![]() Children as the boss may not seem like that strange of a concept, but it builds on the entire idea of what the developers were trying to accomplish with this title. A specific example of the strangeness in the game is children bullying adults. They also wanted to keep you on your toes by making quick changes from passive moments to those of action. To help draw gamers in to the horror experience, the developers really focused on the sounds and strangeness of each scene. The goal of the game is to discover what happened and solve a mystery. From artistic matters, the discussion moved to those of gameplay. The goal was to create a storybook feel where colors aren't fantastical, but that specific tones dominate each scene and were an important part of the direction. We were told that, like the sound, Lost Children was a big influence and used as a starting point. The goal was to create music for the game that brought a human element to the atmosphere. Most of it is stringed instruments played by people. We learned that the entire score is non-electrical. ![]() The score was created by Yutaka Minobe of Panzer Dragoon Saga and Skies of Arcadia fame, so we were really interested to know how it would play a role in the game. We kicked off the interview through a translator by asking about the music and sound. Upstairs in the Atlus meeting room, we were lucky enough to be able to talk with Yuya Takayama and Shuju Ishikawa. The actual gameplay is similar to other survival horror games where you are required to find the right objects to solve puzzles. Inside the house, we continued to catch glimpses of our target individual as he scampered away. In you inventory, all of the menus and items look as though they were drawn in chalk on a dark board. Once we located it and found the gate, we discovered another neat aspect. To follow, we had to find the proper key to get inside the gates. We began outside of the gate to the house and saw a brief in-game cutscene of a child running around the corner. The environments we saw, both outside and inside a house, are chock full of elements that draw you in to the game and make your heart pump. Although the graphics aren't as beautiful as the trailer, they aren't poor by PS2 standards. After watching the trailer, we were psyched to walk across to the other side of the booth and get some playtime with the game. Another had the girl from the opening scene walking timidly through the house before getting grabbed from the shadows by an adult male. One showed a reflection in a broken mirror of a young pudgy girl smearing lipstick all over her face. From there, the scene moves into a house where disturbing scenes come at you one after another. ![]() This pleasant outing turns bad when a shadow crosses the field, transforming the happy times into a mere memory. The trailer began with a girl sitting on a bench in an open field with her dog. The game boasts over 50 minutes of these cutscenes, which should be stunning if the movie we saw is any indication. The trailer running on the floor was entirely CG. Depending upon how you play, you'll finish the game with one of several endings. She finds herself in an orphanage after her parents die where she finds a group of demented children known as the "Aristocracy of the Red Crayon." Her only friend is her puppy and together they must find key items after she is kidnapped. ![]() Rule of Rose follows the story of a young girl named Jennifer in the 1930's. ![]()
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