song’, ‘Bulb Boy’ and ‘The Fall’ have also seen Switch success.
Alongside the re-emergence of point-and-click games has been the Western
acceptance of Visual Novels. ‘Steins; Gate’, the ‘Zero Escape’ series and the
‘Muv Luv’ games have attracted legions of western fans, and reading interactive
books on a video games machine is no longer a Japanese only activity. Trace the
two genre’s family trees back far enough and there’s a point of intersection.
Both visual novels and point-and-click games evolved from titles like
‘Enchanted Sceptres’ and ‘Déjà Vu’.
‘The Portopia Serial Murder Case’ (「ポートピア連続殺人事件」) is considered by many to be the first
Visual Novel. It challenges a player to solve mysteries by interacting with
items, characters and the game world. Retro Gamer magazine claims the game
“defined the visual novel genre; it was the first from which all subsequent
titles followed”. Evidently, the game's developer, Yuji Horii was inspired by
American titles. “I read an article in a PC magazine about a US genre called
‘adventure games’, which allowed players to read stories on their PCs. We still
didn't have them in Japan, and I took it upon myself to make one”.
Given that both genres share a common point of origin and are enjoying
Western success, it’s no surprise that developers are now creating games that
celebrate the strengths of both. This was the approach taken by Netherlands
based developer Home Bear Studio, when they sought Kickstarter backers for
their game ‘Nairi: Tower of Shirin’. “We are going for a fairly unique blend between
a visual novel and a classic point & click adventure” Joshua van Kuilenburg
said to Nintendo Life. “I do feel we fuse visual novel traits with the point
& click puzzle genre in a fairly unique way - I have a hard time finding
games like ‘Nairi: Tower of Shirin’”
The game presents Nairi’s story; a young girl forced to flee her home
when a criminal known as White Mask breaks in. Turning to Rex, an elegant
scholar with a murky past, she is smuggled out of familiar opulent surroundings
and thrust into the city’s seedy underbelly. This game, the first chapter of a
planned series, revolves around Nairi’s attempts to make her way back
home.
“We wanted ‘Nairi: Tower of Shirin’ to be family-friendly and enforce
ourselves to tell an impactful story while keeping the tone light and colourful”
notes van Kuilenburg. While the game may look adorable, the developers have
been keen to point out that child appropriate doesn’t mean it’s dull for
adults. “Anyone who’s ever seen a good Pixar or Ghibli movie knows that cute
art styles and mature stories are not mutually exclusive. ‘Nairi’ is definitely
appropriate for children, but adult players are more likely to appreciate the
more subtle themes and character development”.
Like the genre’s name would suggest, the strength of a Visual Novel
depends on it having a compelling narrative and an engaging art style. The
unique look of ‘Naira’ could best be described as a children’s story book drawn
in a style reminiscent of ‘The Legend of Zelda: The Windwaker’. Paper texture
and brush strokes shows through the colours of both characters and
environments. Occasional flourishes, such as glistening sandstorms and
twinkling stars, make the environments feel less static. The characters Nairi
will meet on her journey are varied and almost surreal at times. It’s a Middle
Eastern inspired world where teddy bears, mentally challenged ducks, turban
wearing rat sages and cat smugglers live side by side. But even the most
threatening foe will hardly inspire a child’s nightmares. “Disney and Pixar are
definitely fantastic resources when it comes to ‘endearingly cute’, rather than
‘childishly cute’” claims van Kuilenburg. “But, in all honesty, I think You
[Miichi the game’s character artist] uses this inspiration to fuel a style
that’s very much her own.”
The whole game feels wonderfully charming, even if it does look somewhat
primitive without animations. Environmental changes, for example the collapse
of a wall, will be shown in two stages: An image of an intact wall will cross
dissolve into an image of a collapsed one. In the games’ defence though, many
visual novels blessed with infinitely larger budgets do similar short
cuts.
With ‘Nairi: Tower of Shirin’ being part visual novel, when not
searching environments and solving puzzles, most of your time is spent in
dialogue with other characters. Thankfully the text is large enough to read in
both handheld and docked mode as there’s no voice-overs, “a conscious choice”
by the developers “to keep the narrative experience consistent with ‘Nairi’s
art style”.
