Sunday, April 1, 2012

April Fools: Katawa Shoujo HD rerelease!


Man, time sure flies. It's been four months since we released KS, even though it feels like it was just last week. As we all know, the aftermath was rather exhausting so we've wanted to move on.

Seems like we're stuck. We've listened to the feedback from our unbelievably cool fans (yes, you), and wanted to act on it. So, we ran down the list of things that were the most requested and more importantly, doable and made two of them happen. Please enjoy the newly improved Katawa Shoujo!

Get the release here


Since it's a rerelease, the game is unchanged except for:

High definition

All right, let's be honest: using 800x600 pixel resolution in 2012 doesn't make sense. So, enjoy KS now in glorious 1080p resolution.

Objectionable content removed

We removed all content that could be interpreted as "inappropriate". Simple as that, and absolutely everyone should be happy now.

» Discuss this post on the forums

Wednesday, March 14, 2012

Digital copy of Midwinter artbook available


The third Katawa Shoujo artbook, "Midwinter", was originally released in Comiket 81. A digital copy can now be downloaded from our site

Friday, January 20, 2012

Katawa Shoujo Soundtrack Up for Download


The Katawa Shoujo original soundtrack is now available for download. It can be accessed on the official site in the Downloads section, or from this link:

DDL: Katawa Shoujo Enigmatic Box of Sound

All music pieces used in Katawa Shoujo are inside, including the animated cutscene music. Well done to all the musicians who contributed music to Katawa Shoujo, especially our main musician, NicolArmarfi.

- Suriko

» Discuss this post on the forums

Wednesday, January 18, 2012

2 000 000 blog hits!


That's a whole lot of people. Thank you for reading

Monday, January 16, 2012

The Season of Goodbyes

While this is the last part of the Memories series, and my last post about creating KS, it won't be the last post on the blog. We'll use it for future news and announcements, and maybe the other 4LS members still have something they want to write about. Either way, thanks for reading.

Here where I live, it's winter right now, darkness, snow and freezing temperatures. I have to stretch my imagination a bit to conjure the spring of Northern Japan into my mind. A chill wind prickles my skin through my shirt. Cherry blossoms, of course those god damn cherry blossoms have to be there too. It's spring, after all. A walkway lined with blossoming trees, people going somewhere. It's the graduation day at Yamaku High School. And I'm there.


The graduating students walk towards the school building for the last time. It looks just as perfect as Mike's illustration above. We go inside, the hall is packed full of people. Dozens of excited conversations, even in hushed whispers, create a veritable cacophony (so happy I could use that word). The tension is palpable. I can see all the faces that are so familiar to me. Hisao, Shizune, Misha and Hanako. Rin and Emi. Lilly and Kenji. The teachers. They're all there.

And maybe we're all there too. The 4LS members, standing somewhere in the back without anyone realizing it. Graduation is a good metaphor for what we've been going through for the past week.

Maybe Shizune would hold the valedictorian's speech, that sounds like something we would do. I've been to quite a few graduations, and I think speeches are the most important part. A good orator can grip the audience and really move them, while a poor one will make the long ceremonies feel like torture. I wonder if Shizune's speech would be good.

Everyone receives their diploma. One by one, they are called to the front. Would Hanako be comfortable with a couple of hundred of eyepairs on her? How would Rin receive her diploma? All kinds of little questions.

The ceremonies are over. People shuffle outside, and all that tension is released in a flood of emotion. Teary eyes, yet happy faces. Hugs and promises to keep in touch are exchanged. The schoolmates you barely knew are your best friends forever today. Some of them you will never see again, some you might by sheer coincidence, years and years later. Still, even in that distant future, this day will connect you to each other. You might feel an emptiness inside, where the part of your life that is now over used to be. That feeling is familiar to me.

Releasing Katawa Shoujo was our graduation day.

Every day of our lives, we stand at the edge of the future and the past. Events like this just make it much clearer. They are milestones too, markers of the sharp turns your life can take. You dress up for the occasion, tie flowers in your clothes, there will be an audience too. You leave something behind. You head for something new. The future is an open road. From here where we stand, you could go anywhere.

The journey of creating Katawa Shoujo was a long one, but now it's over. I'm happy we could make it together. Thank you everyone.

- Aura

 » Discuss this post on the forums

Saturday, January 14, 2012

Opening Up

If you've followed the KS project at all, you're probably more familiar with me than any other 4LS member. Over the years, this blog has more often than not been a soapbox for me to talk about stuff that comes to my mind and I have made more posts on the public forum than some of 4LS members have forum posts in total. It doesn't mean by any means that I'm the voice of 4LS (Suriko, if anyone, would be that), most of my talking is just opinions and thoughts of my own. Since I enjoy doing this kind of thing more than most other members, it just often has ended up being me who does most of it. Thinking back about the stuff I have talked about, a few key points come to mind.

