Q It’s been a month. When’s the patch coming out of beta already?
December. Here behind the scenes, we’ve been hard at work polishing and upgrading various elements of the release. Over the past few weeks alone, we’ve put out seven new dot-releases of the patch, including text fixes and greatly improved custom font handling. (We’ve even fixed a few bugs/errors in the original JP release.) That said, the game is in a highly playable state as-is, so if you can’t wait any longer… don’t! Dive right in.
Q What sort of game is this? What can I expect?
Released in 1994, Kamaitachi no Yoru came out during the formative years of VNs, smack dab in the middle of the SNES era, and is very much a product of its time. The game was intended for short, repeated playthroughs rather than reading marathons. (The longest path through the game is probably 3-4 hours at most.) The central mystery can be solved fairly quickly, and the rest of the Mystery route is more of a Corpse Party affair, collecting bad ends and seeing how things might have played out differently. Speaking of routes, you won’t find the expected template of heroine-based routes culminating in one true route filled with big reveals. Which makes sense; that really hadn’t become the norm yet in 1994. Rather, the routes are all “What If?” scenarios: What if the game morphed into a spy thriller? A ghost story? A treasure hunt? Although they use the same characters and initial setup, all the routes are standalone tales, unrelated to one another. And get this. The characters? They’re all adults. Not a high-schooler in the bunch. Not a single classroom background to be seen. Shocking, right?
We mention all this because we’ve gotten notes from readers who went in anticipating one thing, and were left disappointed by what they ultimately got. This is not Umineko. But is it the keystone game that made the almost three decades of VNs that followed possible. Like the food at Spur Lodge, it’s a bit all over the map. And maybe it’s even more charming for it.
Q Which routes were added to the original SNES release? Which one is Ryukishi07’s?
Detective: Was written by the original author and added to the game from the PS1 port forward.
A Novel: Was written by the original author and first appeared in the official fan book that followed the SNES release. Only became part of the game with the Japanese mobile port and Rinne Saisei.
Limbo: Written by Ryukishi07 and only found in Rinne Saisei. (As if you couldn’t tell by the fact that it’s full of Ryukishi07’s favorite obsessions. And. So. Much. Katakana.)
Q Is there an English walkthrough for the game?
Not really. There are a few in Japanese, but that’s about it. You might get some mileage from walkthroughs for Banshee’s Last Cry, but you’ll find some choices are different or missing altogether from that iOS port.
Q How do I get Ending #24?
Right, so there’s a hidden ending buried deep in Kamaitachi no Yoru. Ending #24. The method for achieving it has differed in each new port of the game, and Rinne Saisei is no exception. We’d tell you how to get it, but… it’s a secret. (Seriously, though, we’ll probably do a spoiler Q&A in a couple weeks to address this and a few other spoilertastic things. Not to mention dunking on some of the creative choices in the remake.)
Q Any chance of getting a TL for Kamaitachi no Yoru 2?
We’d love nothing more. It’s a legit great game, leaning more heavily into the meta and horror elements of the first. But, as we might have mentioned, we’re not ROM hackers. The sequel is PS2/PSP only, so TLing it would require custom tools, patching in half-width character support, dealing with endless pointers, and god only knows what else. If someone could come up with a streamlined workflow, we might change our tune. But as things stand now, a Kamaitachi no Yoru 2 TL really isn’t in the cards.
Q Are you planning to sub the OP video?
Not at this time.
Q In the last Q&A, you forgot to mention the biggest change of all in the Banshee’s Last Cry localization. Do better!
You’re right! We suck! We somehow failed to mention that Banshee’s Last Cry replaced all photography of the iconic Spur Lodge (aka, the real-life Pension Knulp) with pics of some rando ski lodge in British Columbia. One of the great joys of the game was knowing you could actually visit Knulp, stay in the same rooms, and have a slice of that Mississippi mud cake. Banshee’s Last Cry lost all that magic.
Q Is it feasible (or even possible) to reach 100% of text read in the Playlog?
Doubtful. It’s super easy to lock yourself out of little scraps of text throughout the game without realizing it. There’s no achievement for getting 100%, so best to to worry too much about it.