Navigation and environment puzzles feels more like a first person
point-and-click game like ‘Myst’. Items are found hidden in plain sight and
sourcing them frequently feels like a hidden object mobile phone game; you tap
or click your pointer all over the screen hoping that something usable will be
found. In true point-and-click kleptomaniac fashion, pocketed items are kept in
an inventory to be used to solve environmental puzzles; they can even be
combined with each other. Thankfully puzzle solutions never become as absurd as
some LucasArts game, instead you’ll find an obstruction (like a boarded up
window) and then need to find or create a logical solution in the rooms you
have access to (like using a crowbar). Clues are dotted around locations. For
instance, a sketch beside a locked door will reveal the order a set of buttons
must be pressed to open it.
Home Bear Studios are clearly fans of Levels 5’s DS adventure games, as
hidden alongside items and clues are invisible coins. As you tap on them you
even get a near identical sound and animation to that seen when you discover a
hint coin in a ‘Professor Layton’ game. In ‘Nairi: Tower of Shirin’ these coins
are currency used to buy needed items, rather than exchanged for assistance solving
a tougher puzzle. Instead, for help you must refer to a hint book that’s given
to you Partway through the adventure. The clues it contains are vague and I
found it actually complicated some puzzles.
‘Professor Layton’ influences aren’t limited to coins though. As you
play through the game, puzzles increase in complexity, with progression
occasionally halted by a sliding puzzle or block rotation conundrum. Unlike
games featuring Hershel Layton though, none of the brain teasers are that
taxing. With some note taking you’ll spend minutes rather than hours solving
them, which does make the game much better suited to children and those playing
a point-and-click game for the first time. “A synergy with so many ideas,
strong storyline and tantalising puzzles, plus appealing to a wide audience
with compelling gameplay has been our goal” Joshua van Kuilenburg notes. “We
believe that we have achieved this through our love of the adventure genre.”
There is a satisfying feeling of accomplishment when a puzzle is solved of course;
this sensation is often the reason many play these adventure games.
The environments maybe detailed but there’s rarely clear signposting for
what can and can’t be interacted with. For example, in an early location a
drape can be cut with a knife to solve a puzzle. However in all the rooms
nearby, other similar looking drapes can’t be slashed, in fact they can’t be
manipulated at all since they are only part of the background image. A spare
JoyCon button could have been used to highlight adaptable parts of the screen.
It wouldn’t detract from the challenge, but it would avoid the need to tap or click
on everything the second you enter a previously unseen environment. Point-and-click
veterans will know the trick to use in this situation though; the infamous
pixel hunt. This is when a player systematically and slowly moves the cursor
over the screen taking note of when it changes to an interact icon. It’s
laborious but it’s also something we had to do thirty years ago. Again, this
can’t be done in tablet mode as the touch controls remove the game’s cursor
reinforcing that docked and tabletop modes are the optimal way to play.
I personally prefer my point-and-click games to be played from a third,
rather than first, person perspective. This is perhaps why Throughout ‘Nairi’ I
felt disoriented in locations. With rare exceptions, the game has no map. There
are also no scene-transition animations, so it’s never that Obvious which door
you’ve come through and which direction leads to somewhere new. Leaver filled
underground caverns became a chore to navigate because, despite my best efforts
I kept on doubling back on myself. I also spent far too long on some puzzles
owing to the fact I needed an item from a location that I didn't even know
Existed. The contextual cursor when JoyCons are used helps as the pointer turns
into an arrow when you hover over the entrance to a new screen, but there’s no
reason why the d-pad couldn't have been used to move between all accessible
screens.
It’s sad that it’s a multitude of niggling frustrations that stops this
good game from being great. ‘Nairi : Tower of Shirin’ is undeniably a huge
accomplishment for such a small team with a minuscule budget, but at times it
feels like more hands or a chance to iron out the kinks would have benefited
the final product. While it doesn’t do anything new, and borrows heavily from
games like the ‘Professor Layton’ series, ‘Nairi’s isn’t as original as Home
Bear Studios claim it to be but that doesn’t mean it’s not worth your time.
There may be a flood of superior Point-and-click games and Visual Novels on the
way to the Switch, but for fans of either genre ‘Nairi’ is certainly worth your
time while you wait. Who knows, maybe the inevitable sequel can sit proudly
amongst the best of them.
--
A copy of this game was provided by the publishers for review.
They have not seen or had any influence on the content of this review prior to publication.
--
A copy of this game was provided by the publishers for review.
They have not seen or had any influence on the content of this review prior to publication.
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