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Tooko

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  1. Love
    Tooko got a reaction from Maya in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The English patch for Ushinawareta Mirai o Motomete is out! Download via either Google drive or Mediafire.

    There really isn't much else to say beyond what I said in my previous post last week, but I appreciate all the support for not only this project, but also the previous projects, which thankfully have all seen completion, even if this one took longer than I had originally anticipated when I picked it up a year and a half ago. But as a long-time fan of visual novels, it's always nice to give something back to the community. So please enjoy the game released on the luckiest day of the year, Friday the 13th!
  2. Like
    Tooko got a reaction from Duckery in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  3. Like
    Tooko got a reaction from kushidadousaku in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The English patch for Ushinawareta Mirai o Motomete is out! Download via either Google drive or Mediafire.

    There really isn't much else to say beyond what I said in my previous post last week, but I appreciate all the support for not only this project, but also the previous projects, which thankfully have all seen completion, even if this one took longer than I had originally anticipated when I picked it up a year and a half ago. But as a long-time fan of visual novels, it's always nice to give something back to the community. So please enjoy the game released on the luckiest day of the year, Friday the 13th!
  4. Like
    Tooko got a reaction from Novel21 in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The English patch for Ushinawareta Mirai o Motomete is out! Download via either Google drive or Mediafire.

    There really isn't much else to say beyond what I said in my previous post last week, but I appreciate all the support for not only this project, but also the previous projects, which thankfully have all seen completion, even if this one took longer than I had originally anticipated when I picked it up a year and a half ago. But as a long-time fan of visual novels, it's always nice to give something back to the community. So please enjoy the game released on the luckiest day of the year, Friday the 13th!
  5. Like
    Tooko got a reaction from rimvydasm in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The English patch for Ushinawareta Mirai o Motomete is out! Download via either Google drive or Mediafire.

    There really isn't much else to say beyond what I said in my previous post last week, but I appreciate all the support for not only this project, but also the previous projects, which thankfully have all seen completion, even if this one took longer than I had originally anticipated when I picked it up a year and a half ago. But as a long-time fan of visual novels, it's always nice to give something back to the community. So please enjoy the game released on the luckiest day of the year, Friday the 13th!
  6. Like
    Tooko got a reaction from Shaun in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The English patch for Ushinawareta Mirai o Motomete is out! Download via either Google drive or Mediafire.

    There really isn't much else to say beyond what I said in my previous post last week, but I appreciate all the support for not only this project, but also the previous projects, which thankfully have all seen completion, even if this one took longer than I had originally anticipated when I picked it up a year and a half ago. But as a long-time fan of visual novels, it's always nice to give something back to the community. So please enjoy the game released on the luckiest day of the year, Friday the 13th!
  7. Like
    Tooko got a reaction from Kirashi in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  8. Like
    Tooko got a reaction from Nier in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  9. Like
    Tooko got a reaction from Novel21 in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    There is no other way to purchase it digitally. Physical copies would have to be purchased from second-hand sellers like Suruga-ya, and those would also probably require an additional shipping company like Tenso to act as a middleman to ship it outside Japan. It's unfortunate for such an old game like this, but DMM really is the most convenient way to legitimately acquire a copy.
  10. Like
    Tooko got a reaction from rimvydasm in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  11. Like
    Tooko got a reaction from kushidadousaku in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  12. Like
    Tooko got a reaction from Novel21 in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  13. Like
    Tooko got a reaction from Shaun in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since April, but it's all good because the patch is just about ready for release. At long last, the full patch will be released on Friday, June 13 at 22:00 UTC. Considering all the delays the project has had over the last year and a half, it's somehow fitting that it would end up getting released on Friday the 13th...not that I'm superstitious or anything, but it's still very funny.

    An absolutely insane amount of work by nReus went into this, including almost all of the image edits, subtitling and rendering of the videos, and even editing an animation sequence the game uses for the right-click menu to make it look as professional as possible, not to mention drawing up the Studio Frisay website, where you can see all of our projects to date. So I know you'll appreciate all the extra work that went into the project beyond the translation.