The early posts on the blog actually did contain stuff pertinent to KS development progress, but the blog soon started evolving into a chronicle of what it was like to make Katawa Shoujo. Many entries contain thoughts on a very general level, some not really pertinent to KS at all, some about all sorts of fringe stuff. All of it, however, is marked with some sort of openness about what we thought, and many of the entries got a mixed or even crushing reception. Still, we were a lot more comfortable with (and thought it more interesting) being open and honest about this stuff, even some of the ugly parts, than the mechanical details of development. I realize that this stance is one that a whole lot of people don't share (we did make quite a lot of people frustrated by our lack of progress updates), and also that it's one that we have the luxury to afford (more on that later). Either way, I hope that the people who've read the blog have found it a reasonably nice experience. I certainly had a good time writing it.

But why write a blog at all? I guess mostly because it was something I, and we, wanted to do. The days at the 4LS "office" weren't hardcore, ball-busting slave work all the time. We did fool around, chat about silly things, watch movies together, did KS stuff that wasn't development (blog, "fan" art, events like Secret Santas), that kind of thing. Though seemingly a waste of time, stuff like that helped us bond and engage ourselves more with the project. Having fun was important.

Speaking of engaging with the project, we weren't the only ones to do that. KS has been marked by a really active fan following, especially since Act 1 release. I mean, at the time of our release, Mishimmie had over 2000 pieces of fanart, our public forum had 8 times more posts than the dev forum and there were dozens of  fanfics and other fan creations on our forums and elsewhere. That's a huge amount of fan material for a game that didn't actually exist. The truth is that KS wouldn't be nearly the same without all its fans. We've had some great times with not only between the guys of 4LS, but also the IRC regulars, people on our forum, translators, everyone. We've drawn a lot of strength from everyone who followed the project. However, we've also always had a bit of a problem with fans of KS: we don't know what to do with them (the other, other white meat?). A commercial team has a clear incentive to get as many fans as possible, and make them as happy as possible: revenue. We don't have anything like that, so our experience with internet fame and adoration has been a little awkward. I guess we sought to connect with the fans by being open on the blog and the forum, and anyone could always come on IRC to chat, but I don't know how the relationship worked out from the point of view of a fan. On the other hand, the lack of an incentive to please absolutely everyone has also the positive flipside of us being able to conduct ourselves as we pleased, and we never had qualms about being straightforward or even blunt to unreasonable people, or making unpopular decisions that might've cut into the hype and following around the game. So, I guess our thoughts could be summed up as us not caring whether we had fans, but trying our best to care about the ones we did have.

Fans of course make us massively happy, even if we can get kinda weirded out at times. Fans can also surprise us. Something that has really blown us off our feet has been the large amounts of incredibly emotional response to Katawa Shoujo that we've seen. I've seen people confessing having cried after playing KS, or otherwise feeling moved. I've read touching stories from people who feel that playing KS gave them an impact to change something in their lives, maybe something as simple as starting to jog, or something as deep as contacting a long-lost friend or loved one, or trying to resolve one's own issues. I can't possibly express what reading feedback like that feels like. I mean, if even one single person's life is actually changed for the better as a result of KS, we've done something objectively good. That's a possibility that never crossed our minds until a bit over a week ago. The suddenly realized implications continue, and get stranger. The chances of something like KS happening to any one of us again are astronomically small. So, it's very likely that nothing any of us ever does in life after this will matter as much to as many people as this cripple porn game. That gives some really strange perspective to the past five years.

Tomorrow's post will be the final part of this series.

- Aura

 » Discuss this post on the forums

You're Doing it Wrong (But That's All Right)


Since the release we've gotten quite a bit of questions from people who want to make a VN of their own. Can you tell your secrets? Any tips for beginner creators? Well, sure. We really have gathered a ton of collective know-how about making VNs, plus another ton of theory on the subject. KS was a very unique project, and many of the lessons we learned probably are applicable only to a project like KS, or even more specifically, only the 4LS. Other things are so very fundamental lessons that they are not really worth regurgitating every time someone asks for tips. Of course, between these two extremes is a ton of useful stuff we learned (mostly about how not to do things). Based on this one project, there's really not much we have to teach to anyone, only anecdotes of what worked for us and what didn't, so I'm not going to even attempt. I think though, that if we were to do another large-scale VN and actually manage to apply all the lessons we've learned, it'd definitely be a lot smoother ride than KS was, and would likely (hopefully!) be a considerably better production.

Anyway, to give some examples I'll try to explain some design and development decisions we made, and now with perfect hindsight, maybe figure out if they were good or bad ones.

Five writers, one game

Every path in KS is primarily planned and written by a different writer. We of course collaborated heavily and helped each other, but that is the basic setup. Doing this gave us a couple of advantages, at a significant cost for overall consistency. The diversity increases the likelyhood of any given reader liking at least some part of KS. Some people love the romantic and soapy Lilly path, others really get deep into the cerebral Rin path, and so on. Of course, the diversity also increases the probability that any given reader won't like all of KS, but there's nothing wrong with that. The primary advantage however, is the increase in focus for the writers. Being able to concentrate mainly on one story definitely improved the quality of each of them, and made each individual's writing process more independent of the rest of the writing team.

