Fault Milestone One

Fault Milestone One

The game's cover art, featuring two stylized female characters on a white background, facing away from each other. The woman on the left, Ritona, has purple hair and wears a dark dress with purple and white detail; she looks away to the left. The woman on the right, Selphine, is blonde and wears a pink dress; she holds her right hand to her chest, and looks up to the right. In front of the women is the game's logotype, with the words "fault milestone one" in wine red in front of an orange symbol; the word "fault" is in large fonts and on its own row, while "milestone one" is written below and in smaller fonts.

Cover art, featuring the characters Ritona (left) and Selphine (right)
Developer(s) Alice in Dissonance
Publisher(s)
Director(s) Munisix
Artist(s) Hare Konatsu
Writer(s) Munisix
Platform(s) Microsoft Windows, OS X, Linux, PlayStation 4, PlayStation Vita
Release date(s)

Windows, OS X, Linux

  • JP: August 12, 2013
  • WW: December 15, 2014

PlayStation 4, PS Vita

  • WW: TBA
Genre(s) Visual novel
Mode(s) Single-player

Fault Milestone One is a visual novel video game developed and published by Alice in Dissonance for Microsoft Windows, OS X and Linux in 2013 in Japan. A "director's cut" version, available in both English and Japanese, was published in 2014 by Sekai Project. A PlayStation 4 and PlayStation Vita version is also planned. The game is the first entry in the Fault series, and is followed by the sequel Fault Milestone Two and the prequel Fault: Silence the Pedant. The game is linear and only features little player interaction. It follows the bodyguard Ritona, who uses magic to escape the kingdom of Rughzenhaide together with princess Selphine when it gets attacked by mercenaries; the two find themselves in the Outer-Pole, a distant land where science has advanced and only little magic exists.

The game was directed and written by Munisix, with art direction by Hare Konatsu. The story was initially based on a pitch for a role-playing game delivered to Munisix; being underwhelmed with it, he reworked it until it according to him no longer resembled the original idea. When Alice in Dissonance were approached by Sekai Project about a localization, they wanted to add some polish first; they financed the localization and updated art, as well as a PlayStation Vita port, through a crowdfunding campaign in 2014. The game was a commercial success, and received reviews ranging from critical to positive.

Synopsis

Structure, characters and setting

Fault Milestone One is a linear visual novel with no player interaction aside from one player decision early in the game that affects some dialogue; the game focuses on telling a story, with the player being an observer.[1][2] The player has access to an in-game encyclopedia detailing concepts seen in the game.[2] The game is set in a world where magic – "manakravte" – exists and is used in almost every aspect of life; in the distant land called the Outer-Pole, where there only exists little magic, there have instead been advances in science and medicine.[2][3] The story follows the magic-user Ritona, the royal bodyguard for princess Selphine of the kingdom of Rughzenhaide.[3] Among other characters are Rune, a girl from the Outer-Pole, and her brother Rudo, the head of a major organization.[2][3]

Development

Fault Milestone One was developed by Alice in Dissonance as the first work under Project Written, the name of their operations.[4] It was directed and written by Munisix, with art direction by Hare Konatsu.[5] The "Milestone" in the title comes from how Alice in Dissonance wanted to do something different from the commonly-used word "Episode"; as the story is about a journey, they found "Milestone" thematically fitting.[6] While Munisix is a native speaker of English, he chose to write the game in Japanese; he said that the reason for this was that he had had more exposure to the visual novel medium in Japanese than in English, saying that he would have used English if he were to write a movie script.[7] According to him, the writing is the aspect that takes the most time during the production, with a lot of time spent on coming up with ideas and turning them into "something consistent". Describing himself as a disorganized person, he has said that they have had to delete whole segments due to him overlooking some aspect of the game's world.[8]

The game's story originally began as a pitch for a role-playing game that was delivered to Munisix at some point in the 2000s; it included the premise of a princess defeating an enemy that had devastated her homeland, as well as character names and personalities, and asked Munisix to write a story. Munisix found the pitch underwhelming, but still worked on it, attempting to make it more interesting; while he was working on it, the person who had delivered the pitch stopped contacting him. Not wanting to abandon the work he had put into the project, Munisix kept working on it: he made several changes, to the point where it according to him no longer resembled the original pitch. Among these were additions to the game world and cast, including the creation of Ritona and the Outer- and Inner-Poles, the concept of pathdown, and a motivation for the game's antagonist; he also changed the structure of the story so that it could work as a manga or as "a better game than it was intended to be".[9]