    As previously mentioned, the patch will work for either the original disc version released in 2010 or the version purchased from DMM; only the patch files will be different, as specified in the patch upon release. Any troubleshooting will be offered through the patch's readme, as well as on the website, and on the Discord. We've tested the patch on Windows 10 and 11, so any fixes are provided based on those systems.
     
    Sorry for the late reply to this, but I was planning on writing up something like this anyway, so this works out just as fine. First, why I picked it. I was trying to find a game that used the Kirikiri engine at the time since I wanted to try working with that engine for the first time, since it's pretty popular and knowing its ins and outs would be useful for any later projects that use that engine. But as to why Waremete specifically, I had watched the anime adaptation years ago, and I had wanted to read the game for a long time since, but just never got around to it. So it was a title that was kind of in the back of my mind, and I had wanted to revisit it to see if working on a patch for the game would be worth it, or even possible. Early work on the game's engine was a massive headache in terms of trial and error, since although the game uses Kirikiri, the developers had some really unconventional choices when they were using the engine, so I had to work through that, in addition to my own inexperience with the engine at the time. But once that was done and I started translating the beginning of the script, it wasn't soon after that I fully committed to the translation and to see it through to its end.

    My main impression of the game is that it was a good first (and ultimately only) title for Trumple to produce back in 2010. Remember that this was 15 years ago, and even back then, there were plenty of other bigger studios producing longer and more fleshed out visual novels that they had to compete with. So is this a AAA game? No, but it never really needed to be. I find the story interesting and engaging, the characters are endearing and I quickly became attached to their personalities and idiosyncrasies, and to a large degree I feel like the main appeal of the game are the characters themselves. I did enjoy the story. I wouldn't have worked on the game if I hadn't. But the characters really make this what it is in the end, in my opinion. Nagisa was my favorite character, but Airi is the true star of the story. No character in the game is more complex than her, and I feel the story shows that Saitou Kenji really took his time to develop her character. And it should come as no surprise that he also wrote Nagisa's route. Some of my favorite scenes were in Nagisa's and Airi's routes.

    The main thing I disliked about the game was that it felt kind of underdeveloped in places. All the routes seem kind of short, and the game itself is "only" 35,000 lines long, so pretty short as far as visual novels go. I do wish there had been more romantic scenes between Sou and each heroine, and in general just more interaction between the characters. The game's structure is also a little unusual since it doesn't have a separate common route, so maybe it could have been better had they done something like that instead. If nothing else, it would have provided more of those character interactions I already mentioned, if not also further developing the overall mystery of the story before getting into the heroine routes, but it's a relatively minor grievance I have with the game. There also aren't all that many supporting characters, and the few that exist are almost entirely underdeveloped except for one, and even that is not very much. Other than that, no real glaring disappointment.

    Stylistically, the art in the game is very nice, and the animated sprites are a really nice touch that adds to the game's overall esthetic, and makes interacting with the characters all the more enjoyable. The music is also very well done and I never found any of the tracks annoying to listen to over and over again. In the end, the game was a joy to work on and experience, and I hope others enjoy it as much as I did, if not more, once the patch is released next week.
  14. Like
    Tooko got a reaction from kushidadousaku in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    Ushinawareta Mirai o Motomete
    (In Search of the Lost Future)

    Release
    Download the patch (Google drive, Mediafire) (ver. 1.00, dated June 13, 2025)
    Description
    The school festival at Uchihama Academy is almost here, and with it, tensions at the school are at an all-time high. Not only because of scheduling disputes, but also due to rumors of mysterious incidents that have occurred lately on and off campus. Plus, this will be the last festival held at the old school building before moving to one newly being constructed. Akiyama Sou is a member of the notorious astronomy club, which has been tasked by the student council to both resolve these disputes, and also to calm any fears that have cropped up from those rumors.
    One evening after an incident involving the judo club, Sou is recuperating in the infirmary when the building shakes and he hears a loud sound from one of the upper floors. Concerned, he investigates the fifth floor only to discover an unconscious naked girl who upon awakening seems to know him, later introducing herself as Furukawa Yui. The next day, she seeks out the astronomy club, expressing her desire to join.