I think our solution worked really well for a project like KS, but it would be nigh-impossible to pull of with many other kinds of stories. Something we probably should've done was improve our scenario planning before actually writing anything, to bring the stories a little bit closer together than what they ended up being. With Act 1, we experimented with one writer coming up with the entire scenario and everyone else writing scenes to fit into the overall framework. That worked okay for us too and resulted in a more coherent story within Act 1. Still, I'm not sure if we'd want to make a full game with that writing production concept and ultimately, having just a single writer is almost always superior to any other number.

Double-triple-quadruple-idiotproof

The first year of KS project was a real struggle. We kept losing people, especially artists, and getting a full stable team was just seemingly impossible. Even after the 4LS team got stable, there was always the risk of losing people to random circumstances. Nothing ever tied any of us to the project, except our desire to work on it. A huge amount of projects like KS fail because of people quitting, so we wanted to minimize the risks.

If you look at the art in KS, you can fairly easily see it's done by multiple people. The artists were distributed similarly to writers, one per each girl, but they all also collaborated across paths and on single images, and every path has art from each of the artists which sometimes can make the reader do a double take at the style shifts. Production-wise, a more optimal distribution would've been to have one artist do all the design and lineart, one the digital inking and the rest be colourists, with maybe one doing the final effects. This would've made the art in KS a whole lot more consistent. So, why did we do things the way we did?

Because it gave us a fail-safe with the art. If one of the artists would quit, the others could pick up the slack with less trouble than if we had put all our eggs in one basket. Putting ourselves in a situation where a critical job is down to one person would set us up for a gigantic failure. Imagine, our sole character designer and liner getting run over by a truck after 2 years, her work half-way completed. That'd mean that ALL the art up to that point would need to be discarded and started again from scratch. We simply could not afford that possibility.

We applied the same approach elsewhere in the production as well, and generally, thinking like this was a big part of why 4LS stayed alive and why KS got released despite the insanely long development cycle and all the difficulties.We always tried to put the project first, the product second, and the egos last. KS is by no means perfect, but it's a great deal better than having no game at all. From mid-2008's onwards, the structure of 4LS was such that we could survive any single person quitting, though an event like that would obviously make things harder for us.
The above two points maybe illustrate what lead to KS's maybe most immediately "amateurish" aspect: its internal inconsistency. A lot of it was simply a result of us trying to ensure that the game would get finished, and maximizing certain parts of the production.

Keeping it real 

We wanted to make a Visual Novel, but we also had some ideas what we'd want our VN to be like. Getting our ideas to mesh together and develop took its own time, many nights of long discussions, false starts and brainstorming. I guess the main goal could be described as some kind of "toned down ren'ai story". We wanted the story, characters, relationships, the role of sex and so on feel more natural and less plastic than it often is in these kinds of game, while still keeping the feel of the genre KS is in. We had both successes and failures with that, but overall I don't think anyone is unhappy with how KS came out. Presentation, art and music followed the same school of thought.

Meritocracy and herding cats

4LS did have people with titles like "producer", "head writer" and "director", but we did not have strict hierarchy. Nobody was anyone's boss, everyone had a lot of autonomy over their own work and disputes were resolved through gentlemanny discourse and wit (and sometimes other things). Having no strong leadership was a part of the "failsafe" line of thought, plus we worked more comfortably without the necessary bureaucracy that comes along with it. It had downsides too. Organization and communication was something we did struggle with a lot throughout the project, and never really managed to get it down. I'm sure the lack of anyone to enforce us to communicate better and follow deadlines was a part of this. If we were to do another production, this would be the area we'd have to improve in the most, and possibly change our methods.

5 years

KS took way too long to make. However, much of that time was sort of hot air. Roughly: It took us 1 year to get our core team together (4LS was formed half a year after project started and delta, SC, Nicol, Suriko, and all the artists joined within the following 9 months), 1 year to learn the ropes and figure out what to do and how, and 3 years of actual production of which maybe 1 year or so was wasted time because of real lives, us scrapping and redoing content and whatnot. So, a more optimized 4LS that does everything right might only spend as little as ~2 years to make something like KS. That feels acceptable to me. We had to learn a lot of things, mostly through trial and error, and doing this only as a hobby on our spare time made the development really difficult sometimes. There was just no way around these things, and while we might've been able to get the game done faster, I don't feel too bad about taking so long.

So, if we had to do these decisions again, would be go about making KS the same way? In many cases, probably not, but I would like to think that we managed to pull off some parts of the production pretty well, for a ragtag bunch for first-timer novices at least.

- Aura

» Discuss this post on the forums