Some of
Japan's earliest adventure games were
erotic bishoujo games developed by
Koei.
[53] In 1982, they released
Night Life, the first commercial
erotic computer game.
[54] It was a
graphic adventure,
[55] with sexually explicit images.
[54] That same year, they released another erotic title,
Danchi Tsuma no Yuwaku (
Seduction of the Condominium Wife), which was an early adventure game with colour graphics, owing to the eight-color palette of the
NEC PC-8001 computer. It became a hit, helping Koei become a major software company.
[53] Other now-famous companies such as
Enix,
Square and
Nihon Falcom also produced similar erotic games in the early 1980s before they became famous for their
role-playing video games. In some of their early erotic games, the erotic content is meaningfully integrated into a thoughtful and mature storyline, though others often used it as a flimsy excuse for pornography.
[54]
The most famous early Japanese adventure game, however, was the 1983
murder mystery game
Portopia Serial Murder Case, developed by
Yūji Horii (of
Dragon Quest fame) and published by Enix. The game was viewed in a
first-person perspective, followed a
first-person narrative, and featured colour graphics. Originally released for the
PC-6001, the player interacts with the game using a verb-noun
parser which requires typing precise commands with the keyboard; finding the exact words to type is considered part of the riddles that must be solved.
[48] The game was well-received in Japan for allowing multiple ways to achieve objectives, its well-told storyline, and its surprising
twist ending.
[54] Hideo Kojima also praised the game for its mystery, drama, humor, 3D
dungeons, for providing a proper background and explanation behind the murderer's motives, and expanding the potential of video games.
[56] The game has also been compared to the later-released
Shadowgate where the player must examine and collect objects, and find their true purpose later on.
[57] According to
Square Enix,
Portopia was "the first real
detective adventure" game, and was ported to the
NES in 1985.
[58] With no keyboard, the NES version, developed by
Chunsoft, replaced the verb-noun parser with a menu list of fourteen set commands selectable with the
gamepad and introduced a
cursor that can be moved on the screen using the
D-pad to look for clues and
hotspots, similar to a point-and-click interface.
[48]
In 1986,
Square released the
science fiction adventure game
Suishō no Dragon for the NES console. The game featured several innovations, including the use of
animation in many of the scenes rather than still images,
[49] and an interface resembling that of a point-and-click interface for a console, like
Portopia, but making use of visual icons rather than text-based ones to represent various actions. Like the NES version of
Portopia, it featured a cursor that could be moved around the screen using the D-pad to examine the scenery, though the cursor in
Suishō no Dragon was also used to click on the action icons.
[49][50] Sega's
Anmitsu Hime: From Amakara Castle, released in 1987,
[59] was an adventure game with some
platform game segments. The adventure game segments were puzzle-oriented and played in a
side-scrolling view where the player has direct control over the character. Originally based on the
Anmitsu Hime anime, an edited version based on
Alex Kidd was later released in 1989 as
Alex Kidd in High-Tech World.
[60] The Goonies II, also released in 1987, was a first-person adventure game with some side-scrolling
action game segments. The game featured a
non-linear open world environment similar to
Metroid.
[61]
A distinct form of Japanese adventure game that eventually emerged is the
visual novel, which uses many conventions that are less popular in the West. They are almost universally first-person, and driven primarily by dialog. They also tend to use menu-based interactions and navigation, with point and click implementations that are quite different from Western adventure games. Inventory-based puzzles of the sort that form the basis of classic Western adventures, are quite rare. Logic puzzles like those found in
Myst are likewise unusual. Because of this, Japanese visual novels tend to be streamlined, and often quite easy, relying more on storytelling than challenge to keep players interested.
[62]
Hideo Kojima (of
Metal Gear fame) was inspired by
Portopia to enter the video game industry,
[56] and produce his own adventure games. After completing the
stealth game Metal Gear, his first graphic adventure was released by
Konami the following year:
Snatcher (1988), an ambitious
cyberpunk detective novel graphic adventure that was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic
cut scenes, and mature content.
[63] It also featured a
post-apocalyptic science fiction setting, an
amnesiac protagonist, and some
light gun shooter segments. It was praised for its graphics, soundtrack, high quality writing comparable to a
novel, voice acting comparable to a
film or
radio drama, and in-game computer database with optional documents that flesh out the game world. The
Sega CD version of
Snatcher was for a long time the only major visual novel game to be released in America, where it, despite a
Mature rating limiting its accessibility,
[62] gained a
cult following.
[64]
Following
Metal Gear 2: Solid Snake, Kojima produced his next graphic adventure,
Policenauts (1994), a point-and-click adventure notable for being an early example of extensive voice recording in video games.
[65] It also featured a
hard science fiction setting, a theme revolving around space exploration, a plot inspired by the ancient
Japanese tale of
Urashima Taro, and some occasional
full-motion video cut scenes. The gameplay was largely similar to
Snatcher, but with the addition of a point-and-click interface and some
first-person shooter segments.
Policenauts also introduced summary screens, which act to refresh the player's memory of the plot upon reloading a
save, an element Kojima would later use in
Metal Gear Solid. The
PlayStation version of
Policenauts could also read the memory card and give some
easter egg dialogues if a save file of Konami's
dating sim Tokimeki Memorial is present, a technique Kojima would also later use in
Metal Gear Solid.
[64] From 1997 to 1999, Kojima developed the three
Tokimeki Memorial Drama Series titles, which were adaptations of
Tokimeki Memorial in a visual novel adventure game format.
[66]
In 1995,
Human Entertainment's
Clock Tower: The First Fear was a hybrid between a point-and-click graphic adventure and a
survival horror game, revolving around survival against a deadly stalker known as
Scissorman that chased players throughout the game. The success of
Resident Evil in 1996 was followed by the release of the survival horror graphic adventures
Clock Tower and
Clock Tower II: The Struggle Within for the PlayStation. The
Clock Tower games proved to be hits, capitalizing on the success of
Resident Evil, though both games stayed true to the graphic-adventure gameplay of the original
Clock Tower rather than following the lead of
Resident Evil.
[67]
From the early 1990s, Chunsoft, the developer for the NES version of
Portopia, began producing a series of acclaimed visual novels known as the
Sound Novels series, which include
Kamaitachi no Yoru (1994),
Machi (1998),
428: Fūsa Sareta Shibuya de (2008), and
999: Nine Hours, Nine Persons, Nine Doors (2010). From the late 1990s, a number of Japanese adventure games began using a
3D third-person direct control format, particularly on consoles like the
Dreamcast and
PlayStation 2. Examples include
Sega's
Shenmue series (beginning in 1999),
Konami's
Shadow of Memories (2001), and
Cing's
Glass Rose (2003).
In recent years, Japanese visual novel games have been released in the West more frequently, particularly on the
Nintendo DS handheld following the success of mystery-solving titles such as
Capcom's
Ace Attorney series (which began on the
Game Boy Advance in 2001), Cing's
Hotel Dusk series (beginning in 2006),
[62] and
Level-5's
Professor Layton series (beginning in 2007).
[68] English
fan translations of visual novels such as Square's
Radical Dreamers (a 1996
side story to the
Chrono series of
role-playing video games) and
Key's
Clannad (2005) have also been made available in recent years.