    VNDB link: https://vndb.org/v4880
    Where to purchase
    The game can be purchased legally from DMM (https://dlsoft.dmm.co.jp/detail/tin_0002/), but a Japanese proxy/VPN may be necessary to purchase it. In addition, there's an extra layer of DRM which requires the installation of the DMM Game Player software which then allows you to download and install the game. A Japanese VPN is necessary to use DMM Game Player, both to download the game once purchased, and also to launch the game, although once launched the VPN can be turned off. This is the copy I have obtained, but the patch will work with both the DMM version and the original disc version released in 2010, although the only difference will be in their encryption and the addition of one extra file to get the disc version to work on modern systems.
    Project

    The English localization project is being conducted by Studio Frisay as its third project following Imasugu Onii-chan ni Imouto datte Iitai! in 2022 and H2O √ after and another Complete Story Edition in 2023. As before, I (Tooko) will be doing all of the translating and editing of the script, and working on the game engine. Also as before, nReus has agreed to help with the rendering of the game's videos and also most of the image editing (you can largely thank him for the design of the logo above).

    Studio Frisay website
    Studio Frisay discord server
    Progress
    Programming: The game uses the Kirikiri engine, one of the most popular and versatile engines around. I've already taken care of the preliminary engine hacks necessary to construct the patch after a lot of trial and error, and also received some help to streamline the patch creation process once the project is complete.
    Translation: The translation took place between January 19 and August 10, 2024, and I had already translated about 25% of the script by the time I announced the project in March. The game has 35,416 lines across 180 scenario files split up between the five heroine routes:
    Kaori: 8519 / 8519: 100%
    Airi: 7368 / 7368: 100%
    Nagisa: 7356 / 7356: 100%
    Yui 1: 8334 / 8334: 100%
    Yui 2: 3839 / 3839: 100%
    Total: 35416 / 35416: 100%
    Relatively uncommon for this type of game, it doesn't have a separate common route and instead incorporates elements similar to a common route into the beginning of each route. There is also a set order the routes must be completed, which is the same order they're listed above. A full walkthrough will be provided with the patch to view all CGs and endings.
    Images and videos: Of the 150 or so images that require editing in the game, almost all of them (134) are part of the UI, so it probably shouldn't take that long to finish them up. As for the videos, there are 4: 2 for the OP and 2 for the ED that will require typesetting for the lyrics and a few lines of other text. The images and videos are being edited by nReus.
    Editing: Editing the script began on August 13, 2024 and concluded on February 12, 2025. Image and video editing continued until their completion in early June 2025.
    QC: The quality check phase occurred over about a month involving a normal playthrough to check for any problems with the patch files and their rendering. The patch is scheduled for release on Friday, June 13, 22:00 UTC.
    Progress link on Google Sheets
  15. Like
    Tooko got a reaction from masster_auron in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    Ushinawareta Mirai o Motomete
    (In Search of the Lost Future)

    Release
    Download the patch (Google drive, Mediafire) (ver. 1.00, dated June 13, 2025)
    Description
    The school festival at Uchihama Academy is almost here, and with it, tensions at the school are at an all-time high. Not only because of scheduling disputes, but also due to rumors of mysterious incidents that have occurred lately on and off campus. Plus, this will be the last festival held at the old school building before moving to one newly being constructed. Akiyama Sou is a member of the notorious astronomy club, which has been tasked by the student council to both resolve these disputes, and also to calm any fears that have cropped up from those rumors.
    One evening after an incident involving the judo club, Sou is recuperating in the infirmary when the building shakes and he hears a loud sound from one of the upper floors. Concerned, he investigates the fifth floor only to discover an unconscious naked girl who upon awakening seems to know him, later introducing herself as Furukawa Yui. The next day, she seeks out the astronomy club, expressing her desire to join.