Munisix wrote the main characters to be "strong female characters that can more than adequately do what shounens [sic] do in shounen mangas [sic]", intending for both male and female players to be able to look up to them. He did not consider the characters' sexual or affectionate attractiveness to be a primary goal, and intended for them to be "gritty and cool" rather than "cute and lovely".[10] He based Rune's condition on a real personality disorder: psychopathy.[11] He aimed to give each part of the game world its own feeling: Rughzenhaide and the Alliance were made similar to the Age of Enlightenment, but with an "IT revolution that didn't require computers".[12] According to Munisix, the names of characters and locations came about naturally, with no time spent on any naming scheme.[13] He tried to write slice of life scenes for the game, but felt that they were not compelling or convincing; he said that the tense situations the main characters are in throughout the story leave little room for levity, as they need to get home alive and constantly have to consider potential dangers.[14]

For character design, Munisix initially gave Konatsu specifications of what each character would look like; as they kept working on the Fault series, they "found a rhythm", with Konatsu designing the characters according to their personality and function. They go through multiple prototypes, with some designs turning into other characters, and some clothes being reused on other characters.[15] Due to misunderstandings, Hare initially designed Rune as a male character. Munisix had imagined Rune as looking "girly", wearing a skirt and having long, black hair; when Hare redid the design, however, elements of the original male design remained, and Rune was given pigtails and pants. Looking back at it, Munisix said that he was glad that they had used Hare's idea rather than his.[16] Some locations that did not exist in the original draft, such as the Zhevitz family manor, were added to the story late during the game's production, when Alice in Dissonance was low on money; because of this, they had to resort to using stock background images.[17]

Release and localization

The game was originally released in Japan on August 12, 2013.[18] The Western video game publisher Sekai Project found out about it while looking for new groups in the Japanese video game market by reading Japanese news sites focusing on doujin games, and found Fault Milestone One to stand out from the rest. They contacted Alice in Dissonance and organized a meeting in Tokyo, where they discussed the licenses that would be needed to publish the game in the West; the only one required was for the music. As Alice in Dissonance felt that the game required some more polish before getting an international release,[19] they decided to finance development of improved character sprites, new cutscenes and an English translation through the crowdfunding website Kickstarter.[19][20]

Sekai Project launched the campaign in June 2014, with the goal to raise $5,000 by July 18;[20] by the end of the campaign, they had managed to raise $34,662, allowing for the production of Android and PlayStation Vita ports, an artbook, and the prequel game Fault: Silence the Pedant.[5] Originally, Munisix had planned to handle the localization himself, but due to the success of the crowdfunding campaign he was instead able to focus on developing the sequel Fault Milestone Two.[21] By December 1, 2014, the English translation was finished, with Sekai Project working on finishing the production.[22] The director's cut version was released in Japan on August 17, 2014,[18] and internationally in both English and Japanese on December 15, 2014.[23]

While Sekai Project had initially begun work on porting the game to the Unity game engine themselves in order to release the game on the PlayStation Vita,[21] they announced in February 2016 that they had instead decided to contract an outside company to do the PlayStation Vita port.[24] At the Electronic Entertainment Expo 2016, it was announced that the game would also be ported to the PlayStation 4; both console ports are handled by Mighty Rabbit Studios. The console versions will also get a limited physical release, done in a partnership between Sekai Project and Limited Run Games, a subsidiary of Mighty Rabbit Studios.[25] New art is being created for the PlayStation Vita release, to replace the stock background images used in the original release.[17]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings55%[26]
Review scores
PublicationScore
Hardcore Gamer2/5[3]
RPGFan69%[2]

According to Munisix, the game was a commercial success.[4] It was met by a wide range of reviews, with some critical and some positive.[26][27] Jenni Lada at PC Gamer included the game on a list of "the best visual novels for beginners".[1]

