The Demo Plan
June 11, 2012 2 Comments
I’ve mentioned in a few places around the net that we plan on releasing a demo for Grisaia, so I figured I’d take a minute to explain what exactly that means.
Originally, we planned on providing an English version of the original Grisaia no Kajitsu demo, with the same selection of scenes. The Japanese demo was a bit strange though, and was played through a scene select screen where you could individually view individual scenes spread semi-randomly across the common route, as well as an H-Scene with Amane, and the first day of the ‘Angelic Howl’ story, a key scene in Amane’s route. The Japanese demo is clearly laid out to show off key scenes and sell the characters and actors, but it provides a rather disjointed experience. The inclusion of Angelic Howl and the H-Scene is there to sell the more serious side of the game, but it is really a huge spoiler in terms of her story.
So the team discussed it thoroughly and decided we wanted to provide a different experience from the original demo. What we’re doing is providing a linear chunk of the game, starting from the beginning, amounting to a bit more than a third of the game’s common route. In terms of length the demo is roughly the same length as the original game demo. To give an idea how how long that actually is, at my count the demo is in English about 70k words in length. It’s not super long, compared to the game itself anyways, but it should give you an idea of what the game has to offer. While we can’t really show you the more serious stuff later on yet, I hope that you won’t be dissapointed.
The main reason we decided to provide a demo is because we don’t plan on doing partial patches for individual character routes or the common route. I don’t think there’s any one specific reasoning behind it, but if I had to say, it’s simply that we’d rather provide a complete experience rather than a disjointed one. Releasing a translated demo also allows us to provide a complete standalone package that people can enjoy without relying on the original game. While our changes to the demo content does make that a little grey, we’re hoping that the limited scope of what we’re providing will allow us to avoid any issues.
We plan on having as polished of a demo as we possibly can, and are working hard on making sure it’s as good as we can make it. The demo is more or less in a working shape and we’re finalizing the editing and finishing up on some of the art. I don’t have a firm release date, but we’ll probably have it out before the end of the month. Stay tuned!