    VNDB link: https://vndb.org/v4880
    Where to purchase
    The game can be purchased legally from DMM (https://dlsoft.dmm.co.jp/detail/tin_0002/), but a Japanese proxy/VPN may be necessary to purchase it. In addition, there's an extra layer of DRM which requires the installation of the DMM Game Player software which then allows you to download and install the game. A Japanese VPN is necessary to use DMM Game Player, both to download the game once purchased, and also to launch the game, although once launched the VPN can be turned off. This is the copy I have obtained, but the patch will work with both the DMM version and the original disc version released in 2010, although the only difference will be in their encryption and the addition of one extra file to get the disc version to work on modern systems.
    Project

    The English localization project is being conducted by Studio Frisay as its third project following Imasugu Onii-chan ni Imouto datte Iitai! in 2022 and H2O √ after and another Complete Story Edition in 2023. As before, I (Tooko) will be doing all of the translating and editing of the script, and working on the game engine. Also as before, nReus has agreed to help with the rendering of the game's videos and also most of the image editing (you can largely thank him for the design of the logo above).

    Studio Frisay website
    Studio Frisay discord server
    Progress
    Programming: The game uses the Kirikiri engine, one of the most popular and versatile engines around. I've already taken care of the preliminary engine hacks necessary to construct the patch after a lot of trial and error, and also received some help to streamline the patch creation process once the project is complete.
    Translation: The translation took place between January 19 and August 10, 2024, and I had already translated about 25% of the script by the time I announced the project in March. The game has 35,416 lines across 180 scenario files split up between the five heroine routes:
    Kaori: 8519 / 8519: 100%
    Airi: 7368 / 7368: 100%
    Nagisa: 7356 / 7356: 100%
    Yui 1: 8334 / 8334: 100%
    Yui 2: 3839 / 3839: 100%
    Total: 35416 / 35416: 100%
    Relatively uncommon for this type of game, it doesn't have a separate common route and instead incorporates elements similar to a common route into the beginning of each route. There is also a set order the routes must be completed, which is the same order they're listed above. A full walkthrough will be provided with the patch to view all CGs and endings.
    Images and videos: Of the 150 or so images that require editing in the game, almost all of them (134) are part of the UI, so it probably shouldn't take that long to finish them up. As for the videos, there are 4: 2 for the OP and 2 for the ED that will require typesetting for the lyrics and a few lines of other text. The images and videos are being edited by nReus.
    Editing: Editing the script began on August 13, 2024 and concluded on February 12, 2025. Image and video editing continued until their completion in early June 2025.
    QC: The quality check phase occurred over about a month involving a normal playthrough to check for any problems with the patch files and their rendering. The patch is scheduled for release on Friday, June 13, 22:00 UTC.
    Progress link on Google Sheets
  16. Love
    Tooko got a reaction from Maya in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    Finally at long-last, the script is now fully edited! Thank you to everyone who has been looking forward to seeing this patch get completed, which looks to be very close on the horizon now. For the time being, editing of the game's UI, in-game images and video editing led by nReus is still ongoing, but will hopefully be concluded soon (as in, before the end of February). Then the QC process will start where I play through the whole game and test the patch for bugs, along with any fixes to the script I may have missed during the editing process (which usually amounts to 2-3% of the script getting altered, if the last two projects are any indication).

    And as coincidence would have it, the game is currently 50% off on DMM until March 10, so please consider buying the game if you can and haven't already. The patch will still work with whatever version you have available though, only the encryption for the patch will be different (which will be as easy as copy/pasting the correct files in the patch, which will be specified on release). So I'll be back on the next update.
  17. Love
    Tooko got a reaction from Maya in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    Ushinawareta Mirai o Motomete
    (In Search of the Lost Future)

    Release
    Download the patch (Google drive, Mediafire) (ver. 1.00, dated June 13, 2025)
    Description
    The school festival at Uchihama Academy is almost here, and with it, tensions at the school are at an all-time high. Not only because of scheduling disputes, but also due to rumors of mysterious incidents that have occurred lately on and off campus. Plus, this will be the last festival held at the old school building before moving to one newly being constructed. Akiyama Sou is a member of the notorious astronomy club, which has been tasked by the student council to both resolve these disputes, and also to calm any fears that have cropped up from those rumors.
    One evening after an incident involving the judo club, Sou is recuperating in the infirmary when the building shakes and he hears a loud sound from one of the upper floors. Concerned, he investigates the fifth floor only to discover an unconscious naked girl who upon awakening seems to know him, later introducing herself as Furukawa Yui. The next day, she seeks out the astronomy club, expressing her desire to join.