Geoff Thew at Hardcore Gamer was disappointed with the lack of player choices, saying that experimenting with various consequences is "the whole draw of visual novels"; for visual novels without branching stories, he thought that puzzle gameplay mechanics are required to keep the player interested, and that without either, it could have instead been a manga or light novel.[3] Andrew Barker at RPGFan questioned why the single player choice was included, calling it pointless and "almost a tease for players wishing they had more control over the events".[2] Thew called the artwork lackluster, with the world and characters looking "ugly and flat"; he liked the shading, but said that the proportions are off for most characters, particularly the men, and that perspective is handled incorrectly.[3] Barker said that the presentation felt low-budget: he called the character design excellent, with elegant character artwork, but found the background art and music to be dull and lifeless.[2] Thew liked the music, calling the atmospheric songs used in dramatic scenes "powerful and subtle", but found the music used in comedic scenes annoying.[3]

The game's story received mixed reviews.[2][3][27] Thew enjoyed the premise and Rune's history, calling it "interesting and thematically resonant", but found it too disconnected from the main story.[3] Barker liked the story; he said that it, while poorly paced, is compelling as a standalone story, but that it does not work as a first episode, with the characters and setting not being established properly.[2] Thew found the game world interesting, calling the detailed magic system fascinating, but felt that the exposition of it was overly long and clunky, and unnecessary due to the included encyclopedia that already explains it.[3] Meanwhile, Barker felt that the world and setting was not explained enough, with the move from "swords and sorcery to medicine and robotics" not feeling believable due to being poorly explained.[2] Ethan at Siliconera felt that the story did not begin strongly, with the conflict in the beginning not being explained, but liked the main story arc about Rune, saying that it "hooked [him] something fierce". He liked the structure, with a full narrative that ties up at the end, comparing it favorably to the first episode of the visual novel World End Economica.[27] Both Thew and Barker called the characters clichéd; Thew felt that it is acceptable to use archetypes, but that the game treats them as if they are unique and difficult to comprehend.[2][3] Barker cited Rudo as an exception, who he felt was more interesting and had realistic motivations.[2] Ethan commented on the lack of sexual content, saying that while he does not mind the existence of it, it is not needed in Fault Milestone One, and that he appreciated how the developers had not felt the need to include it anyway.[27]

Thew was disappointed with the game's localization, calling it stiff and unnatural, and full of spelling mistakes and grammatical errors. He also found problems with the game's tense, as it switches between present and past, and how the narration sometimes switches from Ritona's perspective to a "detached, omniscient third person".[3] Meanwhile, Barker thought that the translation was well done, and that the script was mostly free of errors; he did however find it to read awkwardly at times, with unnatural-sounding dialogue.[2] Ethan thought that Sekai Project had done a good job with the game's presentation, calling it a "professional package".[27]

