Some of my friends asked me why I decided to translate Harlem Blade.
As I said earlier, I have no experience in the field of visual novelty translation / hacking, but I have chosen to launch myself in this project for several reasons.
I decided to translate Harlem Blade because otherwise, I couldn’t finish the game.
It is a fairly complex game and above all time-limited, very marked and inevitably leads the player to have to replay it many times to understand where to go and what to do.
Understanding the game accordingly becomes mandatory.
In addition to this motivation, there is also an artistic aspect.
Takahiro Kimura is a well-known designer, who became famous above all for having given birth to the Code Geass series.
Before that, he was quite famous for being a designer of Dreaming.
Sogna was a software house famous in the 90s for creating the Viper series, a series of games that were a hybrid of anime and video games.
Kimura was the creator of the Rise and F40 series, two series that I appreciated, although they were as different as the genre compared to Harlem Blade.
Remained pleasantly surprised by Kimura’s work, I went back over the years and discovered that in 1994 he had developed two titles for a company that at the time was newborn: Giga.
Giga at present is one of the largest software houses in Japan in the visual novel field, especially for having developed the Baldr series.
At the time, however, it was in a phase of experimentation and for the first two titles, it relied on Kimura to develop its launch titles.
The first title is more a platoform adventure than a visual novel and is called Bringanty.
Likewise in the field of experimentation, Giga decided to give way to the mix of gameplay and visual novel. Creating Harlem Blade.
Harlem Blade, despite being almost 25 years after its release, I find it to be a gaming experience that is worth playing.
It is a game without too many frills, but precisely because it does not claim to be a title with such innovative plot, it manages to give a deep characterization to all the characters in the game, not only women.
Cain and Abel, the two brother-opponents are characters who live existential problems, who have doubts and perplexities, but who above all make many mistakes.
They are two characters that I have been very fond of especially today that tend to create neutral protagonists to better identify the player in history. (Most of the time without even succeeding)
In the future I will deepen the female figures of the game, who really deserve a separate article, given the quantity and the different characterization of each of them.