    VNDB link: https://vndb.org/v4880
    Where to purchase
    The game can be purchased legally from DMM (https://dlsoft.dmm.co.jp/detail/tin_0002/), but a Japanese proxy/VPN may be necessary to purchase it. In addition, there's an extra layer of DRM which requires the installation of the DMM Game Player software which then allows you to download and install the game. A Japanese VPN is necessary to use DMM Game Player, both to download the game once purchased, and also to launch the game, although once launched the VPN can be turned off. This is the copy I have obtained, but the patch will work with both the DMM version and the original disc version released in 2010, although the only difference will be in their encryption and the addition of one extra file to get the disc version to work on modern systems.
    Project

    The English localization project is being conducted by Studio Frisay as its third project following Imasugu Onii-chan ni Imouto datte Iitai! in 2022 and H2O √ after and another Complete Story Edition in 2023. As before, I (Tooko) will be doing all of the translating and editing of the script, and working on the game engine. Also as before, nReus has agreed to help with the rendering of the game's videos and also most of the image editing (you can largely thank him for the design of the logo above).

    Studio Frisay website
    Studio Frisay discord server
    Progress
    Programming: The game uses the Kirikiri engine, one of the most popular and versatile engines around. I've already taken care of the preliminary engine hacks necessary to construct the patch after a lot of trial and error, and also received some help to streamline the patch creation process once the project is complete.
    Translation: The translation took place between January 19 and August 10, 2024, and I had already translated about 25% of the script by the time I announced the project in March. The game has 35,416 lines across 180 scenario files split up between the five heroine routes:
    Kaori: 8519 / 8519: 100%
    Airi: 7368 / 7368: 100%
    Nagisa: 7356 / 7356: 100%
    Yui 1: 8334 / 8334: 100%
    Yui 2: 3839 / 3839: 100%
    Total: 35416 / 35416: 100%
    Relatively uncommon for this type of game, it doesn't have a separate common route and instead incorporates elements similar to a common route into the beginning of each route. There is also a set order the routes must be completed, which is the same order they're listed above. A full walkthrough will be provided with the patch to view all CGs and endings.
    Images and videos: Of the 150 or so images that require editing in the game, almost all of them (134) are part of the UI, so it probably shouldn't take that long to finish them up. As for the videos, there are 4: 2 for the OP and 2 for the ED that will require typesetting for the lyrics and a few lines of other text. The images and videos are being edited by nReus.
    Editing: Editing the script began on August 13, 2024 and concluded on February 12, 2025. Image and video editing continued until their completion in early June 2025.
    QC: The quality check phase occurred over about a month involving a normal playthrough to check for any problems with the patch files and their rendering. The patch is scheduled for release on Friday, June 13, 22:00 UTC.
    Progress link on Google Sheets
  18. Like
    Tooko got a reaction from Nier in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  19. Like
    Tooko got a reaction from Kirashi in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  20. Like
    Tooko got a reaction from masster_auron in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  21. Like
    Tooko got a reaction from rimvydasm in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  22. Like
    Tooko got a reaction from Shaun in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  23. Like
    Tooko got a reaction from Novel21 in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  24. Love
    Tooko got a reaction from Maya in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
  25. Like
    Tooko got a reaction from Nier in [Studio Frisay] Ushinawareta Mirai o Motomete Translation Project [Released]   
    First of all, sorry for the lack of updates since October. I had to pause the project for a bit, but it is still very much alive and I have been making steady progress on it recently, even finishing the editing for Airi's arc and I'm about a third of the way through Nagisa's arc currently, with 51% of the script edited. I will be aiming to complete the editing process before the end of next month, and then the QC process will begin. So at this point in time, I believe a release of the full patch by sometime in March is very doable and is a goal I plan on achieving, especially considering the extended break over the last few months. I'll be aiming to make some more frequent updates as I complete the editing for each arc in the coming weeks.
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