References

  1. 1 2 Lada, Jenni (2015-02-09). "The best visual novels for beginners". PC Gamer. Future plc. p. 9. Archived from the original on 2015-09-12. Retrieved 2016-03-21.
  2. 1 2 3 4 5 6 7 8 9 10 11 12 13 Barker, Andrew (2015-01-28). "Fault - Milestone One". RPGFan. Archived from the original on 2015-09-12. Retrieved 2016-03-09.
  3. 1 2 3 4 5 6 7 8 9 10 11 12 Thew, Geoff (2014-12-23). "Review: fault milestone one". Hardcore Gamer. Archived from the original on 2015-06-25. Retrieved 2016-03-09.
  4. 1 2 Alice in Dissonance (2016-03-05). "Why "projectwritten" for your twitter? Wouldn't AliceInDissonance be better? Is there a reason for calling yourselves both AiD and projectwritten?". ASKfm. IAC. Archived from the original on 2016-03-10. Retrieved 2016-03-10.
  5. 1 2 Sekai Project. "fault milestone one -director's cut-". Kickstarter. Archived from the original on 2015-09-25. Retrieved 2016-03-20.
  6. Alice in Dissonance (2015-11-23). "ALICE IN DISSONANCE on Twitter". Twitter. Archived from the original on 2015-11-23. Retrieved 2016-03-19.
  7. Alice in Dissonance (2015-12-17). "From what I heard, you are actually a native English speaker (born in the States and all that). My question is what makes you feel more comfortable writing in Japanese rather than English? Are there particular nuances that you understand better or feel more comfortable with in Japanese? Thanks :D". ASKfm. IAC. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  8. Alice in Dissonance (2016-03-22). "What is the most time consuming bit of producing each part of the visual novel?". ASKfm. IAC. Archived from the original on 2016-03-28. Retrieved 2016-03-28.
  9. Alice in Dissonance (2015-09-15). "AiD PATREON Q&A". Patreon. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  10. Alice in Dissonance (2016-02-08). "Who will you date? If you were given a choice of choosing a female character from the Fault series and why?". ASKfm. IAC. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  11. Alice in Dissonance (2016-06-25). "Have you done charity stuff? (or planning to?) Like, that stuff about young Rune was super cool, and I wonder, is it some real mental illness (kinda like what To The Moon did)? Or was it based off of or inspired from something?". ASKfm. IAC. Archived from the original on 2016-06-26. Retrieved 2016-06-26.
  12. Alice in Dissonance (2016-02-04). "What time period would the world of fault be closest to in our terms?". ASKfm. IAC. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  13. Alice in Dissonance (2016-06-19). "How do you come up with your names? As a german I'm tempted to think for ex. Rughenhaide is old german but I have no idea". ASKfm. IAC. Archived from the original on 2016-06-19. Retrieved 2016-06-19.
  14. Alice in Dissonance (2015-12-17). "I really appreciate fault's more SoL sequences, but I know that it's not really the story you want to tell in the games. Would it be possible for side material that's more light-hearted?". ASKfm. IAC. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  15. Alice in Dissonance (2016-03-26). "What is the process for character design and background/CG creation like? Do you go through many prototypes, use thumbnails to plot it out, etc? Does Munisix write descriptions of characters' looks to base the design on, or does Hare make up the designs on her own?". ASKfm. IAC. Archived from the original on 2016-03-29. Retrieved 2016-03-29.
  16. Alice in Dissonance (2016-06-19). "Was Rune originally a boy? (Looking at the image in the concept art)". ASKfm. IAC. Archived from the original on 2016-06-19. Retrieved 2016-06-19.
  17. 1 2 Alice in Dissonance (2016-06-21). "Just wondering if this VN group at [link] has taken your image. Under the heading "What is a visual novel?", you'll find a staircase house image awfully similar to the one in fault ms1. Just wondering if it's stealing or just coincidence. Have a good day.". ASKfm. IAC. Archived from the original on 2016-06-21. Retrieved 2016-06-21.
  18. 1 2 "fault Series". Alice in Dissonance. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  19. 1 2 "Visual Novel Licensing 101 – How to find a Visual Novel to license". Sekai Project. 2014-10-17. Archived from the original on 2015-05-30. Retrieved 2016-03-19.
  20. 1 2 "Sekai Project Starts Fault Milestone One Visual Novel Kickstarter". Anime News Network. 2014-06-19. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  21. 1 2 Sekai Project (2014-12-15). "The day before the release". Kickstarter. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  22. Sekai Project (2014-12-01). "Translation complete!". Kickstarter. Archived from the original on 2016-03-21. Retrieved 2016-03-21.
  23. Ishaan (2014-12-15). "Visual Novel Fault Milestone One Available On Steam Today". Siliconera. Archived from the original on 2015-02-24. Retrieved 2016-03-19.
  24. Sekai Project (2016-03-01). "PSVita status". Kickstarter. Archived from the original on 2016-03-19. Retrieved 2016-03-19.
  25. Romano, Sal (2016-06-14). "Fault Milestone One and Rabi-Ribi coming to PS4, PS Vita". Gematsu. Archived from the original on 2016-06-14. Retrieved 2016-06-14.
  26. 1 2 "fault milestone one for PC". GameRankings. CBS Interactive. Archived from the original on 2015-09-12. Retrieved 2016-03-09.
  27. 1 2 3 4 5 Ethan (2015-12-26). "Fault Milestone One Reads Like the First Act of a Good Yarn". Siliconera. Archived from the original on 2015-10-01. Retrieved 2016-03-09.
This article is issued from Wikipedia - version of the 11/3/2016. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.