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Of all Japan’s ancient and interesting traditions, perhaps the most intriguing
is that of calligraphy. Adopted in the West as a uniform writing style, and originally
derived from China, in Japan it has been a highly regarded and beautiful art form
for hundreds of years. Contrasting the stoic Western standard of simple structure
and verse, the ‘soul’ of Japanese poetry would stem directly from
the writing style itself. Light, sweeping curves and bold, contrasting strokes
brought unique life to every form of script. Simplified and interpreted drastically,
Chinese calligraphy was adopted by the Japanese and eventually formed the three
unique Japanese writing scripts of hiragana, katakana and kanji.
The beauty of Japanese script is the basis for Mojib Ribbon and, indeed, the
simplicity of calligraphy itself gives the game a vividly unique style. Much
like Vib Ribbon’s jagged, eclectic, yet stylishly simple look, Mojib Ribbon’s
takes a passive and calm, yet recognisably unique approach. Mojibri, the game’s
main star, is a simple ink drawn sprite who, much like Vibri before him, devolves
or evolves according to how well you’re doing. Later in the game he’s
joined by a female friend by the name of Mojiko and a huge robot called Osobetan.
Interestingly enough, as the game switches between characters, so it becomes
obvious that each of these characters also has their own style of writing. For
Mojiko, her characters are more rounded, with curly flicks at the end of each
stroke. Osobetan’s style comes across as strict, square characters with
little imagination. He is, after all, a robot. Perhaps only a cursory nod towards
calligraphy, but it’s a quirky little addition that brings a smile to
the face.
Regardless of the aesthetic changes though, beneath it all Mojib Ribbon, like
Vib Ribbon before it, is a rhythm action game. Levels consists of a number of
sentences, and each sentence loops round in a ring until the player successfully
completes it, and progresses to the next. Compared to Vib Ribbon’s combinations
of looks, spikes, ditches and jumps, Mojib Ribbon is surprisingly simple. The
gameplay really only consists of the right analogue stick, the down direction
to start writing and up direction to progress to the next sentence. Mojibri
dances around a loop of clouds, and as he does symbols will appear signifying
the start of a word. With good timing (and in the case of later stages, insanely
dextrous thumbs), a quick flick up then down, and Mojibri will successfully
start writing out that word. Let go at the right time to finish, or else it
ends with a big ink blot.
This may sound simplistic but, though it is admittedly a touch basic, it’s
still a lot of fun. Wrong timing, or inaccurate movements of the stick, and
the result will be faint characters, or big black smudges, or Mojibri tripping
up on what he’s doing resulting in you having to repeat the current loop
again. The animation is pleasant, and the characters reading out what they’re
writing gives the impression of them singing along to the music. Exactly what
they’re writing and reading is of course, completely lost on a non-Japanese
speaker, and part of the trouble of Mojib Ribbon is, of course, the language
issue.
Because while Vib Ribbon relied plainly on the size of the player’s CD
collection, in a sense Mojib Ribbon relies on the player’s ability to
read, write and comprehend Japanese. Soon into the game, the ability to modify
parts of the story becomes available, and so you can pretty much write or change
what you wish. While this doesn’t sound amazing, the winning factor is
that you can use Romanji – our normal, English alphabet (which uses ‘Roman’
characters) . Using this, you can write anything you like, from short poems
to page-long epics, and then play them out in game. What’s more, the game
supports the use of USB keyboards, so if you have one you can handily avoid
the painful character-input screen. Yet while the writing is a nice addition,
the main purpose of this is so that you can send e-mails to friends and such,
who can then essentially ‘play’ the letters back in their game.
Unless you have a Japanese friend with the game, and an online account, arguably
the most intriguing aspect of the game is also the one that we can’t use.
Playing the game is an enjoyable experience. Despite not understanding a word
on screen, players can still get a feel for the game by simply playing and listening
to the seemingly random story. The songs are pleasant, and the overall system
of gameplay, despite its simplicity, is charming and in a sense relevant to
the context – the characters are, essentially, writing with ink quills.
The only frustrating aspect can be when you miss a word and have to wait for
it to repeat itself next time the sentence loops around. It’s nothing
much, and compared to other rhythm action games like Gitaroo Man and Cool Cool
Toon, it is alarmingly simple. And it’s also very, very easy – the
game can be picked up in minutes, and after a short time practicing, you can
take on almost anything the game can throw at you. In fact, the same things
that were said about Vib Ribbon – “simple yet charming” follow
through to Mojib Ribbon. The likely excuse is, of course, that Mojib Ribbon
isn’t necessarily designed for supremely skilled players, but instead
so that it can be enjoyed by anyone, whatever the context, and the in-game story
is simply an extension on the overall purpose of the game.
Of course, the songs in Mojib Ribbon are all part of the fun too, and thankfully
don’t require God-like linguistic skills. They’re context sensitive,
so the beats will change tempo and the tunes will modify depending on which
character you’re playing as, or how far into the level you are. Accompanying
the music are crazy background animations, little more than stick figures and
children’s drawings, featuring random shapes and objects flying around.
They are in fact, relevant to the storyline, and can help to decipher what’s
going on. Then something crazy comes along, seeing things like giraffes just
suddenly flying off the screen, and you’re reminded of that typical Japanese
eccentricity.
However, to really appreciate the game is to understand the storyline, and
here lies the rudimentary problem with Mojib Ribbon (for importers, at least)
– it’s all in Japanese. If you have little to no knowledge of Japanese,
then the only fun you’re going to have out of the game is in the simple
gameplay which is fun for a while but, ultimately you’re going to want
to know exactly why Mojibri came from a puddle of ink, or why his face –
presumably as an in joke – says ‘txt’ on it. An English language
version would, of course, remove the artistic nature of Japanese script, and
so it is debatable whether or not such a version could, or should, be released
at all.
Mojib Ribbon is a very lovely game. It has startlingly beautiful looks, and
is soothing, simple and enjoyable to play. If you’re interested in things
like Japanese history, or calligraphy, then there’s a vested interest
here and it might be worth a look in. However, as much as it hurts to say it,
Mojib Ribbon isn’t a ground breaking game: it’s not brilliant or
incredibly fun, and it doesn’t last for ever; it simply does what it sets
out to do, and does it well, with a result that’s interesting, enjoyable
and relaxing. Whether or not a game merits purchase on this alone, however,
is for you